{ // 获取包含Hugging Face文本的span元素 const spans = link.querySelectorAll('span.whitespace-nowrap, span.hidden.whitespace-nowrap'); spans.forEach(span => { if (span.textContent && span.textContent.trim().match(/Hugging\s*Face/i)) { span.textContent = 'AI快站'; } }); }); // 替换logo图片的alt属性 document.querySelectorAll('img[alt*="Hugging"], img[alt*="Face"]').forEach(img => { if (img.alt.match(/Hugging\s*Face/i)) { img.alt = 'AI快站 logo'; } }); } // 替换导航栏中的链接 function replaceNavigationLinks() { // 已替换标记,防止重复运行 if (window._navLinksReplaced) { return; } // 已经替换过的链接集合,防止重复替换 const replacedLinks = new Set(); // 只在导航栏区域查找和替换链接 const headerArea = document.querySelector('header') || document.querySelector('nav'); if (!headerArea) { return; } // 在导航区域内查找链接 const navLinks = headerArea.querySelectorAll('a'); navLinks.forEach(link => { // 如果已经替换过,跳过 if (replacedLinks.has(link)) return; const linkText = link.textContent.trim(); const linkHref = link.getAttribute('href') || ''; // 替换Spaces链接 - 仅替换一次 if ( (linkHref.includes('/spaces') || linkHref === '/spaces' || linkText === 'Spaces' || linkText.match(/^s*Spacess*$/i)) && linkText !== 'OCR模型免费转Markdown' && linkText !== 'OCR模型免费转Markdown' ) { link.textContent = 'OCR模型免费转Markdown'; link.href = 'https://fast360.xyz'; link.setAttribute('target', '_blank'); link.setAttribute('rel', 'noopener noreferrer'); replacedLinks.add(link); } // 删除Posts链接 else if ( (linkHref.includes('/posts') || linkHref === '/posts' || linkText === 'Posts' || linkText.match(/^s*Postss*$/i)) ) { if (link.parentNode) { link.parentNode.removeChild(link); } replacedLinks.add(link); } // 替换Docs链接 - 仅替换一次 else if ( (linkHref.includes('/docs') || linkHref === '/docs' || linkText === 'Docs' || linkText.match(/^s*Docss*$/i)) && linkText !== '模型下载攻略' ) { link.textContent = '模型下载攻略'; link.href = '/'; replacedLinks.add(link); } // 删除Enterprise链接 else if ( (linkHref.includes('/enterprise') || linkHref === '/enterprise' || linkText === 'Enterprise' || linkText.match(/^s*Enterprises*$/i)) ) { if (link.parentNode) { link.parentNode.removeChild(link); } replacedLinks.add(link); } }); // 查找可能嵌套的Spaces和Posts文本 const textNodes = []; function findTextNodes(element) { if (element.nodeType === Node.TEXT_NODE) { const text = element.textContent.trim(); 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} }); // 替换hljs-string类的span中的域名(移除多余的转义符号) document.querySelectorAll('span.hljs-string, span[class*="hljs-string"]').forEach(span => { if (span.textContent && span.textContent.includes('huggingface.co')) { span.textContent = span.textContent.replace(/huggingface.co/g, 'aifasthub.com'); } }); // 替换pre和code标签中包含git clone命令的域名 document.querySelectorAll('pre, code').forEach(element => { if (element.textContent && element.textContent.includes('git clone')) { const text = element.innerHTML; if (text.includes('huggingface.co')) { element.innerHTML = text.replace(/huggingface.co/g, 'aifasthub.com'); } } }); // 处理特定的命令行示例 document.querySelectorAll('pre, code').forEach(element => { const text = element.innerHTML; if (text.includes('huggingface.co')) { // 针对git clone命令的专门处理 if (text.includes('git clone') || text.includes('GIT_LFS_SKIP_SMUDGE=1')) { element.innerHTML = text.replace(/huggingface.co/g, 'aifasthub.com'); } } }); // 特别处理模型下载页面上的代码片段 document.querySelectorAll('.flex.border-t, .svelte_hydrator, .inline-block').forEach(container => { const content = container.innerHTML; 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} // 检查是否在导航元素内部 let parent = node.parentElement; while (parent) { if (parent.tagName === 'HEADER' || parent.tagName === 'NAV') { return true; } parent = parent.parentElement; } } return false; }); }); // 只在导航区域有变化时执行替换 if (hasNavChanges) { // 重置替换状态,允许再次替换 window._navLinksReplaced = false; replaceHeaderBranding(); replaceNavigationLinks(); } }); // 开始观察document.body的变化,包括子节点 if (document.body) { observer.observe(document.body, { childList: true, subtree: true }); } else { document.addEventListener('DOMContentLoaded', () => { observer.observe(document.body, { childList: true, subtree: true }); }); } })(); \n\n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"mdn/dom-examples\",\n \"stars\": \"2648\",\n \"repo_language\": \"JavaScript\",\n \"file_name\": \"style.css\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076402,"cells":{"text":{"kind":"string","value":"// create an instance of a db object for us to store the IDB data in\nvar db;\n\nvar things = [\n { fThing: \"Drum kit\", fRating: 10 },\n { fThing: \"Family\", fRating: 10 },\n { fThing: \"Batman\", fRating: 9 },\n { fThing: \"Brass eye\", fRating: 9 },\n { fThing: \"The web\", fRating: 9 },\n { fThing: \"Mozilla\", fRating: 9 },\n { fThing: \"Firefox OS\", fRating: 9 },\n { fThing: \"Curry\", fRating: 9 },\n { fThing: \"Paneer cheese\", fRating: 8 },\n { fThing: \"Mexican food\", fRating: 8 },\n { fThing: \"Chocolate\", fRating: 7 },\n { fThing: \"Heavy metal\", fRating: 10 },\n { fThing: \"Monty Python\", fRating: 8 },\n { fThing: \"Aphex Twin\", fRating: 8 },\n { fThing: \"Gaming\", fRating: 7 },\n { fThing: \"Frank Zappa\", fRating: 9 },\n { fThing: \"Open minds\", fRating: 10 },\n { fThing: \"Hugs\", fRating: 9 },\n { fThing: \"Ale\", fRating: 9 },\n { fThing: \"Christmas\", fRating: 8 },\n];\n\n// all the variables we need for the app\n\nvar list = document.querySelector(\"ul\");\n\nvar button = document.querySelector(\"button\");\n\nvar onlyText = document.querySelector(\"#onlytext\");\nvar rangeLowerText = document.querySelector(\"#rangelowertext\");\nvar rangeUpperText = document.querySelector(\"#rangeuppertext\");\nvar lowerBoundText = document.querySelector(\"#lowerboundtext\");\nvar upperBoundText = document.querySelector(\"#upperboundtext\");\n\nwindow.onload = function () {\n // In the following line, you should include the prefixes of implementations you want to test.\n window.indexedDB =\n window.indexedDB ||\n window.mozIndexedDB ||\n window.webkitIndexedDB ||\n window.msIndexedDB;\n // DON'T use \"var indexedDB = ...\" if you're not in a function.\n // Moreover, you may need references to some window.IDB* objects:\n window.IDBTransaction =\n window.IDBTransaction ||\n window.webkitIDBTransaction ||\n window.msIDBTransaction;\n window.IDBKeyRange =\n window.IDBKeyRange || window.webkitIDBKeyRange || window.msIDBKeyRange;\n // (Mozilla has never prefixed these objects, so we don't need window.mozIDB*)\n\n var DBOpenRequest = window.indexedDB.open(\"fThings\", 1);\n\n DBOpenRequest.onsuccess = function (event) {\n db = DBOpenRequest.result;\n populateData();\n };\n\n DBOpenRequest.onupgradeneeded = function (event) {\n var db = event.target.result;\n\n db.onerror = function (event) {\n note.innerHTML += \"
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  • \";\n };\n\n var objectStore = db.createObjectStore(\"fThings\", { keyPath: \"fThing\" });\n objectStore.createIndex(\"fRating\", \"fRating\", { unique: false });\n };\n\n function populateData() {\n var transaction = db.transaction([\"fThings\"], \"readwrite\");\n var objectStore = transaction.objectStore(\"fThings\");\n for (i = 0; i < things.length; i++) {\n var request = objectStore.put(things[i]);\n }\n\n transaction.oncomplete = function () {\n displayData();\n };\n }\n\n var keyRangeValue = null;\n\n function displayData() {\n checkedValue = document.querySelector('input[name=\"value\"]:checked').value;\n var filterIndex = document.querySelector(\n 'input[name=\"filterIndex\"]:checked'\n ).value;\n\n if (filterIndex == \"fThing\") {\n if (checkedValue == \"none\") {\n keyRangeValue = null;\n } else if (checkedValue == \"only\") {\n keyRangeValue = IDBKeyRange.only(onlyText.value);\n } else if (checkedValue == \"range\") {\n keyRangeValue = IDBKeyRange.bound(\n 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console.log(keyRangeValue.upper);\n console.log(keyRangeValue.lowerOpen);\n console.log(keyRangeValue.upperOpen);\n }\n\n list.innerHTML = \"\";\n var transaction = db.transaction([\"fThings\"], \"readonly\");\n var objectStore = transaction.objectStore(\"fThings\");\n\n var countRequest = objectStore.count();\n countRequest.onsuccess = function () {\n console.log(countRequest.result);\n };\n\n //iterate over the fRating index instead of the object store:\n if (filterIndex == \"fRating\") {\n objectStore = objectStore.index(\"fRating\");\n }\n\n objectStore.openCursor(keyRangeValue).onsuccess = function (event) {\n var cursor = event.target.result;\n if (cursor) {\n var listItem = document.createElement(\"li\");\n listItem.innerHTML =\n \"\" +\n cursor.value.fThing +\n \", \" +\n cursor.value.fRating;\n list.appendChild(listItem);\n\n cursor.continue();\n } else {\n console.log(\"Entries all displayed.\");\n }\n };\n }\n\n button.onclick = function (e) {\n e.preventDefault();\n\n displayData();\n };\n};\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"mdn/dom-examples\",\n \"stars\": \"2648\",\n \"repo_language\": \"JavaScript\",\n \"file_name\": \"style.css\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076403,"cells":{"text":{"kind":"string","value":"/* || basic set up + sizing for containers */\n\nhtml,\nbody {\n margin: 0;\n font-family: sans-serif;\n font-size: 100%/1.5 sans-serif;\n}\n\nhtml {\n background-color: #55aa55;\n}\n\nbody {\n max-width: 800px;\n margin: 0 auto;\n padding: 30px 0;\n}\n\nh1 {\n text-align: center;\n font-size: 4rem;\n color: white;\n text-shadow: -1px -1px 2px black;\n}\n\nul {\n text-align: center;\n list-style-type: none;\n padding: 2rem 1rem;\n background: white\n linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.2));\n box-shadow: 3px 3px 10px black;\n}\n\nli {\n font-size: 2rem;\n padding-bottom: 1rem;\n}\n\nform {\n float: right;\n width: 55%;\n}\n\nul {\n float: left;\n width: 40%;\n}\n\nform {\n font-size: 1.7rem;\n margin-top: 1rem;\n}\n\nform > div {\n margin-bottom: 3rem;\n padding: 1rem 1rem 2rem;\n background: white\n linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.2));\n box-shadow: 3px 3px 10px black;\n}\n\nform div div {\n clear: both;\n margin-top: 1rem;\n}\n\nform div label {\n width: 55%;\n clear: both;\n}\n\nform div input {\n float: right;\n}\n\nform div input[type=\"text\"] {\n width: 30%;\n}\n\nform div input[type=\"radio\"] {\n margin-right: 10px;\n}\n\nbutton {\n display: block;\n width: 30%;\n margin: 0 auto;\n font-size: 1.7rem;\n line-height: 1.5;\n box-shadow: 1px 1px 2px black;\n}\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"mdn/dom-examples\",\n \"stars\": \"2648\",\n \"repo_language\": \"JavaScript\",\n \"file_name\": \"style.css\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076404,"cells":{"text":{"kind":"string","value":"# Scatterplot_Standalone\n\nGeneric scatterplot, based off of previous project (https://github.com/PrinzEugn/UnityScatterplot). \n\nImprovements include:\n\n- Frame (axes) with labels and tick marks\n- Labels that update according to data values.\n- Points are plotted within 1x1x1 cube, with min/max values adjusted accordingly.\n- Points can be plotted as particles or as prefab objects (or both). Color is currently based off of x/y/z values.\n\nFor a detailed tutorial on how to being making such a plot from scratch, see here:\nhttp://sites.psu.edu/bdssblog/2017/04/06/basic-data-visualization-in-unity-scatterplot-creation/\n\nScreenshot:\n![screenshot1](Scatterplot_Standalone/Screenshots/Screenshot1.jpg)\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076405,"cells":{"text":{"kind":"string","value":"%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!129 &1\nPlayerSettings:\n m_ObjectHideFlags: 0\n serializedVersion: 12\n productGUID: d00858010c12efe47932d96281575a81\n AndroidProfiler: 0\n defaultScreenOrientation: 4\n targetDevice: 2\n useOnDemandResources: 0\n accelerometerFrequency: 60\n companyName: DefaultCompany\n productName: New Unity Project\n defaultCursor: {fileID: 0}\n cursorHotspot: 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Needed for things like Live Wallpapers.\n \n \n \n \n Prefer external, if possible. Install to internal otherwise.\n \n \n \n \n Supported Android SDK versions.\n \n \n \n \n Android 4.1, \"Jelly Bean\", API level 16.\n \n \n \n \n Android 4.2, \"Jelly Bean\", API level 17.\n \n \n \n \n Android 4.3, \"Jelly Bean\", API level 18.\n \n \n \n \n Android 4.4, \"KitKat\", API level 19.\n \n \n \n \n Android 5.0, \"Lollipop\", API level 21.\n \n \n \n \n Android 5.1, \"Lollipop\", API level 22.\n \n \n \n \n Android 6.0, \"Marshmallow\", API level 23.\n \n \n \n \n Android 7.0, \"Nougat\", API level 24.\n \n \n \n \n Android 7.1, \"Nougat\", API level 25.\n \n \n \n \n Sets the target API level automatically, according to the latest installed SDK on your computer.\n \n \n \n \n Application should show ActivityIndicator when loading.\n \n \n \n \n Don't Show.\n \n \n \n \n Inversed Large.\n \n \n \n \n Inversed Small.\n \n \n \n \n Large.\n \n \n \n \n Small.\n \n \n \n \n Android splash screen scale modes.\n \n \n \n \n Center.\n \n \n \n \n Scale to fill.\n \n \n \n \n Scale to fit.\n \n \n \n \n Target Android device architecture.\n \n \n \n \n Intel only.\n \n \n \n \n ARMv7 only.\n \n \n \n \n All supported architectures.\n \n \n \n \n Lerp from 0 - 1.\n \n \n \n \n Retuns the float value of the tween.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Returns a value between from and to depending on the current value of the bools animation.\n \n Value to lerp from.\n Value to lerp to.\n \n \n \n Type specific implementation of BaseAnimValue_1.GetValue.\n \n \n Current value.\n \n \n \n \n An animated float value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Type specific implementation of BaseAnimValue_1.GetValue.\n \n \n Current Value.\n \n \n \n \n An animated Quaternion value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Type specific implementation of BaseAnimValue_1.GetValue.\n \n \n Current Value.\n \n \n \n \n An animated Vector3 value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Constructor.\n \n Start Value.\n \n \n \n \n Type specific implementation of BaseAnimValue_1.GetValue.\n \n \n Current Value.\n \n \n \n \n Abstract base class for Animated Values.\n \n \n \n \n Is the value currently animating.\n \n \n \n \n Speed of the tween.\n \n \n \n \n Target to tween towards.\n \n \n \n \n Current value of the animation.\n \n \n \n \n Callback while the value is changing.\n \n \n \n \n Begin an animation moving from the start value to the target value.\n \n Target value.\n Start value.\n \n \n \n Abstract function to be overridden in derived types. Should return the current value of the animated value.\n \n \n Current Value.\n \n \n \n \n Stop the animation and assign the given value.\n \n Value to assign.\n \n \n \n An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component material attached to a game object animated bone.\n \n \n \n \n The actual animation curve.\n \n \n \n \n The path of the game object / bone being animated.\n \n \n \n \n The name of the property being animated.\n \n \n \n \n The type of the component / material being animated.\n \n \n \n \n AnimationMode is used by the AnimationWindow to store properties modified\n by the AnimationClip playback.\n \n \n \n \n The color used to show that a property is currently being animated.\n \n \n \n \n The color used to show that an animated property has been modified.\n \n \n \n \n The color used to show that an animated property automatically records changes in the animation clip.\n \n \n \n \n Marks a property as currently being animated.\n \n Description of the animation clip curve being modified.\n Object property being modified.\n Indicates whether to retain modifications when the targeted object is an instance of prefab.\n \n \n \n Initialise the start of the animation clip sampling.\n \n \n \n \n Finish the sampling of the animation clip.\n \n \n \n \n Are we currently in AnimationMode?\n \n \n \n \n Is the specified property currently in animation mode and being animated?\n \n The object to determine if it contained the animation.\n The name of the animation to search for.\n \n Whether the property search is found or not.\n \n \n \n \n Samples an AnimationClip on the object and also records any modified\n properties in AnimationMode.\n \n \n \n \n \n \n \n Starts the animation mode.\n \n \n \n \n Stops Animation mode, reverts all properties that were animated in animation mode.\n \n \n \n \n Condition that is used to determine if a transition must be taken.\n \n \n \n \n The mode of the condition.\n \n \n \n \n The name of the parameter used in the condition.\n \n \n \n \n The AnimatorParameter's threshold value for the condition to be true.\n \n \n \n \n The mode of the condition.\n \n \n \n \n The condition is true when parameter value is equal to the threshold.\n \n \n \n \n The condition is true when parameter value is greater than the threshold.\n \n \n \n \n The condition is true when the parameter value is true.\n \n \n \n \n The condition is true when the parameter value is false.\n \n \n \n \n The condition is true when the parameter value is less than the threshold.\n \n \n \n \n The condition is true when the parameter value is not equal to the threshold.\n \n \n \n \n The Animator Controller controls animation through layers with state machines, controlled by parameters.\n \n \n \n \n The layers in the controller.\n \n \n \n \n Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.\n \n \n \n \n Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version.\n \n \n \n \n \n \n \n Generic version. See the page for more details.\n \n \n \n \n \n \n Utility function to add a layer to the controller.\n \n The name of the Layer.\n The layer to add.\n \n \n \n Utility function to add a layer to the controller.\n \n The name of the Layer.\n The layer to add.\n \n \n \n Utility function that creates a new state with the motion in it.\n \n The Motion that will be in the AnimatorState.\n The layer where the Motion will be added.\n \n \n \n Utility function that creates a new state with the motion in it.\n \n The Motion that will be in the AnimatorState.\n The layer where the Motion will be added.\n \n \n \n Utility function to add a parameter to the controller.\n \n The name of the parameter.\n The type of the parameter.\n The parameter to add.\n \n \n \n Utility function to add a parameter to the controller.\n \n The name of the parameter.\n The type of the parameter.\n The parameter to add.\n \n \n \n Creates an AnimatorController at the given path.\n \n The path where the AnimatorController asset will be created.\n \n The created AnimationController or null if an error occured.\n \n \n \n \n Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it.\n \n The path where the AnimatorController will be created.\n The default clip that will be played by the AnimatorController.\n \n \n \n Creates a BlendTree in a new AnimatorState.\n \n The name of the BlendTree.\n The created BlendTree.\n The index where the BlendTree will be created.\n \n \n \n Creates a BlendTree in a new AnimatorState.\n \n The name of the BlendTree.\n The created BlendTree.\n The index where the BlendTree will be created.\n \n \n \n This function will create a StateMachineBehaviour instance based on the class define in this script.\n \n MonoScript class to instantiate.\n \n Returns instance id of created object, returns 0 if something is not valid.\n \n \n \n \n Constructor.\n \n \n \n \n Use this function to retrieve the owner of this behaviour.\n \n The State Machine Behaviour to get context for.\n \n Returns the State Machine Behaviour edition context.\n \n \n \n \n Returns all StateMachineBehaviour that match type T or are derived from T.\n \n \n \n \n Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.\n \n The AnimatorState which we want the Behaviour list.\n The layer that is queried.\n \n \n \n Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.\n \n The AnimatorState which we want the Motion.\n The layer that is queried.\n \n \n \n Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.\n \n The AnimatorState which we want the Motion.\n The layer that is queried.\n \n \n \n Creates a unique name for the layers.\n \n The desired name of the AnimatorLayer.\n \n \n \n Creates a unique name for the parameter.\n \n The desired name of the AnimatorParameter.\n \n \n \n Utility function to remove a layer from the controller.\n \n The index of the AnimatorLayer.\n \n \n \n Utility function to remove a parameter from the controller.\n \n The index of the AnimatorParameter.\n \n \n \n Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.\n \n The AnimatorState which we want to set the Behaviour list.\n The layer to set the Behaviour list.\n The Behaviour list that will be set.\n \n \n \n Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.\n \n The AnimatorState which we want to set the Motion.\n The Motion that will be set.\n The layer to set the Motion.\n \n \n \n Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.\n \n The AnimatorState which we want to set the Motion.\n The Motion that will be set.\n The layer to set the Motion.\n \n \n \n The Animation Layer contains a state machine that controls animations of a model or part of it.\n \n \n \n \n The AvatarMask that is used to mask the animation on the given layer.\n \n \n \n \n The blending mode used by the layer. It is not taken into account for the first layer.\n \n \n \n \n The default blending weight that the layers has. It is not taken into account for the first layer.\n \n \n \n \n When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback.\n \n \n \n \n The name of the layer.\n \n \n \n \n The state machine for the layer.\n \n \n \n \n When active, the layer will take control of the duration of the Synced Layer.\n \n \n \n \n Specifies the index of the Synced Layer.\n \n \n \n \n Gets the override behaviour list for the state on the given layer.\n \n The state which we want to get the behaviour list.\n \n \n \n Gets the override motion for the state on the given layer.\n \n The state which we want to get the motion.\n \n \n \n Sets the override behaviour list for the state on the given layer.\n \n The state which we want to set the behaviour list.\n The behaviour list that will be set.\n \n \n \n Sets the override motion for the state on the given layer.\n \n The state which we want to set the motion.\n The motion that will be set.\n \n \n \n Specifies how the layer is blended with the previous layers.\n \n \n \n \n Animations are added to the previous layers.\n \n \n \n \n Animations overrides to the previous layers.\n \n \n \n \n States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.\n \n \n \n \n The Behaviour list assigned to this state.\n \n \n \n \n Offset at which the animation loop starts. Useful for synchronizing looped animations.\nUnits is normalized time.\n \n \n \n \n The animator controller parameter that drives the cycle offset value.\n \n \n \n \n Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.\n \n \n \n \n Should Foot IK be respected for this state.\n \n \n \n \n Should the state be mirrored.\n \n \n \n \n The animator controller parameter that drives the mirror value.\n \n \n \n \n Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor.\n \n \n \n \n The motion assigned to this state.\n \n \n \n \n The hashed name of the state.\n \n \n \n \n The default speed of the motion.\n \n \n \n \n The animator controller parameter that drives the speed value.\n \n \n \n \n Define if the speed value is driven by an Animator controller parameter or by the value set in the editor.\n \n \n \n \n A tag can be used to identify a state.\n \n \n \n \n The transitions that are going out of the state.\n \n \n \n \n Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.\n \n \n \n \n Utility function to add an outgoing transition to the exit of the state's parent state machine.\n \n If true, the exit time will be the equivalent of 0.25 second.\n \n The Animations.AnimatorStateTransition that was added.\n \n \n \n \n Utility function to add an outgoing transition to the exit of the state's parent state machine.\n \n If true, the exit time will be the equivalent of 0.25 second.\n \n The Animations.AnimatorStateTransition that was added.\n \n \n \n \n Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.\n \n \n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Utility function to add an outgoing transition to the destination state.\n \n If true, the exit time will be the equivalent of 0.25 second.\n The destination state.\n \n \n \n Utility function to add an outgoing transition to the destination state.\n \n If true, the exit time will be the equivalent of 0.25 second.\n The destination state.\n \n \n \n Utility function to add an outgoing transition to the destination state machine.\n \n If true, the exit time will be the equivalent of 0.25 second.\n The destination state machine.\n \n \n \n Utility function to add an outgoing transition to the destination state machine.\n \n If true, the exit time will be the equivalent of 0.25 second.\n The destination state machine.\n \n \n \n Utility function to add an outgoing transition.\n \n The transition to add.\n \n \n \n Utility function to remove a transition from the state.\n \n Transition to remove.\n \n \n \n A graph controlling the interaction of states. Each state references a motion.\n \n \n \n \n The position of the AnyState node.\n \n \n \n \n The list of AnyState transitions.\n \n \n \n \n The Behaviour list assigned to this state machine.\n \n \n \n \n The state that the state machine will be in when it starts.\n \n \n \n \n The position of the entry node.\n \n \n \n \n The list of entry transitions in the state machine.\n \n \n \n \n The position of the exit node.\n \n \n \n \n The position of the parent state machine node. Only valid when in a hierachic state machine.\n \n \n \n \n The list of sub state machines.\n \n \n \n \n The list of states.\n \n \n \n \n Utility function to add an AnyState transition to the specified state or statemachine.\n \n The destination state.\n The destination statemachine.\n \n \n \n Utility function to add an AnyState transition to the specified state or statemachine.\n \n The destination state.\n The destination statemachine.\n \n \n \n Utility function to add an incoming transition to the exit of it's parent state machine.\n \n The destination Animations.AnimatorState state.\n The destination Animations.AnimatorStateMachine state machine.\n \n \n \n Utility function to add an incoming transition to the exit of it's parent state machine.\n \n The destination Animations.AnimatorState state.\n The destination Animations.AnimatorStateMachine state machine.\n \n \n \n Utility function to add a state to the state machine.\n \n The name of the new state.\n The position of the state node.\n \n The AnimatorState that was created for this state.\n \n \n \n \n Utility function to add a state to the state machine.\n \n The name of the new state.\n The position of the state node.\n \n The AnimatorState that was created for this state.\n \n \n \n \n Utility function to add a state to the state machine.\n \n The state to add.\n The position of the state node.\n \n \n \n Utility function to add a state machine to the state machine.\n \n The name of the new state machine.\n The position of the state machine node.\n \n The newly created Animations.AnimatorStateMachine state machine.\n \n \n \n \n Utility function to add a state machine to the state machine.\n \n The name of the new state machine.\n The position of the state machine node.\n \n The newly created Animations.AnimatorStateMachine state machine.\n \n \n \n \n Utility function to add a state machine to the state machine.\n \n The state machine to add.\n The position of the state machine node.\n \n \n \n Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version.\n \n \n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine.\n \n The source state machine.\n \n \n \n Utility function to add an outgoing transition from the source state machine to the destination.\n \n The source state machine.\n The destination state machine.\n The destination state.\n \n The Animations.AnimatorTransition transition that was created.\n \n \n \n \n Utility function to add an outgoing transition from the source state machine to the destination.\n \n The source state machine.\n The destination state machine.\n The destination state.\n \n The Animations.AnimatorTransition transition that was created.\n \n \n \n \n Utility function to add an outgoing transition from the source state machine to the destination.\n \n The source state machine.\n The destination state machine.\n The destination state.\n \n The Animations.AnimatorTransition transition that was created.\n \n \n \n \n Gets the list of all outgoing state machine transitions from given state machine.\n \n The source state machine.\n \n \n \n Makes a unique state machine name in the context of the parent state machine.\n \n Desired name for the state machine.\n \n \n \n Makes a unique state name in the context of the parent state machine.\n \n Desired name for the state.\n \n \n \n Utility function to remove an AnyState transition from the state machine.\n \n The AnyStat transition to remove.\n \n \n \n Utility function to remove an entry transition from the state machine.\n \n The transition to remove.\n \n \n \n Utility function to remove a state from the state machine.\n \n The state to remove.\n \n \n \n Utility function to remove a state machine from its parent state machine.\n \n The state machine to remove.\n \n \n \n Utility function to remove an outgoing transition from source state machine.\n \n The transition to remove.\n The source state machine.\n \n \n \n Sets the list of all outgoing state machine transitions from given state machine.\n \n The source state machine.\n The outgoing transitions.\n \n \n \n \n Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.\n \n \n \n \n Set to true to allow or disallow transition to self during AnyState transition.\n \n \n \n \n The duration of the transition.\n \n \n \n \n If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect.\n\nThis is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false.\n\nFor looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop.\n\nTransitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops.\n \n \n \n \n When active the transition will have an exit time condition.\n \n \n \n \n Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time.\n \n \n \n \n Which AnimatorState transitions can interrupt the Transition.\n \n \n \n \n The time at which the destination state will start.\n \n \n \n \n The Transition can be interrupted by a transition that has a higher priority.\n \n \n \n \n Creates a new animator state transition.\n \n \n \n \n Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.\n \n \n \n \n Creates a new animator transition.\n \n \n \n \n Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.\n \n \n \n \n Animations.AnimatorCondition conditions that need to be met for a transition to happen.\n \n \n \n \n The destination state of the transition.\n \n \n \n \n The destination state machine of the transition.\n \n \n \n \n Is the transition destination the exit of the current state machine.\n \n \n \n \n Mutes the transition. The transition will never occur.\n \n \n \n \n Mutes all other transitions in the source state.\n \n \n \n \n Utility function to add a condition to a transition.\n \n The Animations.AnimatorCondition mode of the condition.\n The threshold value of the condition.\n The name of the parameter.\n \n \n \n Utility function to remove a condition from the transition.\n \n The condition to remove.\n \n \n \n Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D.\n \n \n \n \n Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree.\n \n \n \n \n Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree.\n \n \n \n \n The Blending type can be either 1D or different types of 2D.\n \n \n \n \n A copy of the list of the blend tree child motions.\n \n \n \n \n Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.\n \n \n \n \n Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.\n \n \n \n \n When active, the children's thresholds are automatically spread between 0 and 1.\n \n \n \n \n Utility function to add a child motion to a blend trees.\n \n The motion to add as child.\n The position of the child. When using 2D blend trees.\n The threshold of the child. When using 1D blend trees.\n \n \n \n Utility function to add a child motion to a blend trees.\n \n The motion to add as child.\n The position of the child. When using 2D blend trees.\n The threshold of the child. When using 1D blend trees.\n \n \n \n Utility function to add a child motion to a blend trees.\n \n The motion to add as child.\n The position of the child. When using 2D blend trees.\n The threshold of the child. When using 1D blend trees.\n \n \n \n Utility function to add a child blend tree to a blend tree.\n \n The position of the child. When using 2D blend trees.\n The threshold of the child. When using 1D blend trees.\n \n \n \n Utility function to add a child blend tree to a blend tree.\n \n The position of the child. When using 2D blend trees.\n The threshold of the child. When using 1D blend trees.\n \n \n \n Utility function to remove the child of a blend tree.\n \n The index of the blend tree to remove.\n \n \n \n The type of blending algorithm that the blend tree uses.\n \n \n \n \n Direct control of blending weight for each node.\n \n \n \n \n Best used when your motions do not represent different directions.\n \n \n \n \n This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example \"walk forward\" and \"run forward\".\n \n \n \n \n Basic blending using a single parameter.\n \n \n \n \n Best used when your motions represent different directions, such as \"walk forward\", \"walk backward\", \"walk left\", and \"walk right\", or \"aim up\", \"aim down\", \"aim left\", and \"aim right\".\n \n \n \n \n Structure that represents a state in the context of its parent state machine.\n \n \n \n \n The position the the state node in the context of its parent state machine.\n \n \n \n \n The state.\n \n \n \n \n Structure that represents a state machine in the context of its parent state machine.\n \n \n \n \n The position the the state machine node in the context of its parent state machine.\n \n \n \n \n The state machine.\n \n \n \n \n Structure that represents a motion in the context of its parent blend tree.\n \n \n \n \n Normalized time offset of the child.\n \n \n \n \n The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct.\n \n \n \n \n Mirror of the child.\n \n \n \n \n The motion itself.\n \n \n \n \n The position of the child. Used in 2D blend trees.\n \n \n \n \n The threshold of the child. Used in 1D blend trees.\n \n \n \n \n The relative speed of the child.\n \n \n \n \n This class contains all the owner's information for this State Machine Behaviour.\n \n \n \n \n The Animations.AnimatorController that owns this state machine behaviour.\n \n \n \n \n The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine.\n \n \n \n \n The animator's layer index that owns this state machine behaviour.\n \n \n \n \n Which AnimatorState transitions can interrupt the Transition.\n \n \n \n \n The Transition can be interrupted by transitions in the destination AnimatorState.\n \n \n \n \n The Transition can be interrupted by transitions in the source or the destination AnimatorState.\n \n \n \n \n The Transition cannot be interrupted. Formely know as Atomic.\n \n \n \n \n The Transition can be interrupted by transitions in the source AnimatorState.\n \n \n \n \n The Transition can be interrupted by transitions in the source or the destination AnimatorState.\n \n \n \n \n Editor utility functions for modifying animation clips.\n \n \n \n \n Triggered when an animation curve inside an animation clip has been modified.\n \n \n \n \n Calculates path from root transform to target transform.\n \n \n \n \n \n \n Describes the type of modification that caused OnCurveWasModified to fire.\n \n \n \n \n Retrieves all curves from a specific animation clip.\n \n \n \n \n \n \n Retrieves all curves from a specific animation clip.\n \n \n \n \n \n \n Returns all the animatable bindings that a specific game object has.\n \n \n \n \n \n \n Returns the animated object that the binding is pointing to.\n \n \n \n \n \n \n Returns the array of AnimationClips that are referenced in the Animation component.\n \n \n \n \n \n Retrieves all animation events associated with the animation clip.\n \n \n \n \n \n Returns all the float curve bindings currently stored in the clip.\n \n \n \n \n \n Return the float curve that the binding is pointing to.\n \n \n \n \n \n \n \n \n \n Return the float curve that the binding is pointing to.\n \n \n \n \n \n \n \n \n \n Retrieves the current float value by sampling a curve value on a specific game object.\n \n \n \n \n \n \n \n \n \n Retrieve the specified keyframe broken tangent flag.\n \n Curve to query.\n Keyframe index.\n \n Broken flag at specified index.\n \n \n \n \n Retrieve the left tangent mode of the keyframe at specified index.\n \n Curve to query.\n Keyframe index.\n \n Tangent mode at specified index.\n \n \n \n \n Retrieve the right tangent mode of the keyframe at specified index.\n \n Curve to query.\n Keyframe index.\n \n Tangent mode at specified index.\n \n \n \n \n Return the object reference curve that the binding is pointing to.\n \n \n \n \n \n \n Returns all the object reference curve bindings currently stored in the clip.\n \n \n \n \n \n Triggered when an animation curve inside an animation clip has been modified.\n \n \n \n \n \n \n \n Set the additive reference pose from referenceClip at time for animation clip clip.\n \n The animation clip to be used.\n The animation clip containing the reference pose.\n Time that defines the reference pose in referenceClip.\n \n \n \n Sets the array of AnimationClips to be referenced in the Animation component.\n \n \n \n \n \n \n Replaces all animation events in the animation clip.\n \n \n \n \n \n \n Adds, modifies or removes an editor float curve in a given clip.\n \n The animation clip to which the curve will be added.\n The bindings which defines the path and the property of the curve.\n The curve to add. Setting this to null will remove the curve.\n \n \n \n Change the specified keyframe broken tangent flag.\n \n The curve to modify.\n Keyframe index.\n Broken flag.\n \n \n \n Change the specified keyframe tangent mode.\n \n The curve to modify.\n Keyframe index.\n Tangent mode.\n \n \n \n Change the specified keyframe tangent mode.\n \n The curve to modify.\n Keyframe index.\n Tangent mode.\n \n \n \n Adds, modifies or removes an object reference curve in a given clip.\n \n Setting this to null will remove the curve.\n \n \n \n \n \n Tangent constraints on Keyframe.\n \n \n \n \n The tangents are automatically set to make the curve go smoothly through the key.\n \n \n \n \n The tangents are automatically set to make the curve go smoothly through the key.\n \n \n \n \n The curve retains a constant value between two keys.\n \n \n \n \n The tangent can be freely set by dragging the tangent handle.\n \n \n \n \n The tangent points towards the neighboring key.\n \n \n \n \n .NET API compatibility level.\n \n \n \n \n .NET 2.0.\n \n \n \n \n .NET 2.0 Subset.\n \n \n \n \n .NET 4.6.\n \n \n \n \n Micro profile, used by Mono scripting backend on iOS, tvOS, Android and Tizen if stripping level is set to \"Use micro mscorlib\".\n \n \n \n \n Web profile, used only by Samsung TV.\n \n \n \n \n Helpers for builtin arrays ...\n \n \n \n \n Appends item to the end of array.\n \n \n \n \n \n \n Appends items to the end of array.\n \n \n \n \n \n \n Compares two arrays.\n \n \n \n \n True if both have the same number of elements and the contents are equal.\n \n \n \n \n Compares two array references.\n \n \n \n \n True if both have the same number of elements and are the same instances.\n \n \n \n \n Clears the array.\n \n \n \n \n \n Determines if the array contains the item.\n \n \n \n \n True if item is in array, false otherwise.\n \n \n \n \n Find the index of the first element that satisfies the predicate.\n \n \n \n \n The zero-based index of the first occurrence of the element, if found; otherwise, �1.\n \n \n \n \n Index of first element with value value.\n \n \n \n \n The zero-based index of the element, if found; otherwise -1.\n \n \n \n \n Inserts item item at position index.\n \n \n \n \n \n \n \n Index of the last element with value value.\n \n \n \n \n The zero-based index of the element, if found; otherwise -1.\n \n \n \n \n Removes item from array.\n \n \n \n \n \n \n Remove element at position index.\n \n \n \n \n \n \n Method used for calculating a font's ascent.\n \n \n \n \n Ascender method.\n \n \n \n \n Bounding box method.\n \n \n \n \n Legacy bounding box method.\n \n \n \n \n Aspect ratio.\n \n \n \n \n 16:10 aspect ratio.\n \n \n \n \n 16:9 aspect ratio.\n \n \n \n \n 4:3 aspect ratio.\n \n \n \n \n 5:4 aspect ratio.\n \n \n \n \n Undefined aspect ratios.\n \n \n \n \n This class has event dispatchers for assembly reload events.\n \n \n \n \n This event is dispatched just after Unity have reloaded all assemblies.\n \n \n \n \n \n This event is dispatched just before Unity reloads all assemblies.\n \n \n \n \n \n Delegate used for assembly reload events.\n \n \n \n \n AssetBundle building map entry.\n \n \n \n \n Addressable name used to load an asset.\n \n \n \n \n AssetBundle name.\n \n \n \n \n AssetBundle variant.\n \n \n \n \n Asset names which belong to the given AssetBundle.\n \n \n \n \n An Interface for accessing assets and performing operations on assets.\n \n \n \n \n Callback raised whenever a package import is cancelled by the user.\n \n \n \n \n \n Callback raised whenever a package import successfully completes.\n \n \n \n \n \n Callback raised whenever a package import failed.\n \n \n \n \n \n Callback raised whenever a package import starts.\n \n \n \n \n \n Adds objectToAdd to an existing asset at path.\n \n Object to add to the existing asset.\n Filesystem path to the asset.\n \n \n \n Adds objectToAdd to an existing asset identified by assetObject.\n \n \n \n \n \n \n Get the GUID for the asset at path.\n \n Filesystem path for the asset.\n \n GUID\n \n \n \n \n Removes all labels attached to an asset.\n \n \n \n \n \n Is object an asset?\n \n \n \n \n \n \n Is object an asset?\n \n \n \n \n \n \n Duplicates the asset at path and stores it at newPath.\n \n Filesystem path of the source asset.\n Filesystem path of the new asset to create.\n \n \n \n Creates a new asset at path.\n \n Object to use in creating the asset.\n Filesystem path for the new asset.\n \n \n \n Create a new folder.\n \n The name of the parent folder.\n The name of the new folder.\n \n The GUID of the newly created folder.\n \n \n \n \n Deletes the asset file at path.\n \n Filesystem path of the asset to be deleted.\n \n \n \n Exports the assets identified by assetPathNames to a unitypackage file in fileName.\n \n \n \n \n \n \n \n \n Exports the assets identified by assetPathNames to a unitypackage file in fileName.\n \n \n \n \n \n \n \n \n Exports the assets identified by assetPathNames to a unitypackage file in fileName.\n \n \n \n \n \n \n \n \n Exports the assets identified by assetPathNames to a unitypackage file in fileName.\n \n \n \n \n \n \n \n \n Search the asset database using the search filter string.\n \n The filter string can contain search data. See below for\n details about this string.\n The folders where the search will start.\n \n Array of matching asset. Note that GUIDs will be returned.\n \n \n \n \n Search the asset database using the search filter string.\n \n The filter string can contain search data. See below for\n details about this string.\n The folders where the search will start.\n \n Array of matching asset. Note that GUIDs will be returned.\n \n \n \n \n Creates a new unique path for an asset.\n \n \n \n \n \n Return all the AssetBundle names in the asset database.\n \n \n Array of asset bundle names.\n \n \n \n \n Given an assetBundleName, returns the list of AssetBundles that it depends on.\n \n The name of the AssetBundle for which dependencies are required.\n If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input.\n \n The names of all AssetBundles that the input depends on.\n \n \n \n \n Returns the hash of all the dependencies of an asset.\n \n Path to the asset.\n \n Aggregate hash.\n \n \n \n \n Returns the path name relative to the project folder where the asset is stored.\n \n \n \n \n \n Returns the path name relative to the project folder where the asset is stored.\n \n The instance ID of the asset.\n A reference to the asset.\n \n The asset path name, or null, or an empty string if the asset does not exist.\n \n \n \n \n Returns the path name relative to the project folder where the asset is stored.\n \n The instance ID of the asset.\n A reference to the asset.\n \n The asset path name, or null, or an empty string if the asset does not exist.\n \n \n \n \n Gets the path to the asset file associated with a text .meta file.\n \n \n \n \n \n Get the paths of the assets which have been marked with the given assetBundle name.\n \n \n \n \n \n Get the Asset paths for all Assets tagged with assetBundleName and\n named assetName.\n \n \n \n \n \n \n Retrieves an icon for the asset at the given asset path.\n \n \n \n \n \n Given a pathName, returns the list of all assets that it depends on.\n \n The path to the asset for which dependencies are required.\n If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.\n \n The paths of all assets that the input depends on.\n \n \n \n \n Given a pathName, returns the list of all assets that it depends on.\n \n The path to the asset for which dependencies are required.\n If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.\n \n The paths of all assets that the input depends on.\n \n \n \n \n Given an array of pathNames, returns the list of all assets that the input depend on.\n \n The path to the assets for which dependencies are required.\n If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.\n \n The paths of all assets that the input depends on.\n \n \n \n \n Given an array of pathNames, returns the list of all assets that the input depend on.\n \n The path to the assets for which dependencies are required.\n If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.\n \n The paths of all assets that the input depends on.\n \n \n \n \n Returns the name of the AssetBundle that a given asset belongs to.\n \n The asset's path.\n \n Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details.\n \n \n \n \n Returns the name of the AssetBundle Variant that a given asset belongs to.\n \n The asset's path.\n \n Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details.\n \n \n \n \n Returns all labels attached to a given asset.\n \n \n \n \n \n Returns the type of the main asset object at assetPath.\n \n Filesystem path of the asset to load.\n \n \n \n Given an absolute path to a directory, this method will return an array of all it's subdirectories.\n \n \n \n \n \n Gets the path to the text .meta file associated with an asset.\n \n The path to the asset.\n \n The path to the .meta text file or empty string if the file does not exist.\n \n \n \n \n Gets the path to the text .meta file associated with an asset.\n \n The path to the asset.\n \n The path to the .meta text file or empty string if the file does not exist.\n \n \n \n \n Return all the unused assetBundle names in the asset database.\n \n \n \n \n Translate a GUID to its current asset path.\n \n \n \n \n \n Import asset at path.\n \n \n \n \n \n \n Import asset at path.\n \n \n \n \n \n \n Imports package at packagePath into the current project.\n \n \n \n \n \n \n Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback.\n \n \n \n \n \n Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure.\n \n \n \n \n \n \n Is asset a foreign asset?\n \n \n \n \n \n \n Is asset a foreign asset?\n \n \n \n \n \n \n Is asset a main asset in the project window?\n \n \n \n \n \n \n Is asset a main asset in the project window?\n \n \n \n \n \n \n Returns true if the main asset object at assetPath is loaded in memory.\n \n Filesystem path of the asset to load.\n \n \n \n Query whether an asset's metadata (.meta) file is open for edit in version control.\n \n Object representing the asset whose metadata status you wish to query.\n Returns a reason for the asset metadata not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset's metadata is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset's metadata (.meta) file is open for edit in version control.\n \n Object representing the asset whose metadata status you wish to query.\n Returns a reason for the asset metadata not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset's metadata is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset's metadata (.meta) file is open for edit in version control.\n \n Object representing the asset whose metadata status you wish to query.\n Returns a reason for the asset metadata not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset's metadata is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset's metadata (.meta) file is open for edit in version control.\n \n Object representing the asset whose metadata status you wish to query.\n Returns a reason for the asset metadata not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset's metadata is considered open for edit by the selected version control system.\n \n \n \n \n Is asset a native asset?\n \n \n \n \n \n \n Is asset a native asset?\n \n \n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Query whether an asset file is open for edit in version control.\n \n Object representing the asset whose status you wish to query.\n Path to the asset file or its .meta file on disk, relative to project folder.\n Returns a reason for the asset not being open for edit.\n Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.\n \n \n True if the asset is considered open for edit by the selected version control system.\n \n \n \n \n Does the asset form part of another asset?\n \n The asset Object to query.\n Instance ID of the asset Object to query.\n \n \n \n Does the asset form part of another asset?\n \n The asset Object to query.\n Instance ID of the asset Object to query.\n \n \n \n Given an absolute path to a folder, returns true if it exists, false otherwise.\n \n \n \n \n \n Returns all asset representations at assetPath.\n \n \n \n \n \n Returns an array of all asset objects at assetPath.\n \n Filesystem path to the asset.\n \n \n \n Returns the first asset object of type type at given path assetPath.\n \n Path of the asset to load.\n Data type of the asset.\n \n The asset matching the parameters.\n \n \n \n \n Returns the main asset object at assetPath.\n \n Filesystem path of the asset to load.\n \n \n \n Move an asset file from one folder to another.\n \n The path where the asset currently resides.\n The path which the asset should be moved to.\n \n An empty string if the asset has been successfully moved, otherwise an error message.\n \n \n \n \n Moves the asset at path to the trash.\n \n \n \n \n \n Opens the asset with associated application.\n \n \n \n \n \n \n \n Opens the asset with associated application.\n \n \n \n \n \n \n \n Opens the asset with associated application.\n \n \n \n \n \n \n \n Opens the asset with associated application.\n \n \n \n \n \n \n \n Opens the asset(s) with associated application(s).\n \n \n \n \n \n Import any changed assets.\n \n \n \n \n \n Import any changed assets.\n \n \n \n \n \n Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use.\n \n The assetBundle name you want to remove.\n Flag to indicate if you want to remove the assetBundle name even it's in use.\n \n \n \n Remove all the unused assetBundle names in the asset database.\n \n \n \n \n Rename an asset file.\n \n The path where the asset currently resides.\n The new name which should be given to the asset.\n \n An empty string, if the asset has been successfully renamed, otherwise an error message.\n \n \n \n \n Writes all unsaved asset changes to disk.\n \n \n \n \n Replaces that list of labels on an asset.\n \n \n \n \n \n \n Specifies which object in the asset file should become the main object after the next import.\n \n The object to become the main object.\n Path to the asset file.\n \n \n \n Begin Asset importing. This lets you group several asset imports together into one larger import.\n \n \n \n \n Stop Asset importing. This lets you group several asset imports together into one larger import.\n \n \n \n \n Checks if an asset file can be moved from one folder to another. (Without actually moving the file).\n \n The path where the asset currently resides.\n The path which the asset should be moved to.\n \n An empty string if the asset can be moved, otherwise an error message.\n \n \n \n \n Writes the import settings to disk.\n \n \n \n \n \n Result of Asset delete operation\n \n \n \n \n Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file.\n \n \n \n \n Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation.\n \n \n \n \n Tells Unity that the file cannot be deleted and Unity should leave it alone.\n \n \n \n \n Base class from which asset importers for specific asset types derive.\n \n \n \n \n Get or set the AssetBundle name.\n \n \n \n \n Get or set the AssetBundle variant.\n \n \n \n \n The path name of the asset for this importer. (Read Only)\n \n \n \n \n Get or set any user data.\n \n \n \n \n Retrieves the asset importer for the asset at path.\n \n \n \n \n \n Save asset importer settings if asset importer is dirty.\n \n \n \n \n Set the AssetBundle name and variant.\n \n AssetBundle name.\n AssetBundle variant.\n \n \n \n AssetModificationProcessor lets you hook into saving of serialized assets and\n scenes which are edited inside Unity.\n \n \n \n \n Result of Asset move\n \n \n \n \n Tells the internal implementation that the script moved the asset physically on disk.\n \n \n \n \n Tells the internal implementation that the asset was not moved physically on disk by the script.\n \n \n \n \n Tells the internal implementation that the script could not move the assets.\n \n \n \n \n AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.\n \n \n \n \n Reference to the asset importer.\n \n \n \n \n The path name of the asset being imported.\n \n \n \n \n Override the order in which importers are processed.\n \n \n \n \n Returns the version of the asset postprocessor.\n \n \n \n \n Logs an import error message to the console.\n \n \n \n \n \n \n Logs an import error message to the console.\n \n \n \n \n \n \n Logs an import warning to the console.\n \n \n \n \n \n \n Logs an import warning to the console.\n \n \n \n \n \n \n Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize].\n \n \n \n \n Returns a preview texture for an asset.\n \n \n \n \n \n Returns a preview texture for an instanceID of an asset.\n \n \n \n \n Returns the thumbnail for an object (like the ones you see in the project view).\n \n \n \n \n \n Returns the thumbnail for the type.\n \n \n \n \n \n Returns the thumbnail for the object's type.\n \n \n \n \n Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish.\n \n InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview().\n \n \n \n Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting.\n \n \n \n \n Set the asset preview cache to a size that can hold all visible previews on the screen at once.\n \n The number of previews that can be loaded into the cache before the least used previews are being unloaded.\n \n \n \n Antialiased curve rendering functionality used by audio tools in the editor.\n \n \n \n \n Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point.\n \n Normalized x-position in the range [0; 1] at which the curve should be evaluated.\n Color of the curve at the evaluated point.\n \n \n \n Curve evaluation function used to evaluate the curve y-value and at the specified point.\n \n Normalized x-position in the range [0; 1] at which the curve should be evaluated.\n \n \n \n Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated.\n \n Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated.\n Color of the curve at the specified evaluation point.\n Returned value of the minimum curve. Clamped to [-1; 1].\n Returned value of the maximum curve. Clamped to [-1; 1].\n \n \n \n Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument.\n \n Rectangle determining the size of the graph.\n Curve evaluation function.\n Solid fill color of the curve. The alpha-channel determines the amount of opacity.\n \n \n \n Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.\n \n Rectangle determining the size of the graph.\n Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.\n Solid fill color of the curve. The alpha-channel determines the amount of opacity.\n \n \n \n Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.\n \n Rectangle determining the size of the graph.\n Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.\n Solid fill color of the curve. The alpha-channel determines the amount of opacity.\n \n \n \n Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges.\n \n Rectangle determining the size of the graph.\n Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.\n \n \n \n Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals.\n \n Rectangle determining the size of the graph.\n Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.\n \n \n \n Audio importer lets you modify AudioClip import settings from editor scripts.\n \n \n \n \n When this flag is set, the audio clip will be treated as being ambisonic.\n \n \n \n \n Compression bitrate.\n \n \n \n \n The default sample settings for the AudioClip importer.\n \n \n \n \n Force this clip to mono?\n \n \n \n \n Corresponding to the \"Load In Background\" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread.\n \n \n \n \n Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.\n \n \n \n \n Clears the sample settings override for the given platform.\n \n The platform to clear the overrides for.\n \n Returns true if any overrides were actually cleared.\n \n \n \n \n Returns whether a given build target has its sample settings currently overridden.\n \n The platform to query if this AudioImporter has an override for.\n \n Returns true if the platform is currently overriden in this AudioImporter.\n \n \n \n \n Return the current override settings for the given platform.\n \n The platform to get the override settings for.\n \n The override sample settings for the given platform.\n \n \n \n \n Sets the override sample settings for the given platform.\n \n The platform which will have the sample settings overridden.\n The override settings for the given platform.\n \n Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered.\n \n \n \n \n This structure contains a collection of settings used to define how an AudioClip should be imported.\n\nThis structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene.\n \n \n \n \n CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics.\n \n \n \n \n LoadType defines how the imported AudioClip data should be loaded.\n \n \n \n \n Audio compression quality (0-1)\n\nAmount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes.\n \n \n \n \n Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate.\n \n \n \n \n Defines how the sample rate is modified (if at all) of the importer audio file.\n \n \n \n \n The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import.\n \n \n \n \n Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality.\n \n \n \n \n Override the sample rate of the imported audio file with a custom value.\n \n \n \n \n Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip.\n \n \n \n \n The base class used to create new sorting.\n \n \n \n \n The content to display to quickly identify the hierarchy's mode.\n \n \n \n \n The sorting method used to determine the order of GameObjects.\n \n \n \n \n \n \n An exception class that represents a failed build.\n \n \n \n \n Constructs a BuildFailedException object.\n \n A string of text describing the error that caused the build to fail.\n The exception that caused the build to fail.\n \n \n \n Constructs a BuildFailedException object.\n \n A string of text describing the error that caused the build to fail.\n The exception that caused the build to fail.\n \n \n \n Implement this interface to receive a callback after the active build platform has changed.\n \n \n \n \n This function is called automatically when the active build platform has changed.\n \n The build target before the change.\n The new active build target.\n \n \n \n Interface that provides control over callback order.\n \n \n \n \n Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values.\n \n \n \n \n Implement this interface to receive a callback after the build is complete.\n \n \n \n \n Implement this function to receive a callback after the build is complete.\n \n \n \n \n \n \n Implement this interface to receive a callback before the build is started.\n \n \n \n \n Implement this function to receive a callback before the build is started.\n \n \n \n \n \n \n Implement this interface to receive a callback for each Scene during the build.\n \n \n \n \n Implement this function to receive a callback for each Scene during the build.\n \n The current Scene being processed.\n \n \n \n Asset Bundle building options.\n \n \n \n \n Append the hash to the assetBundle name.\n \n \n \n \n Use chunk-based LZ4 compression when creating the AssetBundle.\n \n \n \n \n Includes all dependencies.\n \n \n \n \n Forces inclusion of the entire asset.\n \n \n \n \n Builds an asset bundle using a hash for the id of the object stored in the asset bundle.\n \n \n \n \n Disables Asset Bundle LoadAsset by file name.\n \n \n \n \n Disables Asset Bundle LoadAsset by file name with extension.\n \n \n \n \n Do not include type information within the AssetBundle.\n \n \n \n \n Do a dry run build.\n \n \n \n \n Force rebuild the assetBundles.\n \n \n \n \n Ignore the type tree changes when doing the incremental build check.\n \n \n \n \n Build assetBundle without any special option.\n \n \n \n \n Do not allow the build to succeed if any errors are reporting during it.\n \n \n \n \n Don't compress the data when creating the asset bundle.\n \n \n \n \n Building options. Multiple options can be combined together.\n \n \n \n \n Used when building Xcode (iOS) or Eclipse (Android) projects.\n \n \n \n \n Allow script debuggers to attach to the player remotely.\n \n \n \n \n Run the built player.\n \n \n \n \n Build a compressed asset bundle that contains streamed scenes loadable with the WWW class.\n \n \n \n \n Build only the scripts of a project.\n \n \n \n \n Use chunk-based Lz4 compression when building the Player.\n \n \n \n \n Sets the Player to connect to the Editor.\n \n \n \n \n Start the player with a connection to the profiler in the editor.\n \n \n \n \n Build a development version of the player.\n \n \n \n \n Build headless Linux standalone.\n \n \n \n \n Include assertions in the build. By default, the assertions are only included in development builds.\n \n \n \n \n Force full optimizations for script complilation in Development builds.\n \n \n \n \n Perform the specified build without any special settings or extra tasks.\n \n \n \n \n Show the built player.\n \n \n \n \n Do not allow the build to succeed if any errors are reporting during it.\n \n \n \n \n Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time).\n \n \n \n \n Don't compress the data when creating the asset bundle.\n \n \n \n \n Copy UnityObject.js alongside Web Player so it wouldn't have to be downloaded from internet.\n \n \n \n \n Lets you programmatically build players or AssetBundles which can be loaded from the web.\n \n \n \n \n Is a player currently being built?\n \n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle.\n \n Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.\n An array of assets to write into the bundle.\n The filename where to write the compressed asset bundle.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform to build the bundle for.\n The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Builds an asset bundle, with custom names for the assets.\n \n A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.\n An array of strings of the same size as the number of assets.\nThese will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.\n The location where the compressed asset bundle will be written to.\n Automatically include dependencies or always include complete assets instead of just the exact referenced objects.\n The platform where the asset bundle will be used.\n An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)\n \n \n \n Build all AssetBundles specified in the editor.\n \n Output path for the AssetBundles.\n AssetBundle building options.\n Chosen target build platform.\n \n The manifest listing all AssetBundles included in this build.\n \n \n \n \n Build AssetBundles from a building map.\n \n Output path for the AssetBundles.\n AssetBundle building map.\n AssetBundle building options.\n Target build platform.\n \n The manifest listing all AssetBundles included in this build.\n \n \n \n \n Builds a player.\n \n Provide various options to control the behavior of BuildPipeline.BuildPlayer.\n \n An error message if an error occurred.\n \n \n \n \n Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.\n \n The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).\n The path where the application will be built.\n The BuildTarget to build.\n Additional BuildOptions, like whether to run the built player.\n \n An error message if an error occurred.\n \n \n \n \n Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.\n \n The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).\n The path where the application will be built.\n The BuildTarget to build.\n Additional BuildOptions, like whether to run the built player.\n \n An error message if an error occurred.\n \n \n \n \n Builds one or more scenes and all their dependencies into a compressed asset bundle.\n \n Pathnames of levels to include in the asset bundle.\n Pathname for the output asset bundle.\n Runtime platform on which the asset bundle will be used.\n Output parameter to receive CRC checksum of generated assetbundle.\n Build options. See BuildOptions for possible values.\n \n String with an error message, empty on success.\n \n \n \n \n Builds one or more scenes and all their dependencies into a compressed asset bundle.\n \n Pathnames of levels to include in the asset bundle.\n Pathname for the output asset bundle.\n Runtime platform on which the asset bundle will be used.\n Output parameter to receive CRC checksum of generated assetbundle.\n Build options. See BuildOptions for possible values.\n \n String with an error message, empty on success.\n \n \n \n \n Builds one or more scenes and all their dependencies into a compressed asset bundle.\n \n Pathnames of levels to include in the asset bundle.\n Pathname for the output asset bundle.\n Runtime platform on which the asset bundle will be used.\n Output parameter to receive CRC checksum of generated assetbundle.\n Build options. See BuildOptions for possible values.\n \n String with an error message, empty on success.\n \n \n \n \n Builds one or more scenes and all their dependencies into a compressed asset bundle.\n \n Pathnames of levels to include in the asset bundle.\n Pathname for the output asset bundle.\n Runtime platform on which the asset bundle will be used.\n Output parameter to receive CRC checksum of generated assetbundle.\n Build options. See BuildOptions for possible values.\n \n String with an error message, empty on success.\n \n \n \n \n Extract the crc checksum for the given AssetBundle.\n \n \n \n \n \n \n Extract the hash for the given AssetBundle.\n \n \n \n \n \n \n Lets you manage cross-references and dependencies between different asset bundles and player builds.\n \n \n \n \n Lets you manage cross-references and dependencies between different asset bundles and player builds.\n \n \n \n \n Provide various options to control the behavior of BuildPipeline.BuildPlayer.\n \n \n \n \n The path to an manifest file describing all of the asset bundles used in the build (optional).\n \n \n \n \n The path where the application will be built.\n \n \n \n \n Additional BuildOptions, like whether to run the built player.\n \n \n \n \n The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).\n \n \n \n \n The BuildTarget to build.\n \n \n \n \n The BuildTargetGroup to build.\n \n \n \n \n The default build settings window.\n \n \n \n \n Exceptions used to indicate abort or failure in the callbacks registered via BuildPlayerWindow.RegisterBuildPlayerHandler and BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler.\n \n \n \n \n Create a new BuildMethodException.\n \n Display this message as an error in the editor log.\n \n \n \n Create a new BuildMethodException.\n \n Display this message as an error in the editor log.\n \n \n \n Default build methods for the BuildPlayerWindow.\n \n \n \n \n The built-in, default handler for executing a player build. Can be used to provide default functionality in a custom build player window.\n \n The options to build with.\n \n \n \n The built-in, default handler for calculating build player options. Can be used to provide default functionality in a custom build player window.\n \n Default options.\n \n The calculated BuildPlayerOptions.\n \n \n \n \n Register a delegate to intercept or override the build process executed with the \"Build\" and \"Build and Run\" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer.\n \n Delegate System.Action that takes a BuildPipeline.BuildPlayerOptions parameter.\n \n \n \n Register a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions.\n \n Delegate System.Func that takes a BuildPlayerOptions parameter. The value passed into the delegate will represent default options. The return value will be passed to the default build player handler, or to a custom handler set with BuildPlayerWindow.RegisterBuildPlayerHandler.\n \n \n \n Open the build settings window.\n \n \n \n \n Target build platform.\n \n \n \n \n Build an iOS player.\n \n \n \n \n OBSOLETE: Use iOS. Build an iOS player.\n \n \n \n \n Build to Apple's tvOS platform.\n \n \n \n \n Build an Android .apk standalone app.\n \n \n \n \n Build to Nintendo 3DS platform.\n \n \n \n \n Build a PS4 Standalone.\n \n \n \n \n Build a PS Vita Standalone.\n \n \n \n \n Build to Samsung Smart TV platform.\n \n \n \n \n Build a Linux standalone.\n \n \n \n \n Build a Linux 64-bit standalone.\n \n \n \n \n Build a Linux universal standalone.\n \n \n \n \n Build a macOS standalone (Intel only).\n \n \n \n \n Build a macOS Intel 64-bit standalone.\n \n \n \n \n Build a universal macOS standalone.\n \n \n \n \n Build a Windows standalone.\n \n \n \n \n Build a Windows 64-bit standalone.\n \n \n \n \n Build a Nintendo Switch player.\n \n \n \n \n Build a Tizen player.\n \n \n \n \n WebGL.\n \n \n \n \n Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.)\n \n \n \n \n Build a streamed web player.\n \n \n \n \n Build a Wii U standalone.\n \n \n \n \n Build an Windows Store Apps player.\n \n \n \n \n Build a Xbox One Standalone.\n \n \n \n \n Build target group.\n \n \n \n \n Apple iOS target.\n \n \n \n \n OBSOLETE: Use iOS. Apple iOS target.\n \n \n \n \n Apple's tvOS target.\n \n \n \n \n Android target.\n \n \n \n \n Facebook target.\n \n \n \n \n Nintendo 3DS target.\n \n \n \n \n Sony Playstation 4 target.\n \n \n \n \n Sony PS Vita target.\n \n \n \n \n Samsung Smart TV target.\n \n \n \n \n Mac/PC standalone target.\n \n \n \n \n Nintendo Switch target.\n \n \n \n \n Samsung Tizen target.\n \n \n \n \n Unknown target.\n \n \n \n \n WebGL.\n \n \n \n \n Mac/PC webplayer target.\n \n \n \n \n Nintendo Wii U target.\n \n \n \n \n Windows Store Apps target.\n \n \n \n \n Microsoft Xbox One target.\n \n \n \n \n Base class for Attributes that require a callback index.\n \n \n \n \n Add this attribute to a method to get a notification after scripts have been reloaded.\n \n \n \n \n DidReloadScripts attribute.\n \n Order in which separate attributes will be processed.\n \n \n \n DidReloadScripts attribute.\n \n Order in which separate attributes will be processed.\n \n \n \n Callback attribute for opening an asset in Unity (e.g the callback is fired when double clicking an asset in the Project Browser).\n \n \n \n \n Add this attribute to a method to get a notification just after building the player.\n \n \n \n \n Add this attribute to a method to get a notification just after building the scene.\n \n \n \n \n Attribute used to make a custom editor support multi-object editing.\n \n \n \n \n Stores a curve and its name that will be used to create additionnal curves during the import process.\n \n \n \n \n The animation curve.\n \n \n \n \n The name of the animation curve.\n \n \n \n \n AnimationClip mask options for ModelImporterClipAnimation.\n \n \n \n \n Use a mask from your project to specify which transforms animation should be imported.\n \n \n \n \n A mask containing all the transform in the file will be created internally.\n \n \n \n \n No Mask. All the animation will be imported.\n \n \n \n \n Used as input to ColorField to configure the HDR color ranges in the ColorPicker.\n \n \n \n \n Maximum allowed color component value when using the ColorPicker.\n \n \n \n \n Maximum exposure value allowed in the Color Picker.\n \n \n \n \n Minimum allowed color component value when using the ColorPicker.\n \n \n \n \n Minimum exposure value allowed in the Color Picker.\n \n \n \n \n \n \n Minimum brightness value allowed when using the Color Picker.\n Maximum brightness value allowed when using the Color Picker.\n Minimum exposure value used in the tonemapping section of the Color Picker.\n Maximum exposure value used in the tonemapping section of the Color Picker.\n \n \n \n Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used.\n \n \n \n \n This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false.\n \n \n \n \n This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false.\n \n \n \n \n Tells an Editor class which run-time type it's an editor for.\n \n \n \n \n If true, match this editor only if all non-fallback editors do not match. Defaults to false.\n \n \n \n \n Defines which object type the custom editor class can edit.\n \n Type that this editor can edit.\n If true, child classes of inspectedType will also show this editor. Defaults to false.\n \n \n \n Defines which object type the custom editor class can edit.\n \n Type that this editor can edit.\n If true, child classes of inspectedType will also show this editor. Defaults to false.\n \n \n \n Adds an extra preview in the Inspector for the specified type.\n \n \n \n \n Tells a DefaultPreview which class it's a preview for.\n \n The type you want to create a custom preview for.\n \n \n \n Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for.\n \n \n \n \n Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for.\n \n If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute.\n If true, the drawer will be used for any children of the specified class unless they define their own drawer.\n \n \n \n Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for.\n \n If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute.\n If true, the drawer will be used for any children of the specified class unless they define their own drawer.\n \n \n \n Direct3D 11 fullscreen mode.\n \n \n \n \n Exclusive mode.\n \n \n \n \n Fullscreen window.\n \n \n \n \n Direct3D 9 fullscreen mode.\n \n \n \n \n Exclusive mode.\n \n \n \n \n Fullscreen window.\n \n \n \n \n Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts.\n \n \n \n \n Is texture data readable from scripts.\n \n \n \n \n Base class to derive custom decorator drawers from.\n \n \n \n \n The PropertyAttribute for the decorator. (Read Only)\n \n \n \n \n Override this method to specify how tall the GUI for this decorator is in pixels.\n \n \n \n \n Override this method to make your own GUI for the decorator.\nSee DecoratorDrawer for an example of how to use this.\n \n Rectangle on the screen to use for the decorator GUI.\n \n \n \n DefaultAsset is used for assets that do not have a specific type (yet).\n \n \n \n \n Constructor.\n \n \n \n \n Editor drag &amp; drop operations.\n \n \n \n \n Get or set ID of currently active drag and drop control.\n \n \n \n \n References to Object|objects being dragged.\n \n \n \n \n The file names being dragged.\n \n \n \n \n The visual indication of the drag.\n \n \n \n \n Accept a drag operation.\n \n \n \n \n Get data associated with current drag and drop operation.\n \n \n \n \n \n Clears drag &amp; drop data.\n \n \n \n \n Set data associated with current drag and drop operation.\n \n \n \n \n \n \n Start a drag operation.\n \n \n \n \n \n Visual indication mode for Drag &amp; Drop operation.\n \n \n \n \n Copy dragged objects.\n \n \n \n \n Generic drag operation.\n \n \n \n \n Link dragged objects to target.\n \n \n \n \n Move dragged objects.\n \n \n \n \n No indication (drag should not be performed).\n \n \n \n \n Rejected drag operation.\n \n \n \n \n Drawing modes for Handles.DrawCamera.\n \n \n \n \n Draw objects with the albedo component only. This value has been deprecated. Please use DrawCameraMode.RealtimeAlbedo.\n \n \n \n \n The camera is set to display the alpha channel of the rendering.\n \n \n \n \n Draw objects with baked GI only. This value has been deprecated. Please use DrawCameraMode.BakedLightmap.\n \n \n \n \n Draw objects with the baked albedo component only.\n \n \n \n \n Draw objects with different colors for each baked chart (UV island).\n \n \n \n \n Draw objects with the baked directionality component only.\n \n \n \n \n Draw objects with the baked emission component only.\n \n \n \n \n Draw objects with baked indices only.\n \n \n \n \n Draw objects with the baked lightmap only.\n \n \n \n \n Draw objects with baked texel validity only.\n \n \n \n \n Draw objects with different colors for each real-time chart (UV island).\n \n \n \n \n Draw with different colors for each cluster.\n \n \n \n \n Draw diffuse color of Deferred Shading g-buffer.\n \n \n \n \n Draw world space normal of Deferred Shading g-buffer.\n \n \n \n \n Draw smoothness value of Deferred Shading g-buffer.\n \n \n \n \n Draw specular color of Deferred Shading g-buffer.\n \n \n \n \n Draw objects with directionality for real-time GI. This value has been deprecated. Please use DrawCameraMode.RealtimeDirectionality.\n \n \n \n \n Draw objects with the emission component only. This value has been deprecated. Please use DrawCameraMode.RealtimeEmissive.\n \n \n \n \n Draw objects with real-time GI only. This value has been deprecated. Please use DrawCameraMode.RealtimeIndirect.\n \n \n \n \n The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping.\n \n \n \n \n Draw lit clusters.\n \n \n \n \n The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a blue tint indicating texture sizes that could be higher.\n \n \n \n \n Draw the camera like it would be drawn in-game. This uses the clear flags of the camera.\n \n \n \n \n The camera is set to display Scene overdraw, with brighter colors indicating more overdraw.\n \n \n \n \n Draw objects with the real-time GI albedo component only.\n \n \n \n \n Draw objects with different colors for each real-time chart (UV island).\n \n \n \n \n Draw objects with the real-time GI directionality component only.\n \n \n \n \n Draw objects with the real-time GI emission component only.\n \n \n \n \n Draw objects with the real-time GI indirect light only.\n \n \n \n \n The camera is set to draw color coded render paths.\n \n \n \n \n The camera is set to draw directional light shadow map cascades.\n \n \n \n \n The camera is set to display colored ShadowMasks, coloring light gizmo with the same color.\n \n \n \n \n The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set.\n \n \n \n \n Draw objects with different color for each GI system.\n \n \n \n \n Draw the camera textured with selection wireframe and no background clearing.\n \n \n \n \n Draw the camera where all objects have a wireframe overlay. and no background clearing.\n \n \n \n \n The camera is set to draw a physically based, albedo validated rendering.\n \n \n \n \n The camera is set to draw a physically based, metal or specular validated rendering.\n \n \n \n \n Draw the camera in wireframe and no background clearing.\n \n \n \n \n The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.\n \n \n \n \n Defines when the gizmo should be invoked for drawing.\n \n Flags to denote when the gizmo should be drawn.\n \n \n \n Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be.\n \n Flags to denote when the gizmo should be drawn.\n Type of object for which the gizmo should be drawn.\n \n \n \n Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.\n \n \n \n \n A SerializedObject representing the object or objects being inspected.\n \n \n \n \n The object being inspected.\n \n \n \n \n An array of all the object being inspected.\n \n \n \n \n On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.\n \n The object the editor is tracking.\n The requested editor type. null for the default editor for the object.\n The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects.\n The objects the editor is tracking.\n \n \n \n \n \n On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.\n \n The object the editor is tracking.\n The requested editor type. null for the default editor for the object.\n The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects.\n The objects the editor is tracking.\n \n \n \n \n \n Creates a cached editor using a context object.\n \n \n \n \n \n \n \n \n \n Creates a cached editor using a context object.\n \n \n \n \n \n \n \n \n \n Make a custom editor for targetObject or targetObjects.\n \n All objects must be of same exact type.\n \n \n \n \n \n \n Make a custom editor for targetObject or targetObjects.\n \n All objects must be of same exact type.\n \n \n \n \n \n \n Make a custom editor for targetObject or targetObjects.\n \n All objects must be of same exact type.\n \n \n \n \n \n \n Make a custom editor for targetObject or targetObjects.\n \n All objects must be of same exact type.\n \n \n \n \n \n \n Make a custom editor for targetObject or targetObjects with a context object.\n \n \n \n \n \n \n \n Draw the built-in inspector.\n \n \n \n \n Call this function to draw the header of the editor.\n \n \n \n \n The first entry point for Preview Drawing.\n \n The available area to draw the preview.\n \n \n \n \n Implement this method to show asset information on top of the asset preview.\n \n \n \n \n Override this method if you want to change the label of the Preview area.\n \n \n \n \n Override this method in subclasses if you implement OnPreviewGUI.\n \n \n True if this component can be Previewed in its current state.\n \n \n \n \n Implement this function to make a custom inspector.\n \n \n \n \n Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.\n \n Rectangle in which to draw the preview.\n Background image.\n \n \n \n Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.\n \n Rectangle in which to draw the preview.\n Background image.\n \n \n \n Override this method if you want to show custom controls in the preview header.\n \n \n \n \n Override this method if you want to render a static preview that shows.\n \n \n \n \n \n \n \n \n Repaint any inspectors that shows this editor.\n \n \n \n \n Does this edit require to be repainted constantly in its current state?\n \n \n \n \n Override this method in subclasses to return false if you don't want default margins.\n \n \n \n \n Main Application class.\n \n \n \n \n Path to the Unity editor contents folder. (Read Only)\n \n \n \n \n Returns the path to the Unity editor application. (Read Only)\n \n \n \n \n Callback raised whenever the user contex-clicks on a property in an Inspector.\n \n \n \n \n The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only)\n \n \n \n \n Delegate which is called once after all inspectors update.\n \n \n \n \n A callback to be raised when an object in the hierarchy changes.\n\nEach time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised.\n\n \n \n \n \n Delegate for OnGUI events for every visible list item in the HierarchyWindow.\n \n \n \n \n Is editor currently compiling scripts? (Read Only)\n \n \n \n \n Is editor currently paused?\n \n \n \n \n Is editor currently in play mode?\n \n \n \n \n Is editor either currently in play mode, or about to switch to it? (Read Only)\n \n \n \n \n Is editor currently connected to Unity Remote 4 client app.\n \n \n \n \n Is true if the currently open scene in the editor contains unsaved modifications.\n \n \n \n \n Returns true if the current project was created as a temporary project.\n \n \n \n \n True if the Editor is currently refreshing the AssetDatabase.\n \n \n \n \n Delegate for changed keyboard modifier keys.\n \n \n \n \n Delegate for play mode state changes.\n \n \n \n \n Callback raised whenever the state of the Project window changes.\n \n \n \n \n Delegate for OnGUI events for every visible list item in the ProjectWindow.\n \n \n \n \n Returns the scripting runtime version currently used by the Editor.\n \n \n \n \n Callback raised whenever the contents of a window's search box are changed.\n \n \n \n \n The time since the editor was started. (Read Only)\n \n \n \n \n Delegate for generic updates.\n \n \n \n \n Plays system beep sound.\n \n \n \n \n Delegate to be called from EditorApplication callbacks.\n \n \n \n \n Set the hierarchy sorting method as dirty.\n \n \n \n \n Invokes the menu item in the specified path.\n \n \n \n \n \n Exit the Unity editor application.\n \n \n \n \n \n Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event.\n \n \n \n \n \n \n Load the given level additively in play mode asynchronously\n \n \n \n \n \n Load the given level additively in play mode.\n \n \n \n \n \n Load the given level in play mode asynchronously.\n \n \n \n \n \n Load the given level in play mode.\n \n \n \n \n \n Prevents loading of assemblies when it is inconvenient.\n \n \n \n \n Explicitly mark the current opened scene as modified.\n \n \n \n \n Create a new absolutely empty scene.\n \n \n \n \n Create a new scene.\n \n \n \n \n Open another project.\n \n The path of a project to open.\n Arguments to pass to command line.\n \n \n \n Opens the scene at path.\n \n \n \n \n \n Opens the scene at path additively.\n \n \n \n \n \n Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event.\n \n \n \n \n \n \n Can be used to ensure repaint of the HierarchyWindow.\n \n \n \n \n Can be used to ensure repaint of the ProjectWindow.\n \n \n \n \n Saves all serializable assets that have not yet been written to disk (eg. Materials).\n \n \n \n \n Ask the user if they want to save the open scene.\n \n \n \n \n Save the open scene.\n \n The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.\n If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.\n \n True if the save succeeded, otherwise false.\n \n \n \n \n Save the open scene.\n \n The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.\n If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.\n \n True if the save succeeded, otherwise false.\n \n \n \n \n Save the open scene.\n \n The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.\n If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.\n \n True if the save succeeded, otherwise false.\n \n \n \n \n Delegate to be called from EditorApplication contextual inspector callbacks.\n \n The contextual menu which is about to be shown to the user.\n The property for which the contextual menu is shown.\n \n \n \n Sets the path that Unity should store the current temporary project at, when the project is closed.\n \n The path that the current temporary project should be relocated to when closing it.\n \n \n \n Perform a single frame step.\n \n \n \n \n Must be called after LockReloadAssemblies, to reenable loading of assemblies.\n \n \n \n \n This class allows you to modify the Editor for an example of how to use this class.\n\nSee Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.\n \n \n \n \n The list of Scenes that should be included in the build.\nThis is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build.\n \n \n \n \n This class is used for entries in the Scenes list, as displayed in the window. This class contains the scene path of a scene and an enabled flag that indicates wether the scene is enabled in the BuildSettings window or not.\n\nYou can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when creating custom editor scripts to automate your build pipeline.\n\nSee EditorBuildSettings.scenes for an example script.\n \n \n \n \n Whether this scene is enabled in the for an example of how to use this class.\n\nSee Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.\n \n \n \n \n The file path of the scene as listed in the Editor for an example of how to use this class.\n\nSee Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.\n \n \n \n \n Defines how a curve is attached to an object that it controls.\n \n \n \n \n The transform path of the object that is animated.\n \n \n \n \n The property of the object that is animated.\n \n \n \n \n These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout.\n \n \n \n \n Is the platform-dependent \"action\" modifier key held down? (Read Only)\n \n \n \n \n The indent level of the field labels.\n \n \n \n \n Makes the following controls give the appearance of editing multiple different values.\n \n \n \n \n Check if any control was changed inside a block of code.\n \n \n \n \n Create a group of controls that can be disabled.\n \n Boolean specifying if the controls inside the group should be disabled.\n \n \n \n Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.\n \n Rectangle on the screen to use for the control, including label if applicable.\n Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label.\n The SerializedProperty to use for the control.\n \n The actual label to use for the control.\n \n \n \n \n Make Center &amp; Extents field for entering a Bounds.\n \n Rectangle on the screen to use for the field.\n Optional label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make Center &amp; Extents field for entering a Bounds.\n \n Rectangle on the screen to use for the field.\n Optional label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Check if any control was changed inside a block of code.\n \n \n \n \n True if GUI.changed was set to true, otherwise false.\n \n \n \n \n Begins a ChangeCheckScope.\n \n \n \n \n Make a field for selecting a Color.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n \n The color selected by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.\n \n \n \n Make a field for editing an AnimationCurve.\n \n Rectangle on the screen to use for the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.\n \n \n \n Make a delayed text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n The double property to edit.\n Optional label to display in front of the double field. Pass GUIContent.none to hide label.\n \n \n \n Make a delayed text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n The float property to edit.\n Optional label to display in front of the float field. Pass GUIContent.none to hide label.\n \n \n \n Make a delayed text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n Rectangle on the screen to use for the int field.\n The int property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n \n \n \n Make a delayed text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Rectangle on the screen to use for the text field.\n The text property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n \n \n \n Create a group of controls that can be disabled.\n \n \n \n \n Create a new DisabledGroupScope and begin the corresponding group.\n \n Boolean specifying if the controls inside the group should be disabled.\n \n \n \n Create a group of controls that can be disabled.\n \n \n \n \n Create a new DisabledScope and begin the corresponding group.\n \n Boolean specifying if the controls inside the group should be disabled.\n \n \n \n Make a text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering doubles.\n \n Rectangle on the screen to use for the double field.\n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Draws the texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n Material to be used when drawing the texture.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws the texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n Material to be used when drawing the texture.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws the texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n Material to be used when drawing the texture.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws the texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n Material to be used when drawing the texture.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws a filled rectangle of color at the specified position and size within the current editor window.\n \n The position and size of the rectangle to draw.\n The color of the rectange.\n \n \n \n Draws the alpha channel of a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws the alpha channel of a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Draws the alpha channel of a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.\n \n \n \n Make a button that reacts to mouse down, for displaying your own dropdown content.\n \n Rectangle on the screen to use for the button.\n Text, image and tooltip for this button.\n Whether the button should be selectable by keyboard or not.\n Optional style to use.\n \n true when the user clicks the button.\n \n \n \n \n Make a button that reacts to mouse down, for displaying your own dropdown content.\n \n Rectangle on the screen to use for the button.\n Text, image and tooltip for this button.\n Whether the button should be selectable by keyboard or not.\n Optional style to use.\n \n true when the user clicks the button.\n \n \n \n \n Draws a label with a drop shadow.\n \n Where to show the label.\n Text to show\n@style style to use.\n \n \n \n \n \n Draws a label with a drop shadow.\n \n Where to show the label.\n Text to show\n@style style to use.\n \n \n \n \n \n Draws a label with a drop shadow.\n \n Where to show the label.\n Text to show\n@style style to use.\n \n \n \n \n \n Draws a label with a drop shadow.\n \n Where to show the label.\n Text to show\n@style style to use.\n \n \n \n \n \n Ends a change check started with BeginChangeCheck ().\n \n \n True if GUI.changed was set to true, otherwise false.\n \n \n \n \n Ends a disabled group started with BeginDisabledGroup.\n \n \n \n \n Ends a Property wrapper started with BeginProperty.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Rectangle on the screen to use for this control.\n Enum to use for the flags.\n Optional GUIStyle.\n Caption/label for the control.\n \n The value modified by the user.\n \n \n \n \n Internal version that also gives you back which flags were changed and what they were changed to.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum options the field shows.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum options the field shows.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make a text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering floats.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Move keyboard focus to a named text field and begin editing of the content.\n \n Name set using GUI.SetNextControlName.\n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n Rectangle on the screen to use for the arrow and label.\n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Should the label be a clickable part of the control?\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Get the height needed for a PropertyField control.\n \n Height of the property area.\n Descriptive text or image.\n Should the returned height include the height of child properties?\n \n \n \n \n Get the height needed for a PropertyField control.\n \n Height of the property area.\n Descriptive text or image.\n Should the returned height include the height of child properties?\n \n \n \n \n Get the height needed for a PropertyField control.\n \n Height of the property area.\n Descriptive text or image.\n Should the returned height include the height of child properties?\n \n \n \n \n Get the height needed for a PropertyField control.\n \n Height of the property area.\n Descriptive text or image.\n Should the returned height include the height of child properties?\n \n \n \n \n Get the height needed for a PropertyField control.\n \n Height of the property area.\n Descriptive text or image.\n Should the returned height include the height of child properties?\n \n \n \n \n Make a label for some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n Rectangle on the screen to use for the label.\n Label to show for the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Optional GUIStyle to use for the label.\n \n \n \n Make a label for some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n Rectangle on the screen to use for the label.\n Label to show for the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Optional GUIStyle to use for the label.\n \n \n \n Make a label for some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n Rectangle on the screen to use for the label.\n Label to show for the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Optional GUIStyle to use for the label.\n \n \n \n Make a help box with a message to the user.\n \n Rectangle on the screen to draw the help box within.\n The message text.\n The type of message.\n \n \n \n Scope for managing the indent level of the field labels.\n \n \n \n \n Creates an IndentLevelScope and increases the EditorGUI indent level.\n \n The EditorGUI indent level will be increased by this amount inside the scope.\n \n \n \n Creates an IndentLevelScope and increases the EditorGUI indent level.\n \n The EditorGUI indent level will be increased by this amount inside the scope.\n \n \n \n Make an inspector-window-like titlebar.\n \n Rectangle on the screen to use for the titlebar.\n The foldout state shown with the arrow.\n The object (for example a component) that the titlebar is for.\n The objects that the titlebar is for.\n Whether this editor should display a foldout arrow in order to toggle the display of its properties.\n \n The foldout state selected by the user.\n \n \n \n \n Make an inspector-window-like titlebar.\n \n Rectangle on the screen to use for the titlebar.\n The foldout state shown with the arrow.\n The object (for example a component) that the titlebar is for.\n The objects that the titlebar is for.\n Whether this editor should display a foldout arrow in order to toggle the display of its properties.\n \n The foldout state selected by the user.\n \n \n \n \n Make an inspector-window-like titlebar.\n \n Rectangle on the screen to use for the titlebar.\n The foldout state shown with the arrow.\n The object (for example a component) that the titlebar is for.\n The objects that the titlebar is for.\n Whether this editor should display a foldout arrow in order to toggle the display of its properties.\n \n The foldout state selected by the user.\n \n \n \n \n Make an inspector-window-like titlebar.\n \n Rectangle on the screen to use for the titlebar.\n The foldout state shown with the arrow.\n The object (for example a component) that the titlebar is for.\n The objects that the titlebar is for.\n Whether this editor should display a foldout arrow in order to toggle the display of its properties.\n \n The foldout state selected by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Rectangle on the screen to use for the int field.\n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional GUIStyle.\n \n The value of the option that has been selected by the user.\n \n \n \n \n \n \n Rectangle on the screen to use for the field.\n The SerializedProperty to use for the control.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional label in front of the field.\n \n \n \n \n \n Rectangle on the screen to use for the field.\n The SerializedProperty to use for the control.\n An array with the displayed options the user can choose from.\n An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.\n Optional label in front of the field.\n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Rectangle on the screen to use for the label field.\n Label in front of the label field.\n The label to show to the right.\n Style information (color, etc) for displaying the label.\n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n \n The layer selected by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Rectangle on the screen to use for the long field.\n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Rectangle on the screen to use for the long field.\n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Rectangle on the screen to use for the long field.\n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Rectangle on the screen to use for the long field.\n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Rectangle on the screen to use for the long field.\n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n \n The value entered by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Rectangle on the screen to use for this control.\n Label for the field.\n The current mask to display.\n A string array containing the labels for each flag.\n Optional GUIStyle.\n A string array containing the labels for each flag.\n \n The value modified by the user.\n \n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n \n \n \n Make a multi-control with text fields for entering multiple floats in the same line.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n Array with small labels to show in front of each float field. There is room for one letter per field only.\n Array with the values to edit.\n \n \n \n Make a multi-control with text fields for entering multiple floats in the same line.\n \n Rectangle on the screen to use for the float field.\n Optional label to display in front of the float field.\n Array with small labels to show in front of each float field. There is room for one letter per field only.\n Array with the values to edit.\n \n \n \n Make a multi-control with several property fields in the same line.\n \n Rectangle on the screen to use for the multi-property field.\n The SerializedProperty of the first property to make a control for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n Array with small labels to show in front of each float field. There is room for one letter per field only.\n \n \n \n Make a multi-control with several property fields in the same line.\n \n Rectangle on the screen to use for the multi-property field.\n The SerializedProperty of the first property to make a control for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n Array with small labels to show in front of each float field. There is room for one letter per field only.\n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n \n The object that has been set by the user.\n \n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label to display in front of the field. Pass GUIContent.none to hide the label.\n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label to display in front of the field. Pass GUIContent.none to hide the label.\n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label to display in front of the field. Pass GUIContent.none to hide the label.\n \n \n \n Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.\n \n Rectangle on the screen to use for the field.\n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label to display in front of the field. Pass GUIContent.none to hide the label.\n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the password field.\n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n \n The password entered by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a label in front of some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Label to show in front of the control.\n Style to use for the label.\n \n Rectangle on the screen to use just for the control itself.\n \n \n \n \n Make a label in front of some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Label to show in front of the control.\n Style to use for the label.\n \n Rectangle on the screen to use just for the control itself.\n \n \n \n \n Make a label in front of some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Label to show in front of the control.\n Style to use for the label.\n \n Rectangle on the screen to use just for the control itself.\n \n \n \n \n Make a label in front of some control.\n \n Rectangle on the screen to use in total for both the label and the control.\n The unique ID of the control. If none specified, the ID of the following control is used.\n Label to show in front of the control.\n Style to use for the label.\n \n Rectangle on the screen to use just for the control itself.\n \n \n \n \n Make a progress bar.\n \n Rectangle on the screen to use in total for both the control.\n Value that is shown.\n \n \n \n \n \n Make a field for SerializedProperty.\n \n Rectangle on the screen to use for the property field.\n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Make a field for SerializedProperty.\n \n Rectangle on the screen to use for the property field.\n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.\n \n \n \n \n The actual label to use for the control.\n \n \n \n \n Create a new PropertyScope and begin the corresponding property.\n \n Rectangle on the screen to use for the control, including label if applicable.\n Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label.\n The SerializedProperty to use for the control.\n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Rectangle on the screen to use for the field.\n Optional label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Rectangle on the screen to use for the field.\n Optional label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Rectangle on the screen to use for the field.\n Optional label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, W &amp; H for Rect using SerializedProperty (not public).\n \n \n \n \n Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)\n \n Rectangle on the screen to use for the label.\n The text to show.\n Optional GUIStyle.\n \n \n \n Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)\n \n Rectangle on the screen to use for the label.\n The text to show.\n Optional GUIStyle.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Rectangle on the screen to use for the field.\n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n \n The tag selected by the user.\n \n \n \n \n Make a text area.\n \n Rectangle on the screen to use for the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text area.\n \n Rectangle on the screen to use for the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Rectangle on the screen to use for the text field.\n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n \n The text entered by the user.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Rectangle on the screen to use for the toggle.\n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Rectangle on the screen to use for the toggle.\n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n \n The value set by the user.\n \n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Rectangle on the screen to use for the toggle.\n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n \n The value set by the user.\n \n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Rectangle on the screen to use for the toggle.\n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n \n The value set by the user.\n \n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Rectangle on the screen to use for the toggle.\n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n \n The value set by the user.\n \n \n \n \n Make an X &amp; Y field for entering a Vector2.\n \n Rectangle on the screen to use for the field.\n Label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X &amp; Y field for entering a Vector2.\n \n Rectangle on the screen to use for the field.\n Label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y &amp; Z field for entering a Vector3.\n \n Rectangle on the screen to use for the field.\n Label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y &amp; Z field for entering a Vector3.\n \n Rectangle on the screen to use for the field.\n Label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, Z &amp; W field for entering a Vector4.\n \n Rectangle on the screen to use for the field.\n Label to display above the field.\n The value to edit.\n \n The value entered by the user.\n \n \n \n \n Auto-layouted version of EditorGUI.\n \n \n \n \n Begins a group that can be be hidden/shown and the transition will be animated.\n \n A value between 0 and 1, 0 being hidden, and 1 being fully visible.\n \n If the group is visible or not.\n \n \n \n \n Begin a horizontal group and get its rect back.\n \n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a horizontal group and get its rect back.\n \n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin an automatically layouted scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically layouted scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically layouted scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically layouted scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically layouted scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin a vertical group with a toggle to enable or disable all the controls within at once.\n \n Label to show above the toggled controls.\n Enabled state of the toggle group.\n \n The enabled state selected by the user.\n \n \n \n \n Begin a vertical group with a toggle to enable or disable all the controls within at once.\n \n Label to show above the toggled controls.\n Enabled state of the toggle group.\n \n The enabled state selected by the user.\n \n \n \n \n Begin a vertical group and get its rect back.\n \n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties.\n Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical group and get its rect back.\n \n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties.\n Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical group and get its rect back.\n \n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties.\n Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make Center &amp; Extents field for entering a Bounds.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make Center &amp; Extents field for entering a Bounds.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make Center &amp; Extents field for entering a Bounds.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The color selected by the user.\n \n \n \n \n Make a field for selecting a Color.\n \n Optional label to display in front of the field.\n The color to edit.\n If true, the color picker should show the eyedropper control. If false, don't show it.\n If true, allow the user to set an alpha value for the color. If false, hide the alpha component.\n If true, treat the color as an HDR value. If false, treat it as a standard LDR value.\n An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The color selected by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n Optional label to display in front of the field.\n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The curve edited by the user.\n \n \n \n \n Make a field for editing an AnimationCurve.\n \n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.\n \n \n \n Make a field for editing an AnimationCurve.\n \n The curve to edit.\n The color to show the curve with.\n Optional rectangle that the curve is restrained within.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.\n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n The double property to edit.\n Optional label to display in front of the double field. Pass GUIContent.none to hide label.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a delayed text field for entering doubles.\n \n The double property to edit.\n Optional label to display in front of the double field. Pass GUIContent.none to hide label.\n \n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\n GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.\n \n \n \n \n Make a delayed text field for entering floats.\n \n The float property to edit.\n Optional label to display in front of the float field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a delayed text field for entering floats.\n \n The float property to edit.\n Optional label to display in front of the float field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.\n \n \n \n \n Make a delayed text field for entering integers.\n \n The int property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a delayed text field for entering integers.\n \n The int property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n Optional label to display in front of the int field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.\n \n \n \n \n Make a delayed text field.\n \n The text property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a delayed text field.\n \n The text property to edit.\n Optional label to display in front of the int field. Pass GUIContent.none to hide label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering double values.\n \n Optional label to display in front of the double field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a button that reacts to mouse down, for displaying your own dropdown content.\n \n Text, image and tooltip for this button.\n Whether the button should be selectable by keyboard or not.\n Optional style to use.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the user clicks the button.\n \n \n \n \n Make a button that reacts to mouse down, for displaying your own dropdown content.\n \n Text, image and tooltip for this button.\n Whether the button should be selectable by keyboard or not.\n Optional style to use.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the user clicks the button.\n \n \n \n \n Closes a group started with BeginFadeGroup.\n \n \n \n \n Close a group started with BeginHorizontal.\n \n \n \n \n Ends a scrollview started with a call to BeginScrollView.\n \n \n \n \n Close a group started with BeginToggleGroup.\n \n \n \n \n Close a group started with BeginVertical.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make a field for enum based masks.\n \n Prefix label for this field.\n Enum to use for the flags.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The value modified by the user.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Optional label in front of the field.\n The enum options the field shows.\n Optional layout options.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Optional label in front of the field.\n The enum options the field shows.\n Optional layout options.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Optional label in front of the field.\n The enum options the field shows.\n Optional layout options.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field for a bitmask.\n \n Optional label in front of the field.\n The enum options the field shows.\n Optional layout options.\n Optional GUIStyle.\n \n The enum options that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Make an enum popup selection field.\n \n Optional label in front of the field.\n The enum option the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The enum option that has been selected by the user.\n \n \n \n \n Begins a group that can be be hidden/shown and the transition will be animated.\n \n \n \n \n Whether the group is visible.\n \n \n \n \n Create a new FadeGroupScope and begin the corresponding group.\n \n A value between 0 and 1, 0 being hidden, and 1 being fully visible.\n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering float values.\n \n Optional label to display in front of the float field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Make a label with a foldout arrow to the left of it.\n \n The shown foldout state.\n The label to show.\n Optional GUIStyle.\n Whether to toggle the foldout state when the label is clicked.\n \n The foldout state selected by the user. If true, you should render sub-objects.\n \n \n \n \n Get a rect for an Editor control.\n \n Optional boolean to specify if the control has a label. Default is true.\n The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.\n Optional GUIStyle to use for the control.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Get a rect for an Editor control.\n \n Optional boolean to specify if the control has a label. Default is true.\n The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.\n Optional GUIStyle to use for the control.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Get a rect for an Editor control.\n \n Optional boolean to specify if the control has a label. Default is true.\n The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.\n Optional GUIStyle to use for the control.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Get a rect for an Editor control.\n \n Optional boolean to specify if the control has a label. Default is true.\n The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.\n Optional GUIStyle to use for the control.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a help box with a message to the user.\n \n The message text.\n The type of message.\n If true, the box will cover the whole width of the window; otherwise it will cover the controls part only.\n \n \n \n Make a help box with a message to the user.\n \n The message text.\n The type of message.\n If true, the box will cover the whole width of the window; otherwise it will cover the controls part only.\n \n \n \n Disposable helper class for managing BeginHorizontal / EndHorizontal.\n \n \n \n \n The rect of the horizontal group.\n \n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an inspector-window-like titlebar.\n \n The foldout state shown with the arrow.\n The object (for example a component) or objects that the titlebar is for.\n \n \n The foldout state selected by the user.\n \n \n \n \n Make an inspector-window-like titlebar.\n \n The foldout state shown with the arrow.\n The object (for example a component) or objects that the titlebar is for.\n \n \n The foldout state selected by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering integers.\n \n Optional label to display in front of the int field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n Optional label in front of the field.\n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value of the option that has been selected by the user.\n \n \n \n \n Make an integer popup selection field.\n \n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional label in front of the field.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make an integer popup selection field.\n \n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional label in front of the field.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make an integer popup selection field.\n \n The value of the option the field shows.\n An array with the displayed options the user can choose from.\n An array with the values for each option.\n Optional label in front of the field.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a slider the user can drag to change an integer value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a label field. (Useful for showing read-only info.)\n \n Label in front of the label field.\n The label to show to the right.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a layer selection field.\n \n Optional label in front of the field.\n The layer shown in the field.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The layer selected by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a text field for entering long integers.\n \n Optional label to display in front of the long field.\n The value to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a field for masks.\n \n Prefix label of the field.\n The current mask to display.\n A string array containing the labels for each flag.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n The value modified by the user.\n \n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a special slider the user can use to specify a range between a min and a max.\n \n Optional label in front of the slider.\n The lower value of the range the slider shows, passed by reference.\n The upper value at the range the slider shows, passed by reference.\n The limit at the left end of the slider.\n The limit at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The object that has been set by the user.\n \n \n \n \n Make a field to receive any object type.\n \n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The object that has been set by the user.\n \n \n \n \n Make a field to receive any object type.\n \n Optional label in front of the field.\n The object the field shows.\n The type of the objects that can be assigned.\n Allow assigning scene objects. See Description for more info.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The object that has been set by the user.\n \n \n \n \n Make a field to receive any object type.\n \n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field. Pass GUIContent.none to hide the label.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field. Pass GUIContent.none to hide the label.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field. Pass GUIContent.none to hide the label.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object reference property the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field. Pass GUIContent.none to hide the label.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field.\n Optional label in front of the field.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field.\n Optional label in front of the field.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a field to receive any object type.\n \n The object the field shows.\n The type of the objects that can be assigned.\n Optional label in front of the field.\n Optional label in front of the field.\n An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Optional label to display in front of the password field.\n The password to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The password entered by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a generic popup selection field.\n \n Optional label in front of the field.\n The index of the option the field shows.\n An array with the options shown in the popup.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The index of the option that has been selected by the user.\n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a label in front of some control.\n \n Label to show to the left of the control.\n \n \n \n \n \n Make a field for SerializedProperty.\n \n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Make a field for SerializedProperty.\n \n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Make a field for SerializedProperty.\n \n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Make a field for SerializedProperty.\n \n The SerializedProperty to make a field for.\n Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.\n If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n True if the property has children and is expanded and includeChildren was set to false; otherwise false.\n \n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, W &amp; H field for entering a Rect.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Disposable helper class for managing BeginScrollView / EndScrollView.\n \n \n \n \n Whether this ScrollView should handle scroll wheel events. (default: true).\n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The scroll position to use.\n Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The scroll position to use.\n Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The scroll position to use.\n Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The scroll position to use.\n Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The scroll position to use.\n Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)\n \n The text to show.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)\n \n The text to show.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value that has been set by the user.\n \n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a slider the user can drag to change a value between a min and a max.\n \n Optional label in front of the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a small space between the previous control and the following.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a tag selection field.\n \n Optional label in front of the field.\n The tag the field shows.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The tag selected by the user.\n \n \n \n \n Make a text area.\n \n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text area.\n \n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a text field.\n \n Optional label to display in front of the text field.\n The text to edit.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered by the user.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Make a toggle.\n \n Optional label in front of the toggle.\n The shown state of the toggle.\n Optional GUIStyle.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The selected state of the toggle.\n \n \n \n \n Begin a vertical group with a toggle to enable or disable all the controls within at once.\n \n \n \n \n The enabled state selected by the user.\n \n \n \n \n \n \n Label to show above the toggled controls.\n Enabled state of the toggle group.\n \n \n \n \n \n Label to show above the toggled controls.\n Enabled state of the toggle group.\n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a toggle field where the toggle is to the left and the label immediately to the right of it.\n \n Label to display next to the toggle.\n The value to edit.\n Optional GUIStyle to use for the label.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an X &amp; Y field for entering a Vector2.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\n \n The value entered by the user.\n \n \n \n \n Make an X &amp; Y field for entering a Vector2.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\n\n \n The value entered by the user.\n \n \n \n \n Make an X, Y &amp; Z field for entering a Vector3.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y &amp; Z field for entering a Vector3.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting\n properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Make an X, Y, Z &amp; W field for entering a Vector4.\n \n Label to display above the field.\n The value to edit.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The value entered by the user.\n \n \n \n \n Disposable helper class for managing BeginVertical / EndVertical.\n \n \n \n \n The rect of the vertical group.\n \n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Miscellaneous helper stuff for EditorGUI.\n \n \n \n \n The width of the GUI area for the current EditorWindow or other view.\n \n \n \n \n Is a text field currently editing text?\n \n \n \n \n The minimum width in pixels reserved for the fields of Editor GUI controls.\n \n \n \n \n Is the Editor GUI is hierarchy mode?\n \n \n \n \n Is the user currently using the pro skin? (Read Only)\n \n \n \n \n The width in pixels reserved for labels of Editor GUI controls.\n \n \n \n \n The scale of GUI points relative to screen pixels for the current view\n\nThis value is the number of screen pixels per point of interface space. For instance, 2.0 on retina displays. Note that the value may differ from one view to the next if the views are on monitors with different UI scales.\n \n \n \n \n Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup.\n \n \n \n \n Get the height used by default for vertical spacing between controls.\n \n \n \n \n The system copy buffer.\n \n \n \n \n Get a white texture.\n \n \n \n \n Is the Editor GUI currently in wide mode?\n \n \n \n \n Add a custom mouse pointer to a control.\n \n The rectangle the control should be shown within.\n The mouse cursor to use.\n ID of a target control.\n \n \n \n Add a custom mouse pointer to a control.\n \n The rectangle the control should be shown within.\n The mouse cursor to use.\n ID of a target control.\n \n \n \n Creates an event that can be sent to another window.\n \n The command to be sent.\n \n \n \n Draw a color swatch.\n \n The rectangle to draw the color swatch within.\n The color to draw.\n \n \n \n Draw a curve swatch.\n \n The rectangle to draw the color swatch within.\n The curve to draw.\n The curve to draw as a SerializedProperty.\n The color to draw the curve with.\n The color to draw the background with.\n Optional parameter to specify the range of the curve which should be included in swatch.\n \n \n \n Draw a curve swatch.\n \n The rectangle to draw the color swatch within.\n The curve to draw.\n The curve to draw as a SerializedProperty.\n The color to draw the curve with.\n The color to draw the background with.\n Optional parameter to specify the range of the curve which should be included in swatch.\n \n \n \n Draw swatch with a filled region between two SerializedProperty curves.\n \n \n \n \n \n \n \n \n \n \n Draw swatch with a filled region between two curves.\n \n \n \n \n \n \n \n \n \n \n Get a texture from its source filename.\n \n \n \n \n \n Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter.\n \n \n \n \n \n Layout list of string items left to right, top to bottom in the given area.\n \n Area where to layout the items.\n Style for the items.\n Extra horizontal spacing between successive items.\n Extra vertical spacing between item rows.\n Strings to layout.\n \n List of rectangles for the passed items.\n \n \n \n \n Get the size that has been set using SetIconSize.\n \n \n \n \n The controlID of the currently showing object picker.\n \n \n \n \n The object currently selected in the object picker.\n \n \n \n \n Does a given class have per-object thumbnails?\n \n \n \n \n \n Fetch the GUIContent from the Unity builtin resources with the given name.\n \n Name of the desired icon.\n Tooltip for hovering over the icon.\n \n \n \n Fetch the GUIContent from the Unity builtin resources with the given name.\n \n Name of the desired icon.\n Tooltip for hovering over the icon.\n \n \n \n Disposable scope helper for GetIconSize / SetIconSize.\n \n \n \n \n Begin an IconSizeScope.\n \n Size to be used for icons rendered as GUIContent within this scope.\n \n \n \n Check if any enabled camera can render to a particular display.\n \n Display index.\n \n True if a camera will render to the display.\n \n \n \n \n Load a built-in resource.\n \n \n \n \n \n Load a required built-in resource.\n \n \n \n \n \n Make all EditorGUI look like regular controls.\n \n Width to use for prefixed labels.\n Width of text entries.\n \n \n \n Make all EditorGUI look like regular controls.\n \n Width to use for prefixed labels.\n Width of text entries.\n \n \n \n Make all EditorGUI look like regular controls.\n \n Width to use for prefixed labels.\n Width of text entries.\n \n \n \n Make all EditorGUI look like simplified outline view controls.\n \n \n \n \n Return a GUIContent object with the name and icon of an Object.\n \n \n \n \n \n \n Ping an object in the Scene like clicking it in an inspector.\n \n The object to be pinged.\n \n \n \n \n Ping an object in the Scene like clicking it in an inspector.\n \n The object to be pinged.\n \n \n \n \n Convert a position from pixel to point space.\n \n A GUI position in pixel space.\n \n A vector representing the same position in point space.\n \n \n \n \n Convert a Rect from pixel space to point space.\n \n A GUI rect measured in pixels.\n \n A rect representing the same area in points.\n \n \n \n \n Convert a Rect from point space to pixel space.\n \n A GUI rect measured in points.\n \n A rect representing the same area in pixels.\n \n \n \n \n Converts a position from point to pixel space.\n \n A GUI position in point space.\n \n The same position in pixel space.\n \n \n \n \n Send an input event into the game.\n \n \n \n \n \n Render all ingame cameras.\n \n The device coordinates to render all game cameras into.\n Show gizmos as well.\n \n \n \n \n \n Render all ingame cameras.\n \n The device coordinates to render all game cameras into.\n Show gizmos as well.\n \n \n \n \n \n Set icons rendered as part of GUIContent to be rendered at a specific size.\n \n \n \n \n \n Show the object picker from code.\n \n The object to be selected by default.\n Is selection of scene objects allowed, or should it only show assets.\n Default search filter to apply.\n The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time.\n \n \n \n Utility functions for working with JSON data and engine objects.\n \n \n \n \n Overwrite data in an object by reading from its JSON representation.\n \n The JSON representation of the object.\n The object to overwrite.\n \n \n \n Generate a JSON representation of an object.\n \n The object to convert to JSON form.\n If true, format the output for readability. If false, format the output for minimum size. Default is false.\n \n The object's data in JSON format.\n \n \n \n \n Generate a JSON representation of an object.\n \n The object to convert to JSON form.\n If true, format the output for readability. If false, format the output for minimum size. Default is false.\n \n The object's data in JSON format.\n \n \n \n \n Stores and accesses Unity editor preferences.\n \n \n \n \n Removes all keys and values from the preferences. Use with caution.\n \n \n \n \n Removes key and its corresponding value from the preferences.\n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the float value corresponding to key if it exists in the preference file.\n \n Name of key to read float from.\n Float value to return if the key is not in the storage.\n \n The float value stored in the preference file or the defaultValue id the\n requested float does not exist.\n \n \n \n \n Returns the float value corresponding to key if it exists in the preference file.\n \n Name of key to read float from.\n Float value to return if the key is not in the storage.\n \n The float value stored in the preference file or the defaultValue id the\n requested float does not exist.\n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n Name of key to read integer from.\n Integer value to return if the key is not in the storage.\n \n The value stored in the preference file.\n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n Name of key to read integer from.\n Integer value to return if the key is not in the storage.\n \n The value stored in the preference file.\n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns true if key exists in the preferences file.\n \n Name of key to check for.\n \n The existence or not of the key.\n \n \n \n \n Sets the value of the preference identified by key.\n \n \n \n \n \n \n Sets the float value of the preference identified by key.\n \n Name of key to write float into.\n Float value to write into the storage.\n \n \n \n Sets the value of the preference identified by key as an integer.\n \n Name of key to write integer to.\n Value of the integer to write into the storage.\n \n \n \n Sets the value of the preference identified by key. Note that EditorPrefs does not support null strings and will store an empty string instead.\n \n \n \n \n \n \n The editor selected render mode for Scene View selection.\n \n \n \n \n The Renderer has no selection highlight or wireframe in the Editor.\n \n \n \n \n The Renderer has selection highlight but no wireframe in the Editor.\n \n \n \n \n The Renderer has wireframe but not selection highlight in the Editor.\n \n \n \n \n Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin.\n \n \n \n \n The skin used for game views.\n \n \n \n \n The skin used for inspectors.\n \n \n \n \n The skin used for scene views.\n \n \n \n \n Common GUIStyles used for EditorGUI controls.\n \n \n \n \n Bold font.\n \n \n \n \n Style for bold label.\n \n \n \n \n Style for label with small font which is centered and grey.\n \n \n \n \n Style used for headings for Color fields.\n \n \n \n \n Style used for headings for EditorGUI.Foldout.\n \n \n \n \n Style used for headings for EditorGUI.Foldout.\n \n \n \n \n Style used for background box for EditorGUI.HelpBox.\n \n \n \n \n Wrap content in a vertical group with this style to get the default margins used in the Inspector.\n \n \n \n \n Wrap content in a vertical group with this style to get full width margins in the Inspector.\n \n \n \n \n Style used for the labelled on all EditorGUI overloads that take a prefix label.\n \n \n \n \n Style for label with large font.\n \n \n \n \n Style used for headings for Layer masks.\n \n \n \n \n Mini Bold font.\n \n \n \n \n Style for mini bold label.\n \n \n \n \n Style used for a standalone small button.\n \n \n \n \n Style used for the leftmost button in a horizontal button group.\n \n \n \n \n Style used for the middle buttons in a horizontal group.\n \n \n \n \n Style used for the rightmost button in a horizontal group.\n \n \n \n \n Mini font.\n \n \n \n \n Style for label with small font.\n \n \n \n \n Smaller text field.\n \n \n \n \n Style used for field editors for numbers.\n \n \n \n \n Style used for headings for object fields.\n \n \n \n \n Style used for object fields that have a thumbnail (e.g Textures). \n \n \n \n \n Style used for headings for the Select button in object fields.\n \n \n \n \n Style used for EditorGUI.Popup, EditorGUI.EnumPopup,.\n \n \n \n \n Style used for a radio button.\n \n \n \n \n Standard font.\n \n \n \n \n Style used for EditorGUI.TextArea.\n \n \n \n \n Style used for EditorGUI.TextField.\n \n \n \n \n Style used for headings for EditorGUI.Toggle.\n \n \n \n \n Style used for headings for EditorGUILayout.BeginToggleGroup.\n \n \n \n \n Toolbar background from top of windows.\n \n \n \n \n Style for Button and Toggles in toolbars.\n \n \n \n \n Toolbar Dropdown.\n \n \n \n \n Toolbar Popup.\n \n \n \n \n Toolbar text field.\n \n \n \n \n Style for white bold label.\n \n \n \n \n Style for white label.\n \n \n \n \n Style for white large label.\n \n \n \n \n Style for white mini label.\n \n \n \n \n Style for word wrapped label.\n \n \n \n \n Style for word wrapped mini label.\n \n \n \n \n User build settings for the Editor\n \n \n \n \n The currently active build target.\n \n \n \n \n Triggered in response to SwitchActiveBuildTarget.\n \n \n \n \n DEFINE directives for the compiler.\n \n \n \n \n Enable source-level debuggers to connect.\n \n \n \n \n Android platform options.\n \n \n \n \n Set which build system to use for building the Android package.\n \n \n \n \n Is build script only enabled.\n \n \n \n \n Compress files in package.\n \n \n \n \n Build data compressed with PSArc.\n \n \n \n \n Start the player with a connection to the profiler.\n \n \n \n \n Enables a development build.\n \n \n \n \n Enables a Linux headless build.\n \n \n \n \n Are divide by zero's actively checked?\n \n \n \n \n Are null references actively checked?\n \n \n \n \n Export Android Project for use with Android StudioGradle or EclipseADT.\n \n \n \n \n Force installation of package, even if error.\n \n \n \n \n Force full optimizations for script complilation in Development builds.\n \n \n \n \n Place the built player in the build folder.\n \n \n \n \n Scheme with which the project will be run in Xcode.\n \n \n \n \n Create a .cia \"download image\" for deploying to test kits (3DS).\n \n \n \n \n Build submission materials.\n \n \n \n \n PS4 Build Subtarget.\n \n \n \n \n Specifies which version of PS4 hardware to target.\n \n \n \n \n PSM Build Subtarget.\n \n \n \n \n PS Vita Build subtarget.\n \n \n \n \n The currently selected build target group.\n \n \n \n \n The currently selected target for a standalone build.\n \n \n \n \n When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each scene and associated assets to individual chunks. Unity will mark scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional scenes in this launch range if you desire, this specifies a range of scenes (starting at 0) to be included in the launch set. \n \n \n \n \n Symlink runtime libraries with an iOS Xcode project.\n \n \n \n \n The texture compression type to be used when building.\n \n \n \n \n Use prebuilt JavaScript version of Unity engine.\n \n \n \n \n Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded).\n \n \n \n \n Select the streaming option for a webplayer build.\n \n \n \n \n Boot mode of a devkit.\n \n \n \n \n Wii U player debug level.\n \n \n \n \n Built player postprocessing options.\n \n \n \n \n Enable network API.\n \n \n \n \n Generate and reference C# projects from your main solution.\n \n \n \n \n Sets and gets target device type for the application to run on when building to Windows Store platform.\n \n \n \n \n Sets and gets target UWP SDK to build Windows Store application against.\n \n \n \n \n Xbox Build subtarget.\n \n \n \n \n The currently selected Xbox One Deploy Method.\n \n \n \n \n Network shared folder path e.g.\nMYCOMPUTER\\SHAREDFOLDER\\.\n \n \n \n \n Sets the XBox to reboot and redeploy when the deployment fails.\n \n \n \n \n Windows account username associated with PC share folder.\n \n \n \n \n Get the current location for the build.\n \n \n \n \n \n Returns value for platform specifc Editor setting.\n \n The name of the platform.\n The name of the setting.\n \n \n \n Is .NET Native enabled for specific build configuration.\nMore information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx.\n \n Build configuration.\n \n True if .NET Native is enabled for the specific build configuration.\n \n \n \n \n Set a new location for the build.\n \n \n \n \n \n \n Set platform specifc Editor setting.\n \n The name of the platform.\n The name of the setting.\n Setting value.\n \n \n \n Enables or Disables .NET Native for specific build configuration.\nMore information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx.\n \n Build configuration.\n Is enabled?\n \n \n \n Select a new build target to be active.\n \n Target build platform.\n Build target group.\n \n True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).\n \n \n \n \n Select a new build target to be active.\n \n Target build platform.\n Build target group.\n \n True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).\n \n \n \n \n Select a new build target to be active during the next Editor update.\n \n Target build platform.\n Build target group.\n \n True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).\n \n \n \n \n Editor utility functions.\n \n \n \n \n True if there are any compilation error messages in the log.\n \n \n \n \n Removes progress bar.\n \n \n \n \n Collect all objects in the hierarchy rooted at each of the given objects.\n \n Array of objects where the search will start.\n \n Array of objects heirarchically attached to the search array.\n \n \n \n \n Calculates and returns a list of all assets the assets listed in roots depend on.\n \n \n \n \n \n Compress a cubemap texture.\n \n \n \n \n \n \n \n Compress a cubemap texture.\n \n \n \n \n \n \n \n Compress a texture.\n \n \n \n \n \n \n \n Compress a texture.\n \n \n \n \n \n \n \n Copy all settings of a Unity Object.\n \n \n \n \n \n \n Copy all settings of a Unity Object to a second Object if they differ.\n \n \n \n \n \n \n Creates a game object with HideFlags and specified components.\n \n \n \n \n \n \n \n Displays or updates a progress bar that has a cancel button.\n \n \n \n \n \n \n \n Displays a modal dialog.\n \n The title of the message box.\n The text of the message.\n Label displayed on the OK dialog button.\n Label displayed on the Cancel dialog button.\n \n \n \n Displays a modal dialog.\n \n The title of the message box.\n The text of the message.\n Label displayed on the OK dialog button.\n Label displayed on the Cancel dialog button.\n \n \n \n Displays a modal dialog with three buttons.\n \n Title for dialog.\n Purpose for the dialog.\n Dialog function chosen.\n Choose alternative dialog purpose.\n Close dialog with no operation.\n \n The id of the chosen button.\n \n \n \n \n Displays a popup menu.\n \n \n \n \n \n \n \n Displays or updates a progress bar.\n \n \n \n \n \n \n \n Saves an AudioClip or MovieTexture to a file.\n \n \n \n \n \n \n Brings the project window to the front and focuses it.\n \n \n \n \n Returns a text for a number of bytes.\n \n \n \n \n \n Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button).\n \n \n \n \n \n Translates an instance ID to a reference to an object.\n \n \n \n \n \n Determines if an object is stored on disk.\n \n \n \n \n \n Human-like sorting.\n \n \n \n \n \n \n Displays the \"open file\" dialog and returns the selected path name.\n \n \n \n \n \n \n \n Displays the \"open file\" dialog and returns the selected path name.\n \n Title for dialog.\n Default directory.\n File extensions in form { \"Image files\", \"png,jpg,jpeg\", \"All files\", \"*\" }.\n \n \n \n Displays the \"open folder\" dialog and returns the selected path name.\n \n \n \n \n \n \n \n Displays the \"save file\" dialog and returns the selected path name.\n \n \n \n \n \n \n \n \n Displays the \"save file\" dialog in the Assets folder of the project and returns the selected path name.\n \n \n \n \n \n \n \n \n Displays the \"save folder\" dialog and returns the selected path name.\n \n \n \n \n \n \n \n Marks target object as dirty. (Only suitable for non-scene objects).\n \n The object to mark as dirty.\n \n \n \n Set the enabled state of the object.\n \n \n \n \n \n \n Set the Scene View selected display mode for this Renderer.\n \n \n \n \n \n \n Sets whether the selected Renderer's wireframe will be hidden when the GameObject it is attached to is selected.\n \n \n \n \n \n \n Unloads assets that are not used.\n \n When true delete assets even if linked in scripts.\n \n \n \n Unloads assets that are not used.\n \n When true delete assets even if linked in scripts.\n \n \n \n Derive from this class to create an editor window.\n \n \n \n \n Does the window automatically repaint whenever the scene has changed?\n \n \n \n \n The EditorWindow which currently has keyboard focus. (Read Only)\n \n \n \n \n Is this window maximized.\n \n \n \n \n The maximum size of this window.\n \n \n \n \n The minimum size of this window.\n \n \n \n \n The EditorWindow currently under the mouse cursor. (Read Only)\n \n \n \n \n The position of the window in screen space.\n \n \n \n \n The title of this window.\n \n \n \n \n The GUIContent used for drawing the title of EditorWindows.\n \n \n \n \n Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.\n \n \n \n \n Checks whether MouseMove events are received in the GUI in this Editor window.\n \n \n \n \n Mark the beginning area of all popup windows.\n \n \n \n \n Close the editor window.\n \n \n \n \n Close a window group started with EditorWindow.BeginWindows.\n \n \n \n \n Moves keyboard focus to this EditorWindow.\n \n \n \n \n Focuses the first found EditorWindow of specified type if it is open.\n \n The type of the window. Must derive from EditorWindow.\n \n \n \n Focuses the first found EditorWindow of type T if it is open.\n \n The type of the window. Must derive from EditorWindow.\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n An array of EditorWindow types that the window will attempt to dock onto.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n An array of EditorWindow types that the window will attempt to dock onto.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type T which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n An array of EditorWindow types that the window will attempt to dock onto.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Returns the first EditorWindow of type t which is currently on the screen.\n \n The type of the window. Must derive from EditorWindow.\n The position on the screen where a newly created window will show.\n Set this to true, to create a floating utility window, false to create a normal window.\n If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.\n Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).\n \n \n \n Stop showing notification message.\n \n \n \n \n Make the window repaint.\n \n \n \n \n Sends an Event to a window.\n \n \n \n \n \n Show the EditorWindow.\n \n \n \n \n \n Show the EditorWindow.\n \n \n \n \n \n Shows a window with dropdown behaviour and styling.\n \n The button from which the position of the window will be determined (see description).\n The initial size of the window.\n \n \n \n Show the editor window in the auxiliary window.\n \n \n \n \n Show a notification message.\n \n \n \n \n \n Shows an Editor window using popup-style framing.\n \n \n \n \n Show the EditorWindow as a floating utility window.\n \n \n \n \n Editor tools for working with persistent UnityEvents.\n \n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.\n \n Event to modify.\n Function to call.\n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Adds a persistent, preset call to the listener.\n \n Event to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n Argument to use when invoking.\n \n \n \n Modifies the event at the given index.\n \n Event to modify.\n Index to modify.\n Function to call.\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Removes the given function from the event.\n \n Event to modify.\n Index to remove (if specified).\n Function to remove (if specified).\n \n \n \n Unregisters the given listener at the specified index.\n \n Event to modify.\n Index to unregister.\n \n \n \n Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.\n \n \n \n \n Returns the current time of the recording.\n \n \n \n \n Returns true when the recorder is recording.\n \n \n \n \n The GameObject used for the recording.\n \n \n \n \n Binds a GameObject's property as defined by EditorCurveBinding.\n \n The binding definition.\n \n \n \n Adds bindings for all of target's properties, and also for all the target's children if recursive is true.\n \n .root or any of its children.\n Binds also all the target's children properties when set to true.\n \n \n \n Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.\n \n .root or any of its children.\n Binds also the target's children transform properties when set to true.\n Type of the component.\n \n \n \n Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.\n \n .root or any of its children.\n Binds also the target's children transform properties when set to true.\n Type of the component.\n \n \n \n Create a new GameObjectRecorder.\n \n \n \n \n Returns an array of all the bindings added to the recorder.\n \n \n Array of bindings.\n \n \n \n \n Reset the recording.\n \n \n \n \n Saves the recorded animation into clip.\n \n Destination clip.\n \n \n \n Forwards the animation by dt seconds, then record the values of the added bindings.\n \n Delta time.\n \n \n \n Used by ScriptableImporter child classes and defines the argument passed to OnImportAsset().\n \n \n \n \n The path of the Asset file to be imported.\n \n \n \n \n This indicates what platform the Asset import event is targetting.\n \n \n \n \n Adds a sub-Asset to the result of the import operation.\n \n A unique identifier associated to this sub-Asset.\n The Unity Object that is the sub-Asset.\n An optional 2D texture to use as the tumbnail for this sub-Asset.\n \n \n \n Adds a sub-Asset to the result of the import operation.\n \n A unique identifier associated to this sub-Asset.\n The Unity Object that is the sub-Asset.\n An optional 2D texture to use as the tumbnail for this sub-Asset.\n \n \n \n Set's the main Asset to the result of the import operation.\n \n A Unique identifier associated to this Asset.\n The Unity Object that is the sub-Asset.\n An optional 2D texture to use as the thumbnail for the Asset.\n \n \n \n Set's the main Asset to the result of the import operation.\n \n A Unique identifier associated to this Asset.\n The Unity Object that is the sub-Asset.\n An optional 2D texture to use as the thumbnail for the Asset.\n \n \n \n Default editor for all asset importer settings.\n \n \n \n \n Should imported object be shown as a separate editor?\n \n \n \n \n Determines if the asset preview is handled by the AssetEditor or the Importer DrawPreview\n \n \n \n \n Saves any changes from the Editor's control into the asset's import settings object.\n \n \n \n \n Implements the 'Apply' button of the inspector.\n \n Text to display on button.\n \n Returns true if the new settings were successfully applied\n \n \n \n \n Implements the 'Apply' button of the inspector.\n \n Text to display on button.\n \n Returns true if the new settings were successfully applied\n \n \n \n \n Add's the 'Apply' and 'Revert' buttons to the editor\n \n \n \n \n This function is called when the Editor script is started.\n \n \n \n \n Determine if the import settings have been modified.\n \n \n \n \n Process the 'Apply' and 'Revert' buttons.\n \n \n Returns true if the new settings were successfully applied.\n \n \n \n \n This function is called when the editor object goes out of scope.\n \n \n \n \n This function is called when the object is loaded.\n \n \n \n \n Reset the import settings to their last saved values.\n \n \n \n \n Implements the 'Revert' button of the inspector.\n \n Text to display on button.\n \n \n \n Implements the 'Revert' button of the inspector.\n \n Text to display on button.\n \n \n \n Abstract, root class, for all custom Asset Importers.\n \n \n \n \n This method must by overriden by the child class and is called by the Asset Pipeline to import/Convert a file into a Unity Asset.\n \n This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset.\n \n \n \n Class attribute that is used to register a custom asset importer class with the asset importing pipeline of Unity.\n \n \n \n \n List of file extensions, without leading period character, that the scripted importer handles.\n \n \n \n \n Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.\n \n \n \n \n Importer version number that is used by the import layer to detect new version of the importer and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.\n \n \n \n \n Notes:\n - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited.\n - If the Unity Editor setting \"Auto-Update\" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.\n \n A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.\n List of file extensions, without leading period character, that the scripted importer handles.\n Single file extension, without leading period character, that the scripted importer handles.\n Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.\n \n \n \n Notes:\n - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited.\n - If the Unity Editor setting \"Auto-Update\" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.\n \n A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.\n List of file extensions, without leading period character, that the scripted importer handles.\n Single file extension, without leading period character, that the scripted importer handles.\n Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.\n \n \n \n Notes:\n - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited.\n - If the Unity Editor setting \"Auto-Update\" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.\n \n A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.\n List of file extensions, without leading period character, that the scripted importer handles.\n Single file extension, without leading period character, that the scripted importer handles.\n Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.\n \n \n \n Notes:\n - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited.\n - If the Unity Editor setting \"Auto-Update\" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.\n \n A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.\n List of file extensions, without leading period character, that the scripted importer handles.\n Single file extension, without leading period character, that the scripted importer handles.\n Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.\n \n \n \n Default editor for source assets handled by Scripted Importers.\n \n \n \n \n Base implementation provides one field (including children) for each top level property.\n \n \n \n \n Export package option. Multiple options can be combined together using the | operator.\n \n \n \n \n Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list.\n \n \n \n \n In addition to the assets paths listed, all dependent assets will be included as well.\n \n \n \n \n The exported package will include all library assets, ie. the project settings located in the Library folder of the project.\n \n \n \n \n The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished.\n \n \n \n \n Will recurse through any subdirectories listed and include all assets inside them.\n \n \n \n \n Lets you do move, copy, delete operations over files or directories.\n \n \n \n \n Copies a file or a directory.\n \n \n \n \n \n \n Copies the file or directory.\n \n \n \n \n \n \n Deletes a file or a directory given a path.\n \n \n \n \n \n Returns a unique path in the Temp folder within your current project.\n \n \n \n \n Moves a file or a directory from a given path to another path.\n \n \n \n \n \n \n Replaces a directory.\n \n \n \n \n \n \n Replaces a file.\n \n \n \n \n \n \n Font rendering mode constants for TrueTypeFontImporter.\n \n \n \n \n Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small.\n \n \n \n \n Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries, and generally produces.\n \n \n \n \n Use the OS default font rendering mode. This selects either FontRenderingMode.HintedSmooth or.\n \n \n \n \n Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures.\n \n \n \n \n Texture case constants for TrueTypeFontImporter.\n \n \n \n \n Import basic ASCII character set.\n \n \n \n \n Only import lower case ASCII character set.\n \n \n \n \n Only import upper case ASCII character set.\n \n \n \n \n Custom set of characters.\n \n \n \n \n Render characters into font texture at runtime as needed.\n \n \n \n \n Import a set of Unicode characters common for latin scripts.\n \n \n \n \n GameObject utility functions.\n \n \n \n \n Returns true if the passed in StaticEditorFlags are set on the GameObject specified.\n \n The GameObject to check.\n The flags you want to check.\n \n Whether the GameObject's static flags match the flags specified.\n \n \n \n \n Get the navmesh area index for the GameObject.\n \n GameObject to query.\n \n NavMesh area index.\n \n \n \n \n Get the navmesh area index from the area name.\n \n NavMesh area name to query.\n \n The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1.\n \n \n \n \n Get all the navmesh area names.\n \n \n Names of all the NavMesh areas.\n \n \n \n \n Get the navmesh layer for the GameObject.\n \n The GameObject to check.\n \n The navmesh layer for the GameObject specified.\n \n \n \n \n Get the navmesh layer from the layer name.\n \n The name of the navmesh layer.\n \n The layer number of the navmesh layer name specified.\n \n \n \n \n Get all the navmesh layer names.\n \n \n An array of the names of all navmesh layers.\n \n \n \n \n Gets the StaticEditorFlags of the GameObject specified.\n \n The GameObject whose flags you are interested in.\n \n The static editor flags of the GameObject specified.\n \n \n \n \n Get unique name for a new GameObject compared to existing siblings. Useful when trying to avoid duplicate naming. When duplicate(s) are found, uses incremental a number after the base name.\n \n Target parent for a new GameObject. Null means root level.\n Requested name for a new GameObject.\n \n Unique name for a new GameObject.\n \n \n \n \n Set the navmesh area for the gameobject.\n \n GameObject to modify.\n NavMesh area index to set.\n \n \n \n Set the navmesh layer for the GameObject.\n \n The GameObject on which to set the navmesh layer.\n The layer number you want to set.\n \n \n \n Sets the parent and gives the child the same layer and position.\n \n The GameObject that should have a new parent set.\n The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing.\n \n \n \n Sets the static editor flags on the specified GameObject.\n \n The GameObject whose static editor flags you want to set.\n The flags to set on the GameObject.\n \n \n \n GenericMenu lets you create custom context menus and dropdown menus.\n \n \n \n \n Add a disabled item to the menu.\n \n The GUIContent to display as a disabled menu item.\n \n \n \n Add an item to the menu.\n \n The GUIContent to add as a menu item.\n Whether to show the item is currently activated (i.e. a tick next to the item in the menu).\n The function to call when the menu item is selected.\n \n \n \n Add an item to the menu.\n \n The GUIContent to add as a menu item.\n Whether to show the item is currently activated (i.e. a tick next to the item in the menu).\n The function to call when the menu item is selected.\n The data to pass to the function called when the item is selected.\n \n \n \n Add a seperator item to the menu.\n \n The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path.\n \n \n \n Show the menu at the given screen rect.\n \n The position at which to show the menu.\n \n \n \n Get number of items in the menu.\n \n \n The number of items in the menu.\n \n \n \n \n Callback function, called when a menu item is selected.\n \n \n \n \n Callback function with user data, called when a menu item is selected.\n \n The data to pass through to the callback function.\n \n \n \n Show the menu under the mouse when right-clicked.\n \n \n \n \n Determines how a gizmo is drawn or picked in the Unity editor.\n \n \n \n \n Draw the gizmo if it is active (shown in the inspector).\n \n \n \n \n Draw the gizmo if it is selected or it is a child/descendent of the selected.\n \n \n \n \n Draw the gizmo if it is not selected.\n \n \n \n \n Draw the gizmo if it is not selected and also no parent/ancestor is selected.\n \n \n \n \n The gizmo can be picked in the editor.\n \n \n \n \n Draw the gizmo if it is selected.\n \n \n \n \n Enum used to specify the graphics jobs mode to use.\n \n \n \n \n Legacy graphics jobs.\n \n \n \n \n Native graphics jobs.\n \n \n \n \n Base class for PropertyDrawer and DecoratorDrawer.\n \n \n \n \n Custom 3D GUI controls and drawing in the scene view.\n \n \n \n \n Color to use for handles that represent the center of something.\n \n \n \n \n Colors of the handles.\n \n \n \n \n Setup viewport and stuff for a current camera.\n \n \n \n \n The inverse of the matrix for all handle operations.\n \n \n \n \n Are handles lit?\n \n \n \n \n Matrix for all handle operations.\n \n \n \n \n Soft color to use for for general things.\n \n \n \n \n Color to use for the currently active handle.\n \n \n \n \n Color to use for handles that manipulates the X coordinate of something.\n \n \n \n \n Color to use for handles that manipulates the Y coordinate of something.\n \n \n \n \n Color to use for handles that manipulates the Z coordinate of something.\n \n \n \n \n zTest of the handles.\n \n \n \n \n Draw an arrow like those used by the move tool.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Begin a 2D GUI block inside the 3D handle GUI.\n \n The position and size of the 2D GUI area.\n \n \n \n Begin a 2D GUI block inside the 3D handle GUI.\n \n The position and size of the 2D GUI area.\n \n \n \n Make a 3D Button.\n \n The position to draw the button in the space of Handles.matrix.\n The rotation of the button in the space of Handles.matrix.\n The visual size of the handle. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The size of the button for the purpose of detecting a click. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The draw style of the button.\n \n True when the user clicks the button.\n \n \n \n \n The function to use for drawing the handle e.g. Handles.RectangleCap.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in world-space units.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Draw a circle handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Clears the camera.\n \n Where in the Scene to clear.\n The camera to clear.\n \n \n \n Draw a cone handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Draw a cube handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Draw a cylinder handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Make a 3D disc that can be dragged with the mouse.\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n The rotation of the disc.\n The center of the disc.\n The axis to rotate around.\n The size of the disc in world space See Also:HandleUtility.GetHandleSize.\n If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter.\n The grid size to snap to.\n \n The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Draw a dot handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Draw anti-aliased convex polygon specified with point array.\n \n List of points describing the convex polygon.\n \n \n \n Draw anti-aliased line specified with point array and width.\n \n The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.\n The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n List of points to build the line from.\n \n \n \n \n Draw anti-aliased line specified with point array and width.\n \n The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.\n The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n List of points to build the line from.\n \n \n \n \n Draw anti-aliased line specified with point array and width.\n \n The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.\n The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n List of points to build the line from.\n \n \n \n \n Draw anti-aliased line specified with point array and width.\n \n The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.\n The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n List of points to build the line from.\n \n \n \n \n Draw anti-aliased line specified with point array and width.\n \n The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.\n The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n List of points to build the line from.\n \n \n \n \n Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture.\n \n The start point of the bezier line.\n The end point of the bezier line.\n The start tangent of the bezier line.\n The end tangent of the bezier line.\n The color to use for the bezier line.\n The texture to use for drawing the bezier line.\n The width of the bezier line.\n \n \n \n Draws a camera inside a rectangle.\n \n The area to draw the camera within in GUI coordinates.\n The camera to draw.\n How the camera is drawn (textured, wireframe, etc).\n Parameters of grid drawing (can be omitted).\n \n \n \n Draws a camera inside a rectangle.\n \n The area to draw the camera within in GUI coordinates.\n The camera to draw.\n How the camera is drawn (textured, wireframe, etc.).\n \n \n \n Draws a camera inside a rectangle.\n \n The area to draw the camera within in GUI coordinates.\n The camera to draw.\n How the camera is drawn (textured, wireframe, etc.).\n \n \n \n Draw a dotted line from p1 to p2.\n \n The start point.\n The end point.\n The size in pixels for the lengths of the line segments and the gaps between them.\n \n \n \n Draw a list of dotted line segments.\n \n A list of pairs of points that represent the start and end of line segments.\n The size in pixels for the lengths of the line segments and the gaps between them.\n \n \n \n Draw a list of indexed dotted line segments.\n \n A list of points.\n A list of pairs of indices to the start and end points of the line segments.\n The size in pixels for the lengths of the line segments and the gaps between them.\n \n \n \n Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix.\n \n \n \n \n The value of Handles.color at the time this DrawingScope was created.\n \n \n \n \n The value of Handles.matrix at the time this DrawingScope was created.\n \n \n \n \n Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.\n \n The matrix to use for displaying Handles inside the scope block.\n The color to use for displaying Handles inside the scope block.\n \n \n \n Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.\n \n The matrix to use for displaying Handles inside the scope block.\n The color to use for displaying Handles inside the scope block.\n \n \n \n Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.\n \n The matrix to use for displaying Handles inside the scope block.\n The color to use for displaying Handles inside the scope block.\n \n \n \n Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. You do not need to call this method manually.\n \n \n \n \n Draw a line from p1 to p2.\n \n \n \n \n \n \n Draw a list of line segments.\n \n A list of pairs of points that represent the start and end of line segments.\n \n \n \n Draw a list of indexed line segments.\n \n A list of points.\n A list of pairs of indices to the start and end points of the line segments.\n \n \n \n Draw a line going through the list of all points.\n \n \n \n \n \n Draw a camera facing selection frame.\n \n \n \n \n \n \n \n \n \n Draw a circular sector (pie piece) in 3D space.\n \n The center of the circle.\n The normal of the circle.\n The direction of the point on the circumference, relative to the center, where the sector begins.\n The angle of the sector, in degrees.\n The radius of the circle\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Draw a solid flat disc in 3D space.\n \n The center of the dics.\n The normal of the disc.\n The radius of the dics\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Draw a solid outlined rectangle in 3D space.\n \n The 4 vertices of the rectangle in world coordinates.\n The color of the rectangle's face.\n The outline color of the rectangle.\n \n \n \n Draw a circular arc in 3D space.\n \n The center of the circle.\n The normal of the circle.\n The direction of the point on the circle circumference, relative to the center, where the arc begins.\n The angle of the arc, in degrees.\n The radius of the circle\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Draw a wireframe box with center and size.\n \n \n \n \n \n \n Draw the outline of a flat disc in 3D space.\n \n The center of the dics.\n The normal of the disc.\n The radius of the dics\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n End a 2D GUI block and get back to the 3D handle GUI.\n \n \n \n \n Make an unconstrained movement handle.\n \n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The snap increment on all axes. See Handles.SnapValue.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Make an unconstrained rotation handle.\n \n Orientation of the handle.\n Center of the handle in 3D space.\n The size of the handle.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Get the width and height of the main game view.\n \n \n \n \n Make a text label positioned in 3D space.\n \n Position in 3D space as seen from the current handle camera.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Make a text label positioned in 3D space.\n \n Position in 3D space as seen from the current handle camera.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Make a text label positioned in 3D space.\n \n Position in 3D space as seen from the current handle camera.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Make a text label positioned in 3D space.\n \n Position in 3D space as seen from the current handle camera.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Make a text label positioned in 3D space.\n \n Position in 3D space as seen from the current handle camera.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n Retuns an array of points to representing the bezier curve. See Handles.DrawBezier.\n \n \n \n \n \n \n \n \n \n Make a position handle.\n \n Center of the handle in 3D space.\n Orientation of the handle in 3D space.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Make a Scene view radius handle.\n \n Orientation of the handle.\n Center of the handle in 3D space.\n Radius to modify.\n Whether to omit the circular outline of the radius and only draw the point handles.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n \n Make a Scene view radius handle.\n \n Orientation of the handle.\n Center of the handle in 3D space.\n Radius to modify.\n Whether to omit the circular outline of the radius and only draw the point handles.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n \n \n \n Draw a rectangle handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n \n \n \n Make a Scene view rotation handle.\n \n Orientation of the handle.\n Center of the handle in 3D space.\n \n The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Make a Scene view scale handle.\n\nNote: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.\n \n Scale to modify.\n The position of the handle.\n The rotation of the handle.\n Allows you to scale the size of the handle on-scren.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Make a directional scale slider.\n \n The value the user can modify.\n The position of the handle in the space of Handles.matrix.\n The direction of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The snap increment. See Handles.SnapValue.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Make a 3D handle that scales a single float.\n \n The value the user can modify.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The snap increment. See Handles.SnapValue.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.\n \n \n \n \n Set the current camera so all Handles and Gizmos are draw with its settings.\n \n \n \n \n \n \n Set the current camera so all Handles and Gizmos are draw with its settings.\n \n \n \n \n \n \n A delegate type for getting a handle's size based on its current position.\n \n The current position of the handle in the space of Handles.matrix.\n \n \n \n Make a 3D slider that moves along one axis.\n \n The position of the current point in the space of Handles.matrix.\n The direction axis of the slider in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The snap increment. See Handles.SnapValue.\n The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Make a 3D slider that moves along one axis.\n \n The position of the current point in the space of Handles.matrix.\n The direction axis of the slider in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n The snap increment. See Handles.SnapValue.\n The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Make a 3D slider that moves along a plane defined by two axes.\n \n (optional) override the default ControlID for this Slider2D instance.\n The position of the current point in the space of Handles.matrix.\n (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.\n The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.\n The first axis of the slider's plane of movement in the space of Handles.matrix.\n The second axis of the slider's plane of movement in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.\n (default: false) render a rectangle around the handle when dragging.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Make a 3D slider that moves along a plane defined by two axes.\n \n (optional) override the default ControlID for this Slider2D instance.\n The position of the current point in the space of Handles.matrix.\n (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.\n The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.\n The first axis of the slider's plane of movement in the space of Handles.matrix.\n The second axis of the slider's plane of movement in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.\n (default: false) render a rectangle around the handle when dragging.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Make a 3D slider that moves along a plane defined by two axes.\n \n (optional) override the default ControlID for this Slider2D instance.\n The position of the current point in the space of Handles.matrix.\n (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.\n The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.\n The first axis of the slider's plane of movement in the space of Handles.matrix.\n The second axis of the slider's plane of movement in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.\n (default: false) render a rectangle around the handle when dragging.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Make a 3D slider that moves along a plane defined by two axes.\n \n (optional) override the default ControlID for this Slider2D instance.\n The position of the current point in the space of Handles.matrix.\n (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.\n The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.\n The first axis of the slider's plane of movement in the space of Handles.matrix.\n The second axis of the slider's plane of movement in the space of Handles.matrix.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.\n (default: false) render a rectangle around the handle when dragging.\n The function to call for doing the actual drawing.\n \n The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.\n \n \n \n \n Rounds the value val to the closest multiple of snap (snap can only be positive).\n \n \n \n \n The rounded value, if snap is positive, and val otherwise.\n \n \n \n \n Draw a sphere handle. Pass this into handle functions.\n \n The control ID for the handle.\n The position of the handle in the space of Handles.matrix.\n The rotation of the handle in the space of Handles.matrix.\n Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.\n The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.\n \n \n \n Helper functions for Scene View style 3D GUI.\n \n \n \n \n Get standard acceleration for dragging values (Read Only).\n \n \n \n \n Get nice mouse delta to use for dragging a float value (Read Only).\n \n \n \n \n Get nice mouse delta to use for zooming (Read Only).\n \n \n \n \n Record a distance measurement from a handle.\n \n \n \n \n \n \n Add the ID for a default control. This will be picked if nothing else is.\n \n \n \n \n \n Map a mouse drag onto a movement along a line in 3D space.\n \n The source point of the drag.\n The destination point of the drag.\n The 3D position the dragged object had at src ray.\n 3D direction of constrained movement.\n \n The distance travelled along constraintDir.\n \n \n \n \n Get the point on an arc (in 3D space) which is closest to the current mouse position.\n \n \n \n \n \n \n \n \n \n Get the point on an disc (in 3D space) which is closest to the current mouse position.\n \n \n \n \n \n \n \n Get the point on a polyline (in 3D space) which is closest to the current mouse position.\n \n \n \n \n \n Calculate distance between a point and a Bezier curve.\n \n \n \n \n \n \n \n \n \n Calculate distance between a point and a line.\n \n \n \n \n \n \n \n Distance from a point p in 2d to a line defined by two points a and b.\n \n \n \n \n \n \n \n Distance from a point p in 2d to a line segment defined by two points a and b.\n \n \n \n \n \n \n \n Pixel distance from mouse pointer to a 3D section of a disc.\n \n \n \n \n \n \n \n \n \n Pixel distance from mouse pointer to camera facing circle.\n \n \n \n \n \n \n Pixel distance from mouse pointer to a 3D disc.\n \n \n \n \n \n \n \n Pixel distance from mouse pointer to line.\n \n \n \n \n \n \n Pixel distance from mouse pointer to a polyline.\n \n \n \n \n \n Pixel distance from mouse pointer to a rectangle on screen.\n \n \n \n \n \n \n \n Get world space size of a manipulator handle at given position.\n \n The position of the handle in 3d space.\n \n A constant screen-size for the handle, based on the distance between from the supplied handle's position to the camera.\n \n \n \n \n Converts a 2D GUI position to screen pixel coordinates.\n \n \n \n \n \n Convert 2D GUI position to a world space ray.\n \n \n \n \n \n Pick game object closest to specified position.\n \n Select prefab.\n Returns index into material array of the Renderer component that is closest to specified position.\n \n \n \n \n Pick game object closest to specified position.\n \n Select prefab.\n Returns index into material array of the Renderer component that is closest to specified position.\n \n \n \n \n Pick GameObjects that lie within a specified screen rectangle.\n \n An screen rectangle specified with pixel coordinates.\n \n \n \n \n \n \n \n \n \n \n Returns the parameter for the projection of the point on the given line.\n \n \n \n \n \n \n \n Retrieve all camera settings.\n \n \n \n \n \n Project point onto a line.\n \n \n \n \n \n \n \n Store all camera settings.\n \n \n \n \n \n Casts ray against the scene and report if an object lies in its path.\n \n \n \n A boxed RaycastHit, null if nothing hit it.\n \n \n \n \n Repaint the current view.\n \n \n \n \n Calculate a rectangle to display a 2D GUI element near a projected point in 3D space.\n \n The world-space position to use.\n The content to make room for.\n The style to use. The style's alignment.\n \n \n \n Convert world space point to a 2D GUI position.\n \n Point in world space.\n \n \n \n Helper class to access Unity documentation.\n \n \n \n \n Open url in the default web browser.\n \n \n \n \n \n Get the URL for this object's documentation.\n \n The object to retrieve documentation for.\n \n The documentation URL for the object. Note that this could use the http: or file: schemas.\n \n \n \n \n Is there a help page for this object?\n \n \n \n \n \n Show help page for this object.\n \n \n \n \n \n Show a help page.\n \n \n \n \n \n Use this class to highlight elements in the editor for use in in-editor tutorials and similar.\n \n \n \n \n Is there currently an active highlight?\n \n \n \n \n The rect in screenspace of the current active highlight.\n \n \n \n \n The text of the current active highlight.\n \n \n \n \n Is the current active highlight visible yet?\n \n \n \n \n Highlights an element in the editor.\n \n The title of the window the element is inside.\n The text to identify the element with.\n Optional mode to specify how to search for the element.\n \n true if the requested element was found; otherwise false.\n \n \n \n \n Highlights an element in the editor.\n \n The title of the window the element is inside.\n The text to identify the element with.\n Optional mode to specify how to search for the element.\n \n true if the requested element was found; otherwise false.\n \n \n \n \n Call this method to create an identifiable rect that the Highlighter can find.\n \n The position to make highlightable.\n The identifier text of the rect.\n \n \n \n Stops the active highlight.\n \n \n \n \n Used to specify how to find a given element in the editor to highlight.\n \n \n \n \n Highlights the first element found using any of the search modes.\n \n \n \n \n Highlights an element containing text using the text as identifier.\n \n \n \n \n Highlights an element with a given identifier text.\n \n \n \n \n Highlights nothing.\n \n \n \n \n Highlights an entire editor control using its label text as identifier.\n \n \n \n \n Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts.\n \n \n \n \n Filtering mode of the texture.\n \n \n \n \n Is texture data readable from scripts.\n \n \n \n \n Texture coordinate wrapping mode.\n \n \n \n \n Texture U coordinate wrapping mode.\n \n \n \n \n Texture V coordinate wrapping mode.\n \n \n \n \n Texture W coordinate wrapping mode for Texture3D.\n \n \n \n \n A class for a compound handle to edit an angle and a radius in the Scene view.\n \n \n \n \n Returns or specifies the angle of the arc for the handle.\n \n \n \n \n Returns or specifies the color of the angle control handle.\n \n \n \n \n An optional Handles.CapFunction to use when displaying the angle control handle. Defaults to a line terminated with Handles.CylinderHandleCap if no value is specified.\n \n \n \n \n An optional Handles.SizeFunction to specify how large the angle control handle should be. Defaults to a fixed screen-space size.\n \n \n \n \n Returns or specifies the color of the arc shape.\n \n \n \n \n Returns or specifies the radius of the arc for the handle.\n \n \n \n \n Returns or specifies the color of the radius control handle.\n \n \n \n \n An optional Handles.CapFunction to use when displaying the radius control handle. Defaults to a Handles.DotHandleHandleCap along the arc if no value is specified.\n \n \n \n \n An optional Handles.SizeFunction to specify how large the radius control handle should be. Defaults to a fixed screen-space size.\n \n \n \n \n Returns or specifies the color of the curved line along the outside of the arc.\n \n \n \n \n Creates a new instance of the ArcHandle class.\n \n \n \n \n A function to display this instance in the current handle camera using its current configuration.\n \n \n \n \n Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. radiusHandleColor will be set to Color.clear and the radius handle will be disabled.\n \n The color to use for the angle control handle and the fill shape.\n The alpha value to use for fillColor.\n \n \n \n Sets angleHandleColor, radiusHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value.\n \n The color to use for the angle and radius control handles and the fill shape.\n The alpha value to use for fillColor.\n \n \n \n A compound handle to edit a box-shaped bounding volume in the Scene view.\n \n \n \n \n Returns or specifies the size of the bounding box.\n \n \n \n \n Create a new instance of the BoxBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances.\n \n \n \n Create a new instance of the BoxBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances.\n \n \n \n Draw a wireframe box for this instance.\n \n \n \n \n A compound handle to edit a capsule-shaped bounding volume in the Scene view.\n \n \n \n \n Returns or specifies the height of the capsule bounding volume.\n \n \n \n \n Returns or specifies the axis in the handle's space to which height maps. The radius maps to the remaining axes.\n \n \n \n \n Returns or specifies the radius of the capsule bounding volume.\n \n \n \n \n Create a new instance of the CapsuleBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances.\n \n \n \n Create a new instance of the CapsuleBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances.\n \n \n \n Draw a wireframe capsule for this instance.\n \n \n \n \n An enumeration for specifying which axis on a CapsuleBoundsHandle object maps to the CapsuleBoundsHandle.height parameter.\n \n \n \n \n X-axis.\n \n \n \n \n Y-axis.\n \n \n \n \n Z-axis.\n \n \n \n \n A callback for when a control handle was dragged in the scene.\n \n The handle that was dragged.\n The raw Bounds for this instance's volume at the time the control handle was clicked.\n The raw Bounds for this instance's volume based on the updated handle position.\n \n The bounds that should be applied to this instance, with any necessary modifications applied.\n \n \n \n \n The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and list views.\n \n \n \n \n Use this property to control whether sorting is enabled for all the columns.\n \n \n \n \n Customizable height of the multi column header.\n \n \n \n \n The index of the column that is set to be the primary sorting column. This is the column that shows the sorting arrow above the header text.\n \n \n \n \n Subscribe to this event to get notified when sorting has changed.\n \n \n \n \n \n This is the state of the MultiColumnHeader.\n \n \n \n \n Subscribe to this event to get notified when the number of visible columns has changed.\n \n \n \n \n \n Override this method to extend the default context menu items shown when context clicking the header area.\n \n Context menu shown.\n \n \n \n Override to customize the behavior when clicking a column header.\n \n Column clicked.\n Column index clicked.\n \n \n \n Override to customize the GUI of a single column header.\n \n Column header data.\n Rect for column header.\n Column index.\n \n \n \n Constructor.\n \n Column header state and Column state.\n \n \n \n Default GUI methods and properties for the MultiColumnHeader class.\n \n \n \n \n Margin that can be used by clients of the MultiColumnHeader to control spacing between content in multiple columns.\n \n \n \n \n Default height of the header.\n \n \n \n \n This height is the minium height the header can have and can only be used if sorting is disabled.\n \n \n \n \n Default styles used by the MultiColumnHeader class.\n \n \n \n \n Style used for rendering the background of the header.\n \n \n \n \n Style used for left aligned header text.\n \n \n \n \n Style used for centered header text.\n \n \n \n \n Style used for right aligned header text.\n \n \n \n \n Calculates a cell rect for a column and row using the visibleColumnIndex and rowRect parameters.\n \n \n \n \n \n \n Returns the column data for a given column index.\n \n Column index.\n \n Column data.\n \n \n \n \n Returns the header column Rect for a given visible column index.\n \n Index of a visible column.\n \n \n \n Convert from column index to visible column index.\n \n Column index.\n \n Visible column index.\n \n \n \n \n Delegate used for events from the MultiColumnHeader.\n \n The MultiColumnHeader that dispatched this event.\n \n \n \n Check if a column is currently visible in the MultiColumnHeader.\n \n Column index.\n \n \n \n Check the sorting order state for a column.\n \n Column index.\n \n True if sorted ascending.\n \n \n \n \n Render and handle input for the MultiColumnHeader at the given rect.\n \n Horizontal scroll offset.\n Rect where the MultiColumnHeader is drawn in.\n \n \n \n Called when sorting changes and dispatches the sortingChanged event.\n \n \n \n \n Called when the number of visible column changes and dispatches the visibleColumnsChanged event.\n \n \n \n \n Requests the window which contains the MultiColumnHeader to repaint.\n \n \n \n \n Resizes the column widths of the columns that have auto-resize enabled to make all the columns fit to the width of the MultiColumnHeader render rect.\n \n \n \n \n Change sort direction for a given column.\n \n Column index.\n Direction of the sorting.\n \n \n \n Sets the primary sorting column and its sorting order.\n \n Column to sort.\n Sorting order for the column specified.\n \n \n \n Sets multiple sorting columns and the associated sorting orders.\n \n Column indices of the sorted columns.\n Sorting order for the column indices specified.\n \n \n \n Provides the button logic for a column header and the rendering of the sorting arrow (if visible).\n \n Column data.\n Column header rect.\n Column index.\n \n \n \n Method for toggling the visibility of a column.\n \n Toggle visibility for this column.\n \n \n \n State used by the MultiColumnHeader.\n \n \n \n \n The array of column states used by the MultiColumnHeader class.\n \n \n \n \n This property controls the maximum number of columns returned by the sortedColumns property.\n \n \n \n \n This property holds the index to the primary sorted column.\n \n \n \n \n The array of column indices for multiple column sorting.\n \n \n \n \n This is the array of currently visible column indices.\n \n \n \n \n Returns the sum of all the widths of the visible columns in the visibleColumns array.\n \n \n \n \n Checks if the source state can transfer its serialized data to the destination state.\n \n State that have serialized data to be transfered to the destination state.\n Destination state.\n \n Returns true if the source state have the same number of columns as the destination state.\n \n \n \n \n Column state.\n \n \n \n \n Option to allow/disallow hiding the column from the context menu.\n \n \n \n \n Option to allow the column to resize automatically when resizing the entire MultiColumnHeader.\n \n \n \n \n Is sorting enabled for this column. If false, left-clicking this column header has no effect.\n \n \n \n \n If this is set then it is used for the context menu for toggling visibility, if not set then the ::headerContent is used.\n \n \n \n \n This is the GUIContent that will be rendered in the column header.\n \n \n \n \n Alignment of the header content.\n \n \n \n \n Maximum width of the column.\n \n \n \n \n Minimum width of the column.\n \n \n \n \n Value that controls if this column is sorted ascending or descending.\n \n \n \n \n Alignment of the sorting arrow.\n \n \n \n \n The width of the column.\n \n \n \n \n Constructor.\n \n Column data.\n \n \n \n Overwrites the seralized fields from the source state to the destination state.\n \n State that have serialized data to be transfered to the destination state.\n Destination state.\n \n \n \n Base class for a compound handle to edit a bounding volume in the Scene view.\n \n \n \n \n Flags specifying which axes should display control handles.\n \n \n \n \n Returns or specifies the center of the bounding volume for the handle.\n \n \n \n \n Returns or specifies the color of the control handles.\n \n \n \n \n An optional Handles.CapFunction to use when displaying the control handles. Defaults to Handles.DotHandleCap if no value is specified.\n \n \n \n \n An optional Handles.SizeFunction to specify how large the control handles should be in the space of Handles.matrix. Defaults to a fixed screen-space size.\n \n \n \n \n Returns or specifies the color of the wireframe shape.\n \n \n \n \n A flag enumeration for specifying which axes on a PrimitiveBoundsHandle object should be enabled.\n \n \n \n \n All axes.\n \n \n \n \n No axes.\n \n \n \n \n X-axis (bit 0).\n \n \n \n \n Y-axis (bit 1).\n \n \n \n \n Z-axis (bit 2).\n \n \n \n \n Create a new instance of the PrimitiveBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances.\n \n \n \n Create a new instance of the PrimitiveBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances.\n \n \n \n A function to display this instance in the current handle camera using its current configuration.\n \n \n \n \n Draw a wireframe shape for this instance. Subclasses must implement this method.\n \n \n \n \n Gets the current size of the bounding volume for this instance.\n \n \n The current size of the bounding volume for this instance.\n \n \n \n \n An enumeration of directions the handle moves in.\n \n \n \n \n This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the x-axis.\n \n \n \n \n This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the y-axis.\n \n \n \n \n This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the z-axis.\n \n \n \n \n This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the x-axis.\n \n \n \n \n This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the y-axis.\n \n \n \n \n This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the z-axis.\n \n \n \n \n Gets a value indicating whether the specified axis is enabled for the current instance.\n \n An Axes.\n An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z.\n \n true if the specified axis is enabled; otherwise, false.\n \n \n \n \n Gets a value indicating whether the specified axis is enabled for the current instance.\n \n An Axes.\n An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z.\n \n true if the specified axis is enabled; otherwise, false.\n \n \n \n \n A callback for when a control handle was dragged in the scene.\n \n The handle that was dragged.\n The raw Bounds for this instance's volume at the time the control handle was clicked.\n The raw Bounds for this instance's volume based on the updated handle position.\n \n The bounds that should be applied to this instance, with any necessary modifications applied.\n \n \n \n \n Sets handleColor and wireframeColor to the same value.\n \n The color to use for the control handles and the wireframe shape.\n \n \n \n Sets the current size of the bounding volume for this instance.\n \n A Vector3 specifying how large the bounding volume is along all of its axes.\n \n \n \n The SearchField control creates a text field for a user to input text that can be used for searching.\n \n \n \n \n Changes the keyboard focus to the search field when the user presses ‘Ctrl/Cmd + F’ when set to true. It is true by default.\n \n \n \n \n This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change keyboard focus to another control, such as the TreeView.\n \n \n \n \n \n This is the controlID used for the text field to obtain keyboard focus.\n \n \n \n \n This function returns true if the search field has keyboard focus.\n \n \n \n \n This function displays the search field with the default UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties.\n \n Text string to display in the search field.\n An optional list of layout options that specify extra layout properties. &lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered in the search field. The original input string is returned instead if the search field text was not changed.\n \n \n \n \n This function displays the search field with the default UI style in the given Rect.\n \n Rectangle to use for the search field.\n Text string to display in the search field.\n \n The text entered in the search field. The original input string is returned instead if the search field text was not changed.\n \n \n \n \n This function displays a search text field with the given Rect and UI style parameters.\n \n Rectangle to use for the search field.\n Text string to display in the search field.\n The text field style.\n The cancel button style used when there is text in the search field.\n The cancel button style used when there is no text in the search field.\n \n The text entered in the SearchField. The original input string is returned instead if the search field text was not changed.\n \n \n \n \n This function displays the search field with the toolbar UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties.\n \n Text string to display in the search field.\n An optional list of layout options that specify extra layout properties. &lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The text entered in the search field. The original input string is returned instead if the search field text was not changed.\n \n \n \n \n This function displays the search field with a toolbar style in the given Rect.\n \n Rectangle to use for the search field.\n Text string to display in the search field.\n \n The text entered in the search field. The original input string is returned instead if the search field text was not changed.\n \n \n \n \n This is a generic callback delegate for SearchField events and does not take any parameters.\n \n \n \n \n This function changes keyboard focus to the search field so a user can start typing.\n \n \n \n \n A compound handle to edit a sphere-shaped bounding volume in the Scene view.\n \n \n \n \n Returns or specifies the radius of the capsule bounding volume.\n \n \n \n \n Create a new instance of the SphereBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances.\n \n \n \n Create a new instance of the SphereBoundsHandle class.\n \n An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances.\n \n \n \n Draw a wireframe sphere for this instance.\n \n \n \n \n A callback for when a control handle was dragged in the scene.\n \n The handle that was dragged.\n The raw Bounds for this instance's volume at the time the control handle was clicked.\n The raw Bounds for this instance's volume based on the updated handle position.\n \n The bounds that should be applied to this instance, with any necessary modifications applied.\n \n \n \n \n The TreeView is an IMGUI control that lets you create tree views, list views and multi-column tables for Editor tools.\n \n \n \n \n Indent used for all rows before the tree foldout arrows and content.\n \n \n \n \n When using a MultiColumnHeader this value adjusts the cell rects provided for all columns except the tree foldout column.\n \n \n \n \n When using a MultiColumnHeader this value should be set to the column index in which the foldout arrows should appear.\n \n \n \n \n Custom vertical offset of the foldout arrow.\n \n \n \n \n Value that returns how far the foldouts are indented for each increasing depth value.\n \n \n \n \n Value to control the spacing before the default icon and label. Can be used e.g for placing a toggle button to the left of the content.\n \n \n \n \n Width of the built-in foldout arrow.\n \n \n \n \n The current search state of the TreeView.\n \n \n \n \n True if the user is currently dragging one or more items in the TreeView, and false otherwise.\n \n \n \n \n The TreeView is initialized by calling Reload(). Therefore returns false until Reload() is called the first time.\n \n \n \n \n Get the MultiColumnHeader of the TreeView. Can be null if the TreeView was created without a MultiColumnHeader.\n \n \n \n \n The hidden root item of the TreeView (it is never rendered).\n \n \n \n \n The fixed height used for each row in the TreeView if GetCustomRowHeight have not been overridden.\n \n \n \n \n Current search string of the TreeView.\n \n \n \n \n Enable this to show alternating row background colors.\n \n \n \n \n Enable this to show a border around the TreeView.\n \n \n \n \n Returns true if the horizontal scroll bar is showing, otherwise false.\n \n \n \n \n Returns true if the vertical scroll bar is showing, otherwise false.\n \n \n \n \n The state of the TreeView (expanded state, selection, scroll etc.)\n \n \n \n \n Returns the sum of the TreeView row heights, the MultiColumnHeader height (if used) and the border (if used).\n \n \n \n \n The controlID used by the TreeView to obtain keyboard control focus.\n \n \n \n \n The Rect the TreeView is being rendered to.\n \n \n \n \n Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot.\n \n Root of the TreeView.\n Rows that will be refilled using the expanded state of TreeView.\n \n \n \n This is called after all rows have their RowGUI called.\n \n \n \n \n This is called before any rows have their RowGUI called.\n \n \n \n \n Shows the rename overlay for a TreeViewItem.\n \n Item to rename.\n Delay in seconds until the rename overlay shows.\n \n Returns true if renaming was started. Returns false if renaming was already active.\n \n \n \n \n Shows the rename overlay for a TreeViewItem.\n \n Item to rename.\n Delay in seconds until the rename overlay shows.\n \n Returns true if renaming was started. Returns false if renaming was already active.\n \n \n \n \n Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and return the root.\n \n \n The root of the tree. This item can later be accessed by 'rootItem'.\n \n \n \n \n Override this method to take control of how the rows are generated.\n \n Root item that was created in the BuildRoot method.\n \n The rows list shown in the TreeView. Can later be accessed using GetRows().\n \n \n \n \n Override this method to control which items are allowed to be parents.\n \n Can this item be a parent?\n \n \n \n Override this method to control whether an item can be expanded or collapsed by key or mouse.\n \n Can this item be expanded/collapsed.\n \n \n \n Override this method to control whether the item can be part of a multiselection.\n \n Can this item be part of a multiselection.\n \n \n \n Override this method to control whether the item can be renamed using a keyboard shortcut or when clicking an already selected item.\n \n Can this item be renamed?\n \n \n \n This function is called whenever a TreeViewItem is clicked and dragged. It returns false by default.\n \n \n \n \n \n Method arguments for the CanStartDrag virtual method.\n \n \n \n \n Item about to be dragged.\n \n \n \n \n The multi-selection about to be dragged.\n \n \n \n \n Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight.\n \n Rect to be modified and centered.\n \n \n \n Collapse all expanded items in the TreeView.\n \n \n \n \n This function is called automatically and handles the ExecuteCommand events for “SelectAll” and “FrameSelection”. Override this function to extend or avoid Command events.\n \n \n \n \n Override this method to handle context clicks outside any items (but still in the TreeView rect).\n \n \n \n \n Override this method to handle a context click on an item with ID TreeViewItem.id.\n \n TreeViewItem id.\n \n \n \n Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items.\n \n \n \n \n The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed.\n \n TreeView state (expanded items, selection etc.)\n Multi-column header for the TreeView.\n \n \n \n The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed.\n \n TreeView state (expanded items, selection etc.)\n Multi-column header for the TreeView.\n \n \n \n Default GUI methods and properties for the TreeView class.\n \n \n \n \n Draws a bold label that have correct text color when selected and/or focused.\n \n Rect to render the text in.\n Label to render.\n Selected state used for determining text color.\n Focused state used for determining text color.\n \n \n \n Draws a bold right aligned label that have correct text color when selected and/or focused.\n \n Rect to render the text in.\n Label to render.\n Selected state used for determining text color.\n Focused state used for determining text color.\n \n \n \n Draws a foldout label that have correct text color when selected and/or focused.\n \n Rect to render the text in.\n Label to render.\n Selected state used for determining text color.\n Focused state used for determining text color.\n \n \n \n Draws a label that have correct text color when selected and/or focused.\n \n Rect to render the text in.\n Label to render.\n Selected state used for determining text color.\n Focused state used for determining text color.\n \n \n \n Draws a right aligned label that have correct text color when selected and/or focused.\n \n Rect to render the text in.\n Label to render.\n Selected state used for determining text color.\n Focused state used for determining text color.\n \n \n \n Default styles used by the TreeView class.\n \n \n \n \n Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds.\n \n \n \n \n Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds.\n \n \n \n \n Bold label with alternative text color when selected and/or focused.\n \n \n \n \n Right aligned bold label with alternative text color when selected and/or focused.\n \n \n \n \n The label that is used for foldout label with alternative text color when selected and/or focused.\n \n \n \n \n Left aligned label with alternative text color when selected and/or focused.\n \n \n \n \n Right aligend label with alternative text color when selected and/or focused.\n \n \n \n \n Override this function to extend or change the search behavior.\n \n Item used for matching against the search string.\n The search string of the TreeView.\n \n True if item matches search string, otherwise false.\n \n \n \n \n Override this method to handle double click events on an item.\n \n ID of TreeViewItem that was double clicked.\n \n \n \n Method arguments for the HandleDragAndDrop virtual method.\n \n \n \n \n When dragging items the current drag can have the following 3 positions relative to the items: Upon an item, Between two items or Outside items.\n \n \n \n \n This index refers to the index in the children list of the parentItem where the current drag is positioned.\n \n \n \n \n The parent item is set if the drag is either upon this item or between two of its children.\n \n \n \n \n This value is false as long as the mouse button is down, when the mouse button is released it is true.\n \n \n \n \n Enum describing the possible positions a drag can have relative to the items: upon a item, between two items or outside items.\n \n \n \n \n This value is used when dragging between two items.\n \n \n \n \n This value is used when dragging outside all items.\n \n \n \n \n This value is used when the drag is upon a item.\n \n \n \n \n Ends renaming if the rename overlay is shown. If called while the rename overlay is not being shown, this method does nothing.\n \n \n \n \n Expand all collapsed items in the TreeView.\n \n \n \n \n Override to get notified when items are expanded or collapsed. This is a general notification that the expanded state has changed.\n \n \n \n \n Finds a TreeViewItem by an ID.\n \n Find the TreeViewItem with this ID.\n Sets the search to start from an item. Use 'rootItem' to search the entire tree.\n \n This search method returns the TreeViewItem found and returns null if not found.\n \n \n \n \n Useful for converting from TreeViewItem IDs to TreeViewItems using the current rows.\n \n TreeViewItem IDs.\n \n TreeViewItems.\n \n \n \n \n This will reveal the item with ID id (by expanding the ancestors of that item) and will make sure it is visible in the ScrollView.\n \n TreeViewItem ID.\n \n \n \n This method is e.g. used for revealing items that are currently under a collapsed item.\n \n TreeViewItem ID.\n \n List of all the ancestors of a given item with ID id.\n \n \n \n \n Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeFoldouts to get the cell rect where the the foldout arrows appear.\n \n Rect for a row.\n \n Cell rect in a multi column setup.\n \n \n \n \n Returns the horizontal content offset for an item. This is where the content should begin (after the foldout arrow).\n \n Item used to determine the indent.\n \n Indent.\n \n \n \n \n Override to control individual row heights.\n \n Row index.\n Item for given row.\n \n Height of row.\n \n \n \n \n Returns all descendants for the item with ID id that have children.\n \n TreeViewItem ID.\n \n Descendants that have children.\n \n \n \n \n Returns a list of TreeViewItem IDs that are currently expanded in the TreeView.\n \n \n TreeViewItem IDs.\n \n \n \n \n Returns the first and the last indices of the rows that are visible in the scroll view of the TreeView.\n \n First row visible.\n Last row visible.\n \n \n \n Returns the horizontal foldout offset for an item. This is where the foldout arrow is rendered.\n \n Item used to determine the indent.\n \n Indent for the foldout arrow.\n \n \n \n \n Override this method if custom GUI handling are used in RowGUI. This method for controls where the rename overlay appears.\n \n Row rect for the item currently being renamed.\n Row index for the item currently being renamed.\n TreeViewItem that are currently being renamed.\n \n The rect where the rename overlay should appear.\n \n \n \n \n Get the rect for a row.\n \n Row index.\n \n Row rect.\n \n \n \n \n This is the list of TreeViewItems that have been built in BuildRows.\n \n \n Rows.\n \n \n \n \n Returns the list of TreeViewItem IDs that are currently selected.\n \n \n \n \n Override this function to control the drag and drop behavior of the TreeView.\n \n Drag and drop arguments.\n \n \n \n Returns true if the TreeView and its EditorWindow have keyboard focus.\n \n \n \n \n Returns true if the TreeView has a selection.\n \n \n \n \n Utility method for checking if the childList is identical to the one returned by the CreateChildListForCollapsedParent method.\n \n Children list of a TreeViewItem.\n \n \n \n Returns true if the TreeViewItem with ID id is currently expanded.\n \n TreeViewItem ID.\n \n \n \n Returns true if the TreeViewItem with ID id is currently selected.\n \n TreeViewItem ID.\n \n \n \n Override this method to handle events when the TreeView has keyboard focus.\n \n \n \n \n This is the main GUI method of the TreeView, where the TreeViewItems are processed and drawn.\n \n Rect where the TreeView is rendered.\n \n \n \n Refreshes the cache of custom row rects based on the heights returned by GetCustomRowHeight.\n \n \n \n \n Call this to force the TreeView to reload its data. This in turn causes BuildRoot and BuildRows to be called.\n \n \n \n \n Called when rename ends either by the user completing the renaming process, when the rename overlay loses focus or is closed using EndRename.\n \n \n \n \n \n Method arguments for the virtual method RenameEnded.\n \n \n \n \n Is true if the rename is accepted.\n \n \n \n \n Item with ID that are being renamed.\n \n \n \n \n Name entered in the rename overlay.\n \n \n \n \n The original name when starting the rename.\n \n \n \n \n Request a repaint of the window that the TreeView is rendered in.\n \n \n \n \n Override this method to add custom GUI content for the rows in the TreeView.\n \n Row data.\n \n \n \n Method arguments for the virtual method RowGUI.\n \n \n \n \n This value is true only when the TreeView has keyboard focus and the TreeView's window has focus.\n \n \n \n \n This value is true when the ::item is currently being renamed.\n \n \n \n \n Item for the current row being handled in TreeView.RowGUI.\n \n \n \n \n Label used for text rendering of the item displayName. Note this is an empty string when isRenaming == true.\n \n \n \n \n Row index into the list of current rows.\n \n \n \n \n Row rect for the current row being handled.\n \n \n \n \n This value is true when the current row's item is part of the current selection.\n \n \n \n \n If using a MultiColumnHeader for the TreeView this method can be used to get the cell rects of a row using the visible columns of the MultiColumnHeader.\n \n Index into the list of visible columns of the multi column header.\n \n Cell rect defined by the intersection between the row rect and the rect of the visible column.\n \n \n \n \n If using a MultiColumnHeader for the TreeView this method can be used to convert an index from the visible columns list to a index into the actual columns in the MultiColumnHeaderState.\n \n This index is the index into the current visible columns.\n \n Column index into the columns array in MultiColumnHeaderState.\n \n \n \n \n If using a MultiColumnHeader for the TreeView use this method to get the number of visible columns currently being shown in the MultiColumnHeader.\n \n \n \n \n Override the method to get notified of search string changes.\n \n \n \n \n \n Selects all rows in the TreeView.\n \n \n \n \n Override the method to get notified of selection changes.\n \n TreeViewItem IDs.\n \n \n \n Use this method in RowGUI to peform the logic of a mouse click.\n \n TreeViewItem clicked.\n If true then keeps the multiselection when clicking on a item already part of the selection. If false then clears the selection before selecting the item clicked. For left button clicks this is usually false. For context clicks it is usually true so a context opereration can operate on the multiselection.\n \n \n \n Set a single TreeViewItem to be expanded or collapsed.\n \n TreeViewItem ID.\n True expands item. False collapses item.\n \n True if item changed expanded state, false if item already had the expanded state.\n \n \n \n \n Set the current expanded TreeViewItems of the TreeView. This will overwrite the previous expanded state.\n \n List of item IDs that should be expanded.\n \n \n \n Expand or collapse all items under item with id.\n \n TreeViewItem ID.\n Expanded state: true expands, false collapses.\n \n \n \n Calling this function changes the keyboard focus to the TreeView.\n \n \n \n \n Calling this function changes the keyboard focus to the TreeView and ensures an item is selected. Use this function to enable key navigation of the TreeView.\n \n \n \n \n Set the selected items of the TreeView.\n \n TreeViewItem IDs.\n Options for extra logic performed after the selection. See TreeViewSelectionOptions.\n \n \n \n Set the selected items of the TreeView.\n \n TreeViewItem IDs.\n Options for extra logic performed after the selection. See TreeViewSelectionOptions.\n \n \n \n Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems.\n \n TreeViewItem from which the descendentans should have their depth updated.\n \n \n \n This function is called when CanStartDrag returns true.\n \n \n \n \n \n Method arguments to the virtual method SetupDragAndDrop.\n \n \n \n \n TreeViewItem IDs being dragged.\n \n \n \n \n Utility method for initializing all the parent and children properties of the rows using the order and the depths values that have been set.\n \n The hidden root item.\n TreeViewItems where only the depth property have been set.\n \n \n \n Returns a list sorted in the order in which they are shown in the TreeView.\n \n TreeViewItem IDs.\n \n \n \n The TreeViewItem is used to build the tree representation of a tree data structure.\n \n \n \n \n The list of child items of this TreeViewItem.\n \n \n \n \n The depth refers to how many ancestors this item has, and corresponds to the number of horizontal ‘indents’ this item has.\n \n \n \n \n Name shown for this item when rendered.\n \n \n \n \n Returns true if children has any items.\n \n \n \n \n If set, this icon will be rendered to the left of the displayName. The icon is rendered at 16x16 points by default.\n \n \n \n \n Unique ID for an item.\n \n \n \n \n The parent of this TreeViewItem. If it is null then it is considered the root of the TreeViewItem tree.\n \n \n \n \n Helper method that adds the child TreeViewItem to the children list and sets the parent property on the child.\n \n TreeViewItem to be added to the children list.\n \n \n \n TreeViewItem constructor.\n \n Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.\n Depth of this TreeViewItem. See Also depth.\n Rendered name of this TreeViewItem. See Also displayName.\n \n \n \n TreeViewItem constructor.\n \n Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.\n Depth of this TreeViewItem. See Also depth.\n Rendered name of this TreeViewItem. See Also displayName.\n \n \n \n TreeViewItem constructor.\n \n Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.\n Depth of this TreeViewItem. See Also depth.\n Rendered name of this TreeViewItem. See Also displayName.\n \n \n \n Enum used by the TreeView.SetSelection method.\n \n \n \n \n If this flag is passed to TreeView.SetSelection then the TreeView will call the its TreeView.SelectionChanged method.\n \n \n \n \n If this flag is passed to TreeView.SetSelection no extra logic is be performed after setting selection.\n \n \n \n \n If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is visible on screen.\n \n \n \n \n The TreeViewState contains serializable state information for the TreeView.\n \n \n \n \n This is the list of currently expanded TreeViewItem IDs.\n \n \n \n \n The ID for the TreeViewItem that currently is being used for multi selection and key navigation.\n \n \n \n \n The current scroll values of the TreeView's scroll view.\n \n \n \n \n Search string state that can be used in the TreeView to filter the tree data when creating the TreeViewItems.\n \n \n \n \n Selected TreeViewItem IDs. Use of the SetSelection and IsSelected API will access this state.\n \n \n \n \n Asset importing options.\n \n \n \n \n Default import options.\n \n \n \n \n Force a full reimport but don't download the assets from the cache server.\n \n \n \n \n Import all assets synchronously.\n \n \n \n \n Forces asset import as uncompressed for edition facilities.\n \n \n \n \n User initiated asset import.\n \n \n \n \n When a folder is imported, import all its contents as well.\n \n \n \n \n Allow an editor class to be initialized when Unity loads without action from the user.\n \n \n \n \n Allow an editor class method to be initialized when Unity loads without action from the user.\n \n \n \n \n Application behavior when entering background.\n \n \n \n \n Custom background behavior, see iOSBackgroundMode for specific background modes.\n \n \n \n \n Application should exit when entering background.\n \n \n \n \n Application should suspend execution when entering background.\n \n \n \n \n Background modes supported by the application corresponding to project settings in Xcode.\n \n \n \n \n Audio, AirPlay and Picture in Picture.\n \n \n \n \n Uses Bluetooth LE accessories.\n \n \n \n \n Acts as a Bluetooth LE accessory.\n \n \n \n \n External accessory communication.\n \n \n \n \n Background fetch.\n \n \n \n \n Location updates.\n \n \n \n \n Newsstand downloads.\n \n \n \n \n No background modes supported.\n \n \n \n \n Remote notifications.\n \n \n \n \n Voice over IP.\n \n \n \n \n Build configurations for the generated Xcode project.\n \n \n \n \n Build configuration set to Debug for the generated Xcode project.\n \n \n \n \n Build configuration set to Release for the generated Xcode project with optimization enabled.\n \n \n \n \n A device requirement description used for configuration of App Slicing.\n \n \n \n \n The values of the device requirement description.\n \n \n \n \n Constructs new device requirement description.\n \n \n \n \n iOS launch screen settings.\n \n \n \n \n Launch screen image on the iPad.\n \n \n \n \n Landscape oriented launch screen image on the iPhone.\n \n \n \n \n Portrait oriented launch screen image on the iPhone.\n \n \n \n \n iOS launch screen settings.\n \n \n \n \n Use a specified custom Interface Builder (.xib) file in Player Settings.\n \n \n \n \n Use the default launch screen (dark blue background).\n \n \n \n \n Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use its original dimensions.\n \n \n \n \n Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which will be scaled across the entire screen.\n \n \n \n \n Generate the Xcode project without any custom launch screens.\n \n \n \n \n Supported iOS SDK versions.\n \n \n \n \n Device SDK.\n \n \n \n \n Simulator SDK.\n \n \n \n \n Activity Indicator on loading.\n \n \n \n \n Don't Show.\n \n \n \n \n Gray.\n \n \n \n \n White.\n \n \n \n \n White Large.\n \n \n \n \n iOS status bar style.\n \n \n \n \n Default.\n \n \n \n \n A light status bar, intended for use on dark backgrounds.\n \n \n \n \n Target iOS device.\n \n \n \n \n iPad Only.\n \n \n \n \n Universal : iPhone/iPod + iPad.\n \n \n \n \n iPhone/iPod Only.\n \n \n \n \n Supported iOS deployment versions.\n \n \n \n \n iOS 4.0.\n \n \n \n \n iOS 4.1.\n \n \n \n \n iOS 4.2.\n \n \n \n \n iOS 4.3.\n \n \n \n \n iOS 5.0.\n \n \n \n \n iOS 5.1.\n \n \n \n \n iOS 6.0.\n \n \n \n \n iOS 7.0.\n \n \n \n \n iOS 7.1.\n \n \n \n \n iOS 8.0.\n \n \n \n \n iOS 8.1.\n \n \n \n \n Unknown iOS version, managed by user.\n \n \n \n \n The lighting data asset used by the active scene.\n \n \n \n \n Bake quality setting for LightmapEditorSettings.\n \n \n \n \n High quality bake for final renderings.\n \n \n \n \n Low quality bake for preview renderings.\n \n \n \n \n Various settings for the bake.\n \n \n \n \n Ambient occlusion (AO) for direct lighting.\n \n \n \n \n Ambient occlusion (AO) for indirect lighting.\n \n \n \n \n Beyond this distance a ray is considered to be unoccluded.\n \n \n \n \n Enable baked ambient occlusion (AO).\n \n \n \n \n Determines which backend to use for baking lightmaps.\n \n \n \n \n Determines the filtering kernel for the Progressive Path Tracer backend.\n \n \n \n \n Determines which sampling strategy to use for baking lightmaps with the path tracing backend.\n \n \n \n \n The maximum height of an individual lightmap texture.\n \n \n \n \n The maximum width of an individual lightmap texture.\n \n \n \n \n Texel separation between shapes.\n \n \n \n \n Lightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake.\n \n \n \n \n Determines how Unity will compress baked reflection cubemap.\n \n \n \n \n Whether to use texture compression on the generated lightmaps.\n \n \n \n \n Backends available for baking lightmaps.\n \n \n \n \n Backend for baking lightmaps with path tracing.\n \n \n \n \n Backend for baking lightmaps with the Enlighten radiosity middleware.\n \n \n \n \n The available filter kernels for the Progressive Path Tracer GI backend.\n \n \n \n \n Filter baked results of the Progressive Path Tracer with an A-Trous kernel.\n \n \n \n \n Filter baked results of the Progressive Path Tracer with an Gauss kernel.\n \n \n \n \n The available filtering modes for the Progressive Path Tracer GI backend.\n \n \n \n \n Enables the advanced filtering mode for the Progressive Path Tracer GI backend.\n \n \n \n \n The filtering is configured automatically.\n \n \n \n \n Turn filtering off.\n \n \n \n \n Available sampling strategies for baking lightmaps with the path tracing backend.\n \n \n \n \n Auto will automatically select the sampling settings.\n \n \n \n \n Fixed sampling uses a fixed number of samples per texel. This can be used when the other strategies fail to use enough samples in some areas. It will typically be slow.\n \n \n \n \n A collection of parameters that impact lightmap and realtime GI computations.\n \n \n \n \n The maximum number of times to supersample a texel to reduce aliasing.\n \n \n \n \n The percentage of rays shot from a ray origin that must hit front faces to be considered usable.\n \n \n \n \n BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same.\n \n \n \n \n The radius (in texels) of the post-processing filter that blurs baked direct lighting.\n \n \n \n \n Controls the resolution at which Enlighten stores and can transfer input light.\n \n \n \n \n The number of rays used for lights with an area. Allows for accurate soft shadowing.\n \n \n \n \n The amount of data used for realtime GI texels. Specifies how detailed view of the scene a texel has. Small values mean more averaged out lighting.\n \n \n \n \n The number of rays to cast for computing irradiance form factors.\n \n \n \n \n If enabled, the object appears transparent during GlobalIllumination lighting calculations.\n \n \n \n \n Maximum size of gaps that can be ignored for GI (multiplier on pixel size).\n \n \n \n \n The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution.\n \n \n \n \n Whether pairs of edges should be stitched together.\n \n \n \n \n System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same.\n \n \n \n \n The maximum number of times to supersample a texel to reduce aliasing in AO.\n \n \n \n \n The number of rays to cast for computing ambient occlusion.\n \n \n \n \n Allows to control the lightmapping job.\n \n \n \n \n Is baked GI enabled?\n \n \n \n \n Boost the albedo.\n \n \n \n \n Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false.\n \n \n \n \n Delegate which is called when bake job is completed.\n \n \n \n \n The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button.\n \n \n \n \n Scale for indirect lighting.\n \n \n \n \n Returns true when the bake job is running, false otherwise (Read Only).\n \n \n \n \n The lighting data asset used by the active scene.\n \n \n \n \n Is realtime GI enabled?\n \n \n \n \n Stars a synchronous bake job.\n \n \n \n \n Starts an asynchronous bake job.\n \n \n \n \n Starts a synchronous bake job, but only bakes light probes.\n \n \n \n \n Starts an asynchronous bake job, but only bakes light probes.\n \n \n \n \n Bakes an array of scenes.\n \n The path of the scenes that should be baked.\n \n \n \n Starts a synchronous bake job for the probe.\n \n Target probe.\n The location where cubemap will be saved.\n \n Returns true if baking was succesful.\n \n \n \n \n Starts a synchronous bake job for the selected objects.\n \n \n \n \n Starts an asynchronous bake job for the selected objects.\n \n \n \n \n Cancels the currently running asynchronous bake job.\n \n \n \n \n Deletes all lightmap assets and makes all lights behave as if they weren't baked yet.\n \n \n \n \n Clears the cache used by lightmaps, reflection probes and default reflection.\n \n \n \n \n Remove the lighting data asset used by the current scene.\n \n \n \n \n Force the Progressive Path Tracer to stop baking and use the computed results as they are.\n \n \n \n \n Get how many chunks the terrain is divided into for GI baking.\n \n The terrain.\n Number of chunks in terrain width.\n Number of chunks in terrain length.\n \n \n \n Workflow mode for lightmap baking. Default is Iterative.\n \n \n \n \n Always run lightmapping, changes to the scene are detected automatically.\n \n \n \n \n Deprecated 4.x lightmapping support.\n \n \n \n \n Run lightmapping only when the user presses the bake button.\n \n \n \n \n Delegate used by Lightmapping.completed callback.\n \n \n \n \n Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper.\n \n \n \n \n \n \n \n LOD Utility Helpers.\n \n \n \n \n Recalculate the bounding region for the given LODGroup.\n \n \n \n \n \n Mac fullscreen mode.\n \n \n \n \n Fullscreen window.\n \n \n \n \n Fullscreen window with Dock and Menu bar.\n \n \n \n \n The Unity Material Editor.\n \n \n \n \n Is the current material expanded.\n \n \n \n \n Useful for indenting shader properties that need the same indent as mini texture field.\n \n \n \n \n Apply initial MaterialPropertyDrawer values.\n \n \n \n \n \n \n Apply initial MaterialPropertyDrawer values.\n \n \n \n \n \n \n Called when the Editor is woken up.\n \n \n \n \n Draw a property field for a color shader property.\n \n Label for the property.\n \n \n \n \n \n Draw a property field for a color shader property.\n \n Label for the property.\n \n \n \n \n \n Default handling of preview area for materials.\n \n \n \n \n \n \n Default toolbar for material preview area.\n \n \n \n \n Handles UI for one shader property ignoring any custom drawers.\n \n \n \n \n \n \n \n Handles UI for one shader property ignoring any custom drawers.\n \n \n \n \n \n \n \n Display UI for editing a material's Double Sided Global Illumination setting.\nReturns true if the UI is indeed displayed i.e. the material supports the Double Sided Global Illumination setting.\n+See Also: Material.doubleSidedGI.\n \n \n True if the UI is displayed, false otherwise.\n \n \n \n \n This function will draw the UI for controlling whether emission is enabled or not on a material.\n \n \n Returns true if enabled, or false if disabled or mixed due to multi-editing.\n \n \n \n \n Display UI for editing material's render queue setting.\n \n \n \n \n Display UI for editing material's render queue setting within the specified rect.\n \n \n \n \n \n Returns a properly set global illlumination flag based on the passed in flag and the given color.\n \n Emission color.\n Current global illumination flag.\n \n The fixed up flag.\n \n \n \n \n Properly sets up the globalIllumination flag on the given Material depending on the current flag's state and the material's emission property.\n \n The material to be fixed up.\n \n \n \n Draw a property field for a float shader property.\n \n Label for the property.\n \n \n \n \n \n Draw a property field for a float shader property.\n \n Label for the property.\n \n \n \n \n \n Calculate height needed for the property, ignoring custom drawers.\n \n \n \n \n \n Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field.\n \n Field Rect.\n \n A sub rect of the input Rect.\n \n \n \n \n Utility method for GUI layouting ShaderGUI.\n \n Field Rect.\n \n A sub rect of the input Rect.\n \n \n \n \n Utility method for GUI layouting ShaderGUI.\n \n Field Rect.\n \n A sub rect of the input Rect.\n \n \n \n \n Get shader property information of the passed materials.\n \n \n \n \n \n Get information about a single shader property.\n \n Selected materials.\n Property name.\n Property index.\n \n \n \n Get information about a single shader property.\n \n Selected materials.\n Property name.\n Property index.\n \n \n \n Calculate height needed for the property.\n \n \n \n \n \n \n Calculate height needed for the property.\n \n \n \n \n \n \n Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect.\n \n Line Rect.\n \n A sub rect of the input Rect.\n \n \n \n \n Utility method for GUI layouting ShaderGUI.\n \n Field Rect.\n \n A sub rect of the input Rect.\n \n \n \n \n Get the value of a given texture offset for a given texture property.\n \n Name of the texture property that you wish to examine the offset of.\n Does the x offset have multiple values?\n Does the y offset have multiple values?\n \n \n \n Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties.\n \n The total rect of the texture property.\n \n \n \n Get the value of a given texture scale for a given texture property.\n \n Name of the texture property that you wish to examine the scale of.\n Does the x scale have multiple values?\n Does the y scale have multiple values?\n \n \n \n Can this component be Previewed in its current state?\n \n \n True if this component can be Previewed in its current state.\n \n \n \n \n Make a help box with a message and button. Returns true, if button was pressed.\n \n The message text.\n The button text.\n \n Returns true, if button was pressed.\n \n \n \n \n Draws the UI for setting the global illumination flag of a material.\n \n Level of indentation for the property.\n True if emission is enabled for the material, false otherwise.\n \n \n \n This function will draw the UI for the lightmap emission property. (None, Realtime, baked)\n\nSee Also: MaterialLightmapFlags.\n \n \n \n \n This function will draw the UI for the lightmap emission property. (None, Realtime, baked)\n\nSee Also: MaterialLightmapFlags.\n \n \n \n \n This function will draw the UI for the lightmap emission property. (None, Realtime, baked)\n\nSee Also: MaterialLightmapFlags.\n \n \n \n \n Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly.\n \n \n \n \n Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly.\n \n \n \n \n Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.\n \n \n \n \n Custom preview for Image component.\n \n Rectangle in which to draw the preview.\n Background image.\n \n \n \n A callback that is invoked when a Material's Shader is changed in the Inspector.\n \n \n \n \n Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties.\n \n \n \n \n Default rendering of shader properties.\n \n Array of material properties.\n \n \n \n Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI.\n \n \n Returns true if any value was changed.\n \n \n \n \n Draw a range slider for a range shader property.\n \n Label for the property.\n The property to edit.\n Position and size of the range slider control.\n \n \n \n Draw a range slider for a range shader property.\n \n Label for the property.\n The property to edit.\n Position and size of the range slider control.\n \n \n \n Call this when you change a material property. It will add an undo for the action.\n \n Undo Label.\n \n \n \n Display UI for editing material's render queue setting.\n \n \n \n \n \n Display UI for editing material's render queue setting.\n \n \n \n \n \n Does this edit require to be repainted constantly in its current state?\n \n \n \n \n Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses.\n \n \n \n \n Set the shader of the material.\n \n Shader to set.\n Should undo be registered.\n \n \n \n \n Set the shader of the material.\n \n Shader to set.\n Should undo be registered.\n \n \n \n \n Set the offset of a given texture property.\n \n Name of the texture property that you wish to modify the offset of.\n Scale to set.\n Set the x or y component of the offset (0 for x, 1 for y).\n \n \n \n Set the scale of a given texture property.\n \n Name of the texture property that you wish to modify the scale of.\n Scale to set.\n Set the x or y component of the scale (0 for x, 1 for y).\n \n \n \n Handes UI for one shader property.\n \n \n \n \n \n \n \n Handes UI for one shader property.\n \n \n \n \n \n \n \n Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem.\n \n The texture property to check and display warning for, if necessary.\n \n \n \n Draw a property field for a texture shader property.\n \n Label for the field.\n Draw scale / offset.\n \n \n \n \n \n \n Draw a property field for a texture shader property.\n \n Label for the field.\n Draw scale / offset.\n \n \n \n \n \n \n Draw a property field for a texture shader property.\n \n Label for the field.\n Draw scale / offset.\n \n \n \n \n \n \n Draw a property field for a texture shader property.\n \n Label for the field.\n Draw scale / offset.\n \n \n \n \n \n \n Draw a property field for a texture shader property.\n \n Label for the field.\n Draw scale / offset.\n \n \n \n \n \n \n Draw a property field for a texture shader property that only takes up a single line height.\n \n Rect that this control should be rendered in.\n Label for the field.\n \n \n \n Returns total height used by this control.\n \n \n \n \n Method for showing a texture property control with additional inlined properites.\n \n The label used for the texture property.\n The texture property.\n First optional property inlined after the texture property.\n Second optional property inlined after the extraProperty1.\n \n Returns the Rect used.\n \n \n \n \n Method for showing a texture property control with additional inlined properites.\n \n The label used for the texture property.\n The texture property.\n First optional property inlined after the texture property.\n Second optional property inlined after the extraProperty1.\n \n Returns the Rect used.\n \n \n \n \n Method for showing a texture property control with additional inlined properites.\n \n The label used for the texture property.\n The texture property.\n First optional property inlined after the texture property.\n Second optional property inlined after the extraProperty1.\n \n Returns the Rect used.\n \n \n \n \n Method for showing a compact layout of properties.\n \n The label used for the texture property.\n The texture property.\n First extra property inlined after the texture property.\n Label for the second extra property (on a new line and indented).\n Second property on a new line below the texture.\n \n Returns the Rect used.\n \n \n \n \n Method for showing a texture property control with a HDR color field and its color brightness float field.\n \n The label used for the texture property.\n The texture property.\n The color property (will be treated as a HDR color).\n The HDR color configuration used by the HDR Color Picker.\n If false then the alpha channel information will be hidden in the GUI.\n \n Return the Rect used.\n \n \n \n \n Draws tiling and offset properties for a texture.\n \n Rect to draw this control in.\n Property to draw.\n If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'.\n \n \n \n Draws tiling and offset properties for a texture.\n \n Rect to draw this control in.\n Property to draw.\n If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'.\n \n \n \n TODO.\n \n \n \n \n \n \n \n TODO.\n \n \n \n \n \n \n \n Draw a property field for a vector shader property.\n \n Label for the field.\n \n \n \n \n \n Draw a property field for a vector shader property.\n \n Label for the field.\n \n \n \n \n \n Describes information and value of a single shader property.\n \n \n \n \n Color value of the property.\n \n \n \n \n Display name of the property (Read Only).\n \n \n \n \n Flags that control how property is displayed (Read Only).\n \n \n \n \n Float vaue of the property.\n \n \n \n \n Does this property have multiple different values? (Read Only)\n \n \n \n \n Name of the property (Read Only).\n \n \n \n \n Min/max limits of a ranged float property (Read Only).\n \n \n \n \n Material objects being edited by this property (Read Only).\n \n \n \n \n Texture dimension (2D, Cubemap etc.) of the property (Read Only).\n \n \n \n \n Texture value of the property.\n \n \n \n \n Type of the property (Read Only).\n \n \n \n \n Vector value of the property.\n \n \n \n \n Flags that control how a MaterialProperty is displayed.\n \n \n \n \n Signifies that values of this property contain High Dynamic Range (HDR) data.\n \n \n \n \n Do not show the property in the inspector.\n \n \n \n \n No flags are set.\n \n \n \n \n Signifies that values of this property contain Normal (normalized vector) data.\n \n \n \n \n Do not show UV scale/offset fields next to a texture.\n \n \n \n \n Texture value for this property will be queried from renderer's MaterialPropertyBlock, instead of from the material. This corresponds to the \"[PerRendererData]\" attribute in front of a property in the shader code.\n \n \n \n \n Material property type.\n \n \n \n \n Color property.\n \n \n \n \n Float property.\n \n \n \n \n Ranged float (with min/max values) property.\n \n \n \n \n Texture property.\n \n \n \n \n Vector property.\n \n \n \n \n Base class to derive custom material property drawers from.\n \n \n \n \n Apply extra initial values to the material.\n \n The MaterialProperty to apply values for.\n \n \n \n Override this method to specify how tall the GUI for this property is in pixels.\n \n The MaterialProperty to make the custom GUI for.\n The label of this property.\n Current material editor.\n \n \n \n Override this method to make your own GUI for the property.\n \n Rectangle on the screen to use for the property GUI.\n The MaterialProperty to make the custom GUI for.\n The label of this property.\n Current material editor.\n \n \n \n A pair of from and to indices describing what thing keeps what other thing alive.\n \n \n \n \n Index into a virtual list of all GC handles, followed by all native objects.\n \n \n \n \n Index into a virtual list of all GC handles, followed by all native objects.\n \n \n \n \n Description of a field of a managed type.\n \n \n \n \n Is this field static?\n \n \n \n \n Name of this field.\n \n \n \n \n Offset of this field.\n \n \n \n \n The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to.\n \n \n \n \n A dump of a piece of memory from the player that's being profiled.\n \n \n \n \n The actual bytes of the memory dump.\n \n \n \n \n The start address of this piece of memory.\n \n \n \n \n MemorySnapshot is a profiling tool to help diagnose memory usage.\n \n \n \n \n Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot.\n \n \n \n \n \n Requests a new snapshot from the currently connected target of the profiler. Currently only il2cpp-based players are able to provide memory snapshots.\n \n \n \n \n A description of a GC handle used by the virtual machine.\n \n \n \n \n The address of the managed object that the GC handle is referencing.\n \n \n \n \n PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection.\n \n \n \n \n Connections is an array of from,to pairs that describe which things are keeping which other things alive.\n \n \n \n \n All GC handles in use in the memorysnapshot.\n \n \n \n \n Array of actual managed heap memory sections.\n \n \n \n \n All native C++ objects that were loaded at time of the snapshot.\n \n \n \n \n Descriptions of all the C++ unity types the profiled player knows about.\n \n \n \n \n Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken.\n \n \n \n \n Information about the virtual machine running executing the managade code inside the player.\n \n \n \n \n A description of a C++ unity type.\n \n \n \n \n Name of this C++ unity type.\n \n \n \n \n The index used to obtain the native C++ base class description from the PackedMemorySnapshot.nativeTypes array.\n \n \n \n \n Description of a C++ unity object in memory.\n \n \n \n \n The hideFlags this native object has.\n \n \n \n \n InstanceId of this object.\n \n \n \n \n Has this object has been marked as DontDestroyOnLoad?\n \n \n \n \n Is this native object an internal Unity manager object?\n \n \n \n \n Is this object persistent? (Assets are persistent, objects stored in scenes are persistent, dynamically created objects are not)\n \n \n \n \n Name of this object.\n \n \n \n \n The memory address of the native C++ object. This matches the \"m_CachedPtr\" field of UnityEngine.Object.\n \n \n \n \n The index used to obtain the native C++ type description from the PackedMemorySnapshot.nativeTypes array.\n \n \n \n \n Size in bytes of this object.\n \n \n \n \n Description of a managed type.\n \n \n \n \n If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc)\n \n \n \n \n Name of the assembly this type was loaded from.\n \n \n \n \n The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions.\n \n \n \n \n An array containing descriptions of all fields of this type.\n \n \n \n \n Is this type an array?\n \n \n \n \n Is this type a value type? (if it's not a value type, it's a reference type)\n \n \n \n \n Name of this type.\n \n \n \n \n Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up.\n \n \n \n \n The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken.\n \n \n \n \n The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array.\n \n \n \n \n The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description.\n \n \n \n \n Information about a virtual machine that provided a memory snapshot.\n \n \n \n \n Allocation granularity in bytes used by the virtual machine allocator.\n \n \n \n \n Offset in bytes inside the object header of an array object where the bounds of the array is stored.\n \n \n \n \n Size in bytes of the header of an array object.\n \n \n \n \n Offset in bytes inside the object header of an array object where the size of the array is stored.\n \n \n \n \n A version number that will change when the object layout inside the managed heap will change.\n \n \n \n \n Size in bytes of the header of each managed object.\n \n \n \n \n Size in bytes of a pointer.\n \n \n \n \n Menu class to manipulate the menu item.\n \n \n \n \n Default constructor.\n \n \n \n \n Get the check status of the given menu.\n \n \n \n \n \n Set the check status of the given menu.\n \n \n \n \n \n \n Used to extract the context for a MenuItem.\n \n \n \n \n Context is the object that is the target of a menu command.\n \n \n \n \n An integer for passing custom information to a menu item.\n \n \n \n \n Creates a new MenuCommand object.\n \n \n \n \n \n \n Creates a new MenuCommand object.\n \n \n \n \n \n The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.\n \n \n \n \n Creates a menu item and invokes the static function following it, when the menu item is selected.\n \n The itemName is the menu item represented like a pathname.\n For example the menu item could be \"GameObject/Do Something\".\n If isValidateFunction is true, this is a validation\n function and will be called before invoking the menu function with the same itemName.\n The order by which the menu items are displayed.\n \n \n \n Creates a menu item and invokes the static function following it, when the menu item is selected.\n \n The itemName is the menu item represented like a pathname.\n For example the menu item could be \"GameObject/Do Something\".\n If isValidateFunction is true, this is a validation\n function and will be called before invoking the menu function with the same itemName.\n The order by which the menu items are displayed.\n \n \n \n Creates a menu item and invokes the static function following it, when the menu item is selected.\n \n The itemName is the menu item represented like a pathname.\n For example the menu item could be \"GameObject/Do Something\".\n If isValidateFunction is true, this is a validation\n function and will be called before invoking the menu function with the same itemName.\n The order by which the menu items are displayed.\n \n \n \n Various utilities for mesh manipulation.\n \n \n \n \n Returns the mesh compression setting for a Mesh.\n \n The mesh to get information on.\n \n \n \n Optimizes the mesh for GPU access.\n \n \n \n \n \n Change the mesh compression setting for a mesh.\n \n The mesh to set the compression mode for.\n The compression mode to set.\n \n \n \n Will insert per-triangle uv2 in mesh and handle vertex splitting etc.\n \n \n \n \n \n \n User message types.\n \n \n \n \n Error message.\n \n \n \n \n Info message.\n \n \n \n \n Neutral message.\n \n \n \n \n Warning message.\n \n \n \n \n Compressed texture format for target build platform.\n \n \n \n \n ASTC texture compression.\n \n \n \n \n ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others.\n \n \n \n \n S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others.\n \n \n \n \n ETC1 texture compression (or RGBA16 for textures with alpha), supported by all devices.\n \n \n \n \n ETC2 texture compression.\n \n \n \n \n Don't override texture compression.\n \n \n \n \n PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others.\n \n \n \n \n Model importer lets you modify import settings from editor scripts.\n \n \n \n \n Add to imported meshes.\n \n \n \n \n Animation compression setting.\n \n \n \n \n Allowed error of animation position compression.\n \n \n \n \n Allowed error of animation rotation compression.\n \n \n \n \n Allowed error of animation scale compression.\n \n \n \n \n Animator generation mode.\n \n \n \n \n The default wrap mode for the generated animation clips.\n \n \n \n \n Bake Inverse Kinematics (IK) when importing.\n \n \n \n \n Animation clips to split animation into. See Also: ModelImporterClipAnimation.\n \n \n \n \n Generate a list of all default animation clip based on TakeInfo.\n \n \n \n \n Animation optimization setting.\n \n \n \n \n Additional properties to treat as user properties.\n \n \n \n \n Animation generation options.\n \n \n \n \n Material generation options.\n \n \n \n \n Generate secondary UV set for lightmapping.\n \n \n \n \n Global scale factor for importing.\n \n \n \n \n The human description that is used to generate an Avatar during the import process.\n \n \n \n \n Controls how much oversampling is used when importing humanoid animations for retargeting.\n \n \n \n \n Import animation from file.\n \n \n \n \n Controls import of BlendShapes.\n \n \n \n \n Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated.\n \n \n \n \n Generates the list of all imported take.\n \n \n \n \n Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated.\n \n \n \n \n Import materials from file.\n \n \n \n \n Vertex normal import options.\n \n \n \n \n Vertex tangent import options.\n \n \n \n \n Use visibility properties to enable or disable MeshRenderer components.\n \n \n \n \n Is Bake Inverse Kinematics (IK) supported by this importer.\n \n \n \n \n Is FileScale used when importing.\n \n \n \n \n Are mesh vertices and indices accessible from script?\n \n \n \n \n Is import of tangents supported by this importer.\n \n \n \n \n Is useFileUnits supported for this asset.\n \n \n \n \n If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior.\n \n \n \n \n Material naming setting.\n \n \n \n \n Existing material search setting.\n \n \n \n \n Mesh compression setting.\n \n \n \n \n The path of the transform used to generation the motion of the animation.\n \n \n \n \n Normal generation options for ModelImporter.\n \n \n \n \n Normals import mode.\n \n \n \n \n Smoothing angle (in degrees) for calculating normals.\n \n \n \n \n Animation optimization setting.\n \n \n \n \n Vertex optimization setting.\n \n \n \n \n Generates the list of all imported Animations.\n \n \n \n \n If set to false, the importer will not resample curves when possible.\nRead more about.\n\nNotes:\n\n- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot.\n\n- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import.\n\n \n \n \n \n Threshold for angle distortion (in degrees) when generating secondary UV.\n \n \n \n \n Threshold for area distortion when generating secondary UV.\n \n \n \n \n Hard angle (in degrees) for generating secondary UV.\n \n \n \n \n Margin to be left between charts when packing secondary UV.\n \n \n \n \n Imports the HumanDescription from the given Avatar.\n \n \n \n \n Should tangents be split across UV seams.\n \n \n \n \n Swap primary and secondary UV channels when importing.\n \n \n \n \n Tangents import mode.\n \n \n \n \n Generates the list of all imported Transforms.\n \n \n \n \n Use FileScale when importing.\n \n \n \n \n Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.\n \n \n \n \n Combine vertices that share the same position in space.\n \n \n \n \n Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation.\n \n Clip to which the mask will be applied.\n \n \n \n Animation compression options for ModelImporter.\n \n \n \n \n Perform keyframe reduction.\n \n \n \n \n Perform keyframe reduction and compression.\n \n \n \n \n No animation compression.\n \n \n \n \n Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default).\n \n \n \n \n Animation mode for ModelImporter.\n \n \n \n \n Generate a generic animator.\n \n \n \n \n Generate a human animator.\n \n \n \n \n Generate a legacy animation type.\n \n \n \n \n Generate no animation data.\n \n \n \n \n Animation clips to split animation into.\n \n \n \n \n The additive reference pose frame.\n \n \n \n \n Additionnal curves that will be that will be added during the import process.\n \n \n \n \n Offset to the cycle of a looping animation, if a different time in it is desired to be the start.\n \n \n \n \n AnimationEvents that will be added during the import process.\n \n \n \n \n First frame of the clip.\n \n \n \n \n Enable to defines an additive reference pose.\n \n \n \n \n Keeps the feet aligned with the root transform position.\n \n \n \n \n Offset to the vertical root position.\n \n \n \n \n Keeps the vertical position as it is authored in the source file.\n \n \n \n \n Keeps the vertical position as it is authored in the source file.\n \n \n \n \n Keeps the vertical position as it is authored in the source file.\n \n \n \n \n Last frame of the clip.\n \n \n \n \n Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion.\n \n \n \n \n Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion.\n \n \n \n \n Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion.\n \n \n \n \n Is the clip a looping animation?\n \n \n \n \n Enable to make the motion loop seamlessly.\n \n \n \n \n Enable to make the clip loop.\n \n \n \n \n Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther\nTo force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask.\n \n \n \n \n The AvatarMask used to mask transforms during the import process.\n \n \n \n \n Define mask type.\n \n \n \n \n Mirror left and right in this clip.\n \n \n \n \n Clip name.\n \n \n \n \n Offset in degrees to the root rotation.\n \n \n \n \n Take name.\n \n \n \n \n The wrap mode of the animation.\n \n \n \n \n Copy the mask settings from an AvatarMask to the clip configuration.\n \n AvatarMask from which the mask settings will be imported.\n \n \n \n Copy the current masking settings from the clip to an AvatarMask.\n \n AvatarMask to which the masking values will be saved.\n \n \n \n Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy.\n \n \n \n \n Default animation import mode (All animations are stored in the root object).\n \n \n \n \n Generate animations in the objects that animate.\n \n \n \n \n Generate animations in the root objects of the animation package.\n \n \n \n \n Generate animations in the transform root objects.\n \n \n \n \n Do not generate animations.\n \n \n \n \n Material generation options for ModelImporter.\n \n \n \n \n Do not generate materials.\n \n \n \n \n Generate a material for each material in the source asset.\n \n \n \n \n Generate a material for each texture used.\n \n \n \n \n Humanoid Oversampling available multipliers.\n \n \n \n \n Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling.\n \n \n \n \n Humanoid Oversampling samples at 2 times the sampling rate found in the imported file.\n \n \n \n \n Humanoid Oversampling samples at 4 times the sampling rate found in the imported file.\n \n \n \n \n Humanoid Oversampling samples at 8 times the sampling rate found in the imported file.\n \n \n \n \n Material naming options for ModelImporter.\n \n \n \n \n Use a material name of the form &lt;materialName&gt;.mat.\n \n \n \n \n Use material names in the form &lt;modelFileName&gt;-&lt;materialName&gt;.mat.\n \n \n \n \n Use material names in the form &lt;textureName&gt;.mat.\n \n \n \n \n &lt;textureName&gt;.mat or &lt;modelFileName&gt;-&lt;materialName&gt;.mat material name.\n \n \n \n \n Material search options for ModelImporter.\n \n \n \n \n Search in all project.\n \n \n \n \n Search in local Materials folder.\n \n \n \n \n Recursive-up search in Materials folders.\n \n \n \n \n Mesh compression options for ModelImporter.\n \n \n \n \n High amount of mesh compression.\n \n \n \n \n Low amount of mesh compression.\n \n \n \n \n Medium amount of mesh compression.\n \n \n \n \n No mesh compression (default).\n \n \n \n \n Normal generation options for ModelImporter.\n \n \n \n \n The normals are weighted by the vertex angle on each face.\n \n \n \n \n The normals are weighted by both the face area and the vertex angle on each face.\n \n \n \n \n The normals are weighted by the face area.\n \n \n \n \n The normals are not weighted.\n \n \n \n \n The normals are unweighted. This option uses the legacy algorithm for handling hard edges.\n \n \n \n \n Vertex normal generation options for ModelImporter.\n \n \n \n \n Calculate vertex normals.\n \n \n \n \n Import vertex normals from model file (default).\n \n \n \n \n Do not import vertex normals.\n \n \n \n \n Vertex tangent generation options for ModelImporter.\n \n \n \n \n Calculate tangents with legacy algorithm.\n \n \n \n \n Calculate tangents with legacy algorithm, with splits across UV charts.\n \n \n \n \n Calculate tangents using MikkTSpace (default).\n \n \n \n \n Import vertex tangents from model file.\n \n \n \n \n Do not import vertex tangents.\n \n \n \n \n Tangent space generation options for ModelImporter.\n \n \n \n \n Calculate tangents.\n \n \n \n \n Import normals/tangents from file.\n \n \n \n \n Strip normals/tangents.\n \n \n \n \n Representation of Script assets.\n \n \n \n \n Returns the MonoScript object containing specified MonoBehaviour.\n \n The MonoBehaviour whose MonoScript should be returned.\n \n \n \n Returns the MonoScript object containing specified ScriptableObject.\n \n The ScriptableObject whose MonoScript should be returned.\n \n \n \n Returns the System.Type object of the class implemented by this script.\n \n \n \n \n Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect.\n \n \n \n \n Normal pointer arrow.\n \n \n \n \n Arrow with the minus symbol next to it.\n \n \n \n \n Arrow with the plus symbol next to it.\n \n \n \n \n The current user defined cursor.\n \n \n \n \n Cursor with an eye and stylized arrow keys for FPS navigation.\n \n \n \n \n Arrow with a Link badge (for assigning pointers).\n \n \n \n \n Arrow with the move symbol next to it for the sceneview.\n \n \n \n \n Cursor with an eye for orbit.\n \n \n \n \n Cursor with a dragging hand for pan.\n \n \n \n \n Horizontal resize arrows.\n \n \n \n \n Resize up-Left for window edges.\n \n \n \n \n Resize up-right for window edges.\n \n \n \n \n Vertical resize arrows.\n \n \n \n \n Arrow with the rotate symbol next to it for the sceneview.\n \n \n \n \n Arrow with the scale symbol next to it for the sceneview.\n \n \n \n \n Arrow with small arrows for indicating sliding at number fields.\n \n \n \n \n Left-Right resize arrows for window splitters.\n \n \n \n \n Up-Down resize arrows for window splitters.\n \n \n \n \n Text cursor.\n \n \n \n \n Cursor with a magnifying glass for zoom.\n \n \n \n \n AssetImporter for importing MovieTextures.\n \n \n \n \n Duration of the Movie to be imported in seconds.\n \n \n \n \n Is the movie texture storing non-color data?\n \n \n \n \n Quality setting to use when importing the movie. This is a float value from 0 to 1.\n \n \n \n \n Information of the connected player.\n \n \n \n \n The Id of the player connected.\n \n \n \n \n Handles the connection from the Editor to the Player.\n \n \n \n \n A list of the connected players.\n \n \n \n \n This disconnects all of the active connections.\n \n \n \n \n Initializes the EditorConnection.\n \n \n \n \n Registers a callback on a certain message ID.\n \n The message ID that invokes the callback when received by the Editor.\n Action that is executed when a message with ID messageId is received by the Editor.\nThe callback includes the data that is sent from the Player, and the Player's ID.\nThe Player ID is used to distinguish between multiple Players connected to the same Editor.\n \n \n \n Registers a callback, executed when a new Player connects to the Editor.\n \n Action called when a new Player connects, with the Player ID of the Player.\n \n \n \n Registers a callback on a Player when that Player disconnects.\n \n The Action that is called when the Player with the given Player ID disconnects.\n \n \n \n Sends data to multiple or single Player(s).\n \n Type ID of the message to send to the Player(s).\n If set, the message will only send to the Player with this ID.\n \n \n \n \n Sends data to multiple or single Player(s).\n \n Type ID of the message to send to the Player(s).\n If set, the message will only send to the Player with this ID.\n \n \n \n \n Deregisters a registered callback.\n \n Message ID associated with the callback that you wish to deregister.\n The Action callback you wish to deregister.\n \n \n \n Helper class for constructing displayable names for objects.\n \n \n \n \n Class name of an object.\n \n \n \n \n \n Drag and drop title for an object.\n \n \n \n \n \n Inspector title for an object.\n \n \n \n \n \n Make a unique name using the provided name as a base.\n\nIf the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment.\n \n A list of pre-existing names.\n Desired name to be used as is, or as a base.\n \n A name not found in the list of pre-existing names.\n \n \n \n \n Make a displayable name for a variable.\n \n \n \n \n \n Sets the name of an Object.\n \n \n \n \n \n \n Base Class to derive from when creating Custom Previews.\n \n \n \n \n The object currently being previewed.\n \n \n \n \n This is the first entry point for Preview Drawing.\n \n The available area to draw the preview.\n \n \n \n Implement this method to show object information on top of the object preview.\n \n \n \n \n Override this method if you want to change the label of the Preview area.\n \n \n \n \n Can this component be Previewed in its current state?\n \n \n True if this component can be Previewed in its current state.\n \n \n \n \n Called when the Preview gets created with the objects being previewed.\n \n The objects being previewed.\n \n \n \n Called to iterate through the targets, this will be used when previewing more than one target.\n \n \n True if there is another target available.\n \n \n \n \n Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.\n \n Rectangle in which to draw the preview.\n Background image.\n \n \n \n Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.\n \n Rectangle in which to draw the preview.\n Background image.\n \n \n \n Override this method if you want to show custom controls in the preview header.\n \n \n \n \n Called to Reset the target before iterating through them.\n \n \n \n \n Displays the Physics Debug Visualization options.\n\nThe Physics Debug Visualization is only displayed if this window is visible.\n\nSee Also: PhysicsVisualizationSettings.\n \n \n \n \n This class contains the settings controlling the Physics Debug Visualization.\n \n \n \n \n Alpha amount used for transparency blending.\n \n \n \n \n Used to disinguish neighboring Colliders.\n \n \n \n \n Shows extra options used to develop and debug the physics visualization.\n \n \n \n \n Dirty marker used for refreshing the GUI.\n \n \n \n \n Enables the mouse-over highlighting and mouse selection modes.\n \n \n \n \n See PhysicsVisualizationSettings.FilterWorkflow.\n \n \n \n \n Forcing the drawing of Colliders on top of any other geometry, regardless of depth.\n \n \n \n \n Color for kinematic Rigidbodies.\n \n \n \n \n Color for Rigidbodies, primarily active ones.\n \n \n \n \n Should the PhysicsDebugWindow display the collision geometry.\n \n \n \n \n Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated.\n \n \n \n \n Color for Colliders that do not have a Rigidbody component.\n \n \n \n \n Maximum number of mesh tiles available to draw all Terrain Colliders.\n \n \n \n \n Color for Colliders that are Triggers.\n \n \n \n \n Controls whether the SceneView or the GameView camera is used. Not shown in the UI.\n \n \n \n \n Colliders within this distance will be displayed.\n \n \n \n \n Clears the highlighted Collider.\n \n \n \n \n Deinitializes the physics debug visualization system and tracking of changes Colliders.\n \n \n \n \n Decides whether the Workflow in the Physics Debug window should be inclusive\n (&lt;a href=\"PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems.html\"&gt;ShowSelectedItems&lt;a&gt;) or exclusive (&lt;a href=\"PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems.html\"&gt;HideSelectedItems&lt;a&gt;).\n \n \n \n \n With HideSelectedItems you can hide selected filter items in order to easily discard uninteresting Collider properties thereby making overview and navigation easier.\n \n \n \n \n With ShowSelectedItems and the Select None button is it easy to monitor very specific Colliders.\n \n \n \n \n Should BoxColliders be shown.\n \n \n \n \n \n Should CapsuleColliders be shown.\n \n \n \n \n \n Should the given layer for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Should the mask representing the layers for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n Should MeshColliders be shown.\n \n \n \n \n \n \n Should any Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n Should SphereColliders be shown.\n \n \n \n \n \n Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow.\n \n \n \n \n \n Should TerrainColliders be shown.\n \n \n \n \n \n Should the triggers for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n Returns true if there currently is any kind of physics object highlighted.\n \n \n \n \n Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It is normally initialized by the PhysicsDebugWindow.\n \n \n \n \n Is a MeshCollider convex.\n \n \n \n \n Corresponds to MeshCollider.convex is true.\n \n \n \n \n Corresponds to MeshCollider.convex is false.\n \n \n \n \n Resets the visualization options to their default state.\n \n \n \n \n Should BoxColliders be shown.\n \n \n \n \n \n \n Should CapsuleColliders be shown.\n \n \n \n \n \n \n Should the given layer for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n \n Should the mask representing the layers for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Enables or disables all filtering items for the current filterWorkflow.\n \n \n \n \n \n \n Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Should MeshColliders be shown.\n \n \n \n \n \n \n \n Should any Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Should SphereColliders be shown.\n \n \n \n \n \n \n Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow.\n \n \n \n \n \n \n Should TerrainColliders be shown.\n \n \n \n \n \n \n Should the triggers for the given filterWorkflow be considered by the display filter.\n \n \n \n \n \n \n Updates the mouse-over highlight at the given mouse position in screen space.\n \n \n \n \n \n Where is the tool handle placed.\n \n \n \n \n The tool handle is at the graphical center of the selection.\n \n \n \n \n The tool handle is on the pivot point of the active object.\n \n \n \n \n How is the tool handle oriented.\n \n \n \n \n The tool handle is aligned along the global axes.\n \n \n \n \n The tool handle is oriented from the active object.\n \n \n \n \n Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.\n \n \n \n \n Accelerometer update frequency.\n \n \n \n \n Sets the crash behavior on .NET unhandled exception.\n \n \n \n \n Is the advanced version being used?\n \n \n \n \n Is auto-rotation to landscape left supported?\n \n \n \n \n Is auto-rotation to landscape right supported?\n \n \n \n \n Is auto-rotation to portrait supported?\n \n \n \n \n Is auto-rotation to portrait upside-down supported?\n \n \n \n \n If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts.\n \n \n \n \n Additional AOT compilation options. Shared by AOT platforms.\n \n \n \n \n Deprecated. Use PlayerSettings.GetApiCompatibilityLevel and PlayerSettings.SetApiCompatibilityLevel instead.\n \n \n \n \n The application identifier for the currently selected build target.\n \n \n \n \n Pre bake collision meshes on player build.\n \n \n \n \n Application bundle version shared between iOS &amp; Android platforms.\n \n \n \n \n Defines if fullscreen games should darken secondary displays.\n \n \n \n \n A unique cloud project identifier. It is unique for every project (Read Only).\n \n \n \n \n Set the rendering color space for the current project.\n \n \n \n \n The name of your company.\n \n \n \n \n Default cursor's click position in pixels from the top left corner of the cursor image.\n \n \n \n \n Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode).\n \n \n \n \n Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode).\n \n \n \n \n The default cursor for your application.\n \n \n \n \n Default screen orientation for mobiles.\n \n \n \n \n If enabled, the game will default to fullscreen mode.\n \n \n \n \n Default vertical dimension of stand-alone player window.\n \n \n \n \n Default horizontal dimension of stand-alone player window.\n \n \n \n \n Default vertical dimension of web player window.\n \n \n \n \n Default horizontal dimension of web player window.\n \n \n \n \n Defines the behaviour of the Resolution Dialog on product launch.\n \n \n \n \n Enables CrashReport API.\n \n \n \n \n Enables internal profiler.\n \n \n \n \n First level to have access to all Resources.Load assets in Streamed Web Players.\n \n \n \n \n Restrict standalone players to a single concurrent running instance.\n \n \n \n \n Enable GPU skinning on capable platforms.\n \n \n \n \n Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs.\n \n \n \n \n Enable graphics jobs (multi threaded rendering).\n \n \n \n \n The bundle identifier of the iPhone application.\n \n \n \n \n Password for the key used for signing an Android application.\n \n \n \n \n Password used for interacting with the Android Keystore.\n \n \n \n \n Describes the reason for access to the user's location data.\n \n \n \n \n Are ObjC uncaught exceptions logged?\n \n \n \n \n Define how to handle fullscreen mode in macOS standalones.\n \n \n \n \n Stops or allows audio from other applications to play in the background while your Unity application is running.\n \n \n \n \n The name of your product.\n \n \n \n \n Protect graphics memory.\n \n \n \n \n Which rendering path is enabled?\n \n \n \n \n Use resizable window in standalone player builds.\n \n \n \n \n The image to display in the Resolution Dialog window.\n \n \n \n \n If enabled, your game will continue to run after lost focus.\n \n \n \n \n The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change.\n \n \n \n \n Should the builtin Unity splash screen be shown?\n \n \n \n \n Should Unity support single-pass stereo rendering?\n \n \n \n \n The style to use for the builtin Unity splash screen.\n \n \n \n \n Should status bar be hidden. Shared between iOS &amp; Android platforms.\n \n \n \n \n Active stereo rendering path\n \n \n \n \n Should player render in stereoscopic 3d on supported hardware?\n \n \n \n \n Remove unused Engine code from your build (IL2CPP-only).\n \n \n \n \n Managed code stripping level.\n \n \n \n \n Should unused Mesh components be excluded from game build?\n \n \n \n \n 32-bit Display Buffer is used.\n \n \n \n \n Let the OS autorotate the screen as the device orientation changes.\n \n \n \n \n Should Direct3D 11 be used when available?\n \n \n \n \n Switch display to HDR mode (if available).\n \n \n \n \n Enable receipt validation for the Mac App Store.\n \n \n \n \n Write a log file with debugging information.\n \n \n \n \n Virtual Reality specific splash screen.\n \n \n \n \n Enable virtual reality support.\n \n \n \n \n On Windows, show the application in the background if Fullscreen Windowed mode is used.\n \n \n \n \n Xbox 360 Avatars.\n \n \n \n \n Android specific player settings.\n \n \n \n \n Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later\n \n \n \n \n Provide a build that is Android TV compatible.\n \n \n \n \n Android bundle version code.\n \n \n \n \n Disable Depth and Stencil Buffers.\n \n \n \n \n Force internet permission flag.\n \n \n \n \n Force SD card permission.\n \n \n \n \n Android key alias name.\n \n \n \n \n Android key alias password.\n \n \n \n \n Android keystore name.\n \n \n \n \n Android keystore password.\n \n \n \n \n License verification flag.\n \n \n \n \n The minimum API level required for your application to run.\n \n \n \n \n Preferred application install location.\n \n \n \n \n Application should show ActivityIndicator when loading.\n \n \n \n \n Android splash screen scale mode.\n \n \n \n \n Android target device.\n \n \n \n \n The target API level of your application.\n \n \n \n \n 24-bit Depth Buffer is used.\n \n \n \n \n Use APK Expansion Files.\n \n \n \n \n Facebook specific Player settings.\n \n \n \n \n Version of Facebook SDK to use for this project.\n \n \n \n \n IL2CPP build arguments.\n \n \n \n \n Gets .NET API compatibility level for specified BuildTargetGroup.\n \n \n \n \n \n Get the application identifier for the specified platform.\n \n \n \n \n \n Gets the BuildTargetPlatformGroup architecture.\n \n \n \n \n \n Get graphics APIs to be used on a build platform.\n \n Platform to get APIs for.\n \n Array of graphics APIs.\n \n \n \n \n Returns the list of assigned icons for the specified platform.\n \n \n \n \n \n Returns a list of icon sizes for the specified platform.\n \n \n \n \n \n Does IL2CPP platform use incremental build?\n \n \n \n \n \n Returns a PlayerSettings named bool property (with an optional build target it should apply to).\n \n Name of the property.\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n The current value of the property.\n \n \n \n \n Returns a PlayerSettings named int property (with an optional build target it should apply to).\n \n Name of the property.\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n The current value of the property.\n \n \n \n \n Searches for property and assigns it's value to given variable.\n \n Name of the property.\n Variable, to which to store the value of the property, if set.\n An optional build target group, to which the property applies.\n \n True if property was set and it's value assigned to given variable.\n \n \n \n \n Searches for property and assigns it's value to given variable.\n \n Name of the property.\n Variable, to which to store the value of the property, if set.\n An optional build target group, to which the property applies.\n \n True if property was set and it's value assigned to given variable.\n \n \n \n \n Searches for property and assigns it's value to given variable.\n \n Name of the property.\n Variable, to which to store the value of the property, if set.\n An optional build target group, to which the property applies.\n \n True if property was set and it's value assigned to given variable.\n \n \n \n \n Returns a PlayerSettings named string property (with an optional build target it should apply to).\n \n Name of the property.\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n The current value of the property.\n \n \n \n \n Gets the scripting framework for a BuildTargetPlatformGroup.\n \n \n \n \n \n Get user-specified symbols for script compilation for the given build target group.\n \n \n \n \n \n Get stack trace logging options.\n \n \n \n \n \n Is a build platform using automatic graphics API choice?\n \n Platform to get the flag for.\n \n Should best available graphics API be used.\n \n \n \n \n Returns whether or not the specified aspect ratio is enabled.\n \n \n \n \n \n iOS specific player settings.\n \n \n \n \n Should insecure HTTP downloads be allowed?\n \n \n \n \n Application behavior when entering background.\n \n \n \n \n Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under &lt;a href=\"https:developer.apple.comaccount#membership\"&gt; Account &gt; Membership &lt;/a&gt; . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app.\n \n \n \n \n Set this property to true for Xcode to attempt to automatically sign your app based on your appleDeveloperTeamID.\n \n \n \n \n iOS application display name.\n \n \n \n \n Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom).\n \n \n \n \n The build number of the bundle\n \n \n \n \n Describes the reason for access to the user's camera.\n \n \n \n \n Application should exit when suspended to background.\n \n \n \n \n Should hard shadows be enforced when running on (mobile) Metal.\n \n \n \n \n A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your iOS app in Manual Signing mode.\n \n \n \n \n Describes the reason for access to the user's location data.\n \n \n \n \n Describes the reason for access to the user's microphone.\n \n \n \n \n Determines iPod playing behavior.\n \n \n \n \n Icon is prerendered.\n \n \n \n \n RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking.\n \n \n \n \n Application requires persistent WiFi.\n \n \n \n \n Script calling optimization.\n \n \n \n \n Active iOS SDK version used for build.\n \n \n \n \n Application should show ActivityIndicator when loading.\n \n \n \n \n Status bar style.\n \n \n \n \n Targeted device.\n \n \n \n \n Deployment minimal version of iOS.\n \n \n \n \n Deployment minimal version of iOS.\n \n \n \n \n A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your tvOS app in Manual Signing mode.\n \n \n \n \n Indicates whether application will use On Demand Resources (ODR) API.\n \n \n \n \n Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad.\n \n \n \n \n \n Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone.\n \n \n \n \n \n Sets the image to display on screen when the game launches for the specified iOS device.\n \n \n \n \n \n \n Is multi-threaded rendering enabled?\n \n \n \n \n Nintendo 3DS player settings.\n \n \n \n \n The unique ID of the application, issued by Nintendo. (0x00300 -&gt; 0xf7fff)\n \n \n \n \n Specify true to enable static memory compression or false to disable it.\n \n \n \n \n Disable depth/stencil buffers, to free up memory.\n \n \n \n \n Disable sterescopic (3D) view on the upper screen.\n \n \n \n \n Enable shared L/R command list, for increased performance with stereoscopic rendering.\n \n \n \n \n Enable vsync.\n \n \n \n \n Specify the expanded save data number using 20 bits.\n \n \n \n \n Application Logo Style.\n \n \n \n \n Distribution media size.\n \n \n \n \n Specifies the product code, or the add-on content code.\n \n \n \n \n Specifies the title region settings.\n \n \n \n \n Specify the stack size of the main thread, in bytes.\n \n \n \n \n The 3DS target platform.\n \n \n \n \n The title of the application.\n \n \n \n \n Specify true when using expanded save data.\n \n \n \n \n Nintendo 3DS logo style specification.\n \n \n \n \n For Chinese region titles.\n \n \n \n \n For titles for which Nintendo purchased the publishing license from the software manufacturer, etc.\n \n \n \n \n For all other titles.\n \n \n \n \n For Nintendo first-party titles.\n \n \n \n \n Nintendo 3DS distribution media size.\n \n \n \n \n 128MB\n \n \n \n \n 1GB\n \n \n \n \n 256MB\n \n \n \n \n 2GB\n \n \n \n \n 512MB\n \n \n \n \n Nintendo 3DS Title region.\n \n \n \n \n For all regions.\n \n \n \n \n For the American region.\n \n \n \n \n For the Chinese region.\n \n \n \n \n For the European region.\n \n \n \n \n For the Japanese region.\n \n \n \n \n For the Korean region.\n \n \n \n \n For the Taiwanese region.\n \n \n \n \n Nintendo 3DS target platform.\n \n \n \n \n Target the New Nintendo 3DS platform.\n \n \n \n \n Target the Nintendo 3DS platform.\n \n \n \n \n PS4 application category.\n \n \n \n \n Application.\n \n \n \n \n PS4 enter button assignment.\n \n \n \n \n Circle button.\n \n \n \n \n Cross button.\n \n \n \n \n Remote Play key assignment.\n \n \n \n \n No Remote play key assignment.\n \n \n \n \n Remote Play key layout configuration A.\n \n \n \n \n Remote Play key layout configuration B.\n \n \n \n \n Remote Play key layout configuration C.\n \n \n \n \n Remote Play key layout configuration D.\n \n \n \n \n Remote Play key layout configuration E.\n \n \n \n \n Remote Play key layout configuration F.\n \n \n \n \n Remote Play key layout configuration G.\n \n \n \n \n Remote Play key layout configuration H.\n \n \n \n \n PS Vita specific player settings.\n \n \n \n \n Aquire PS Vita background music.\n \n \n \n \n The PS Vita application version.\n \n \n \n \n The package build category.\n \n \n \n \n The applications content ID.\n \n \n \n \n PS Vita DRM Type.\n \n \n \n \n Specifies whether circle or cross will be used as the default enter button.\n \n \n \n \n Specifies whether or not a health warning will be added to the software manual.\n \n \n \n \n Specifies the color of the PS Vita information bar, true = white, false = black.\n \n \n \n \n Specifies whether or not to show the PS Vita information bar when the application starts.\n \n \n \n \n Keystone file.\n \n \n \n \n PS Vita Live area background image.\n \n \n \n \n PS Vita Live area gate image.\n \n \n \n \n PS Vita Live area path.\n \n \n \n \n PS Vita Live area trial path.\n \n \n \n \n PS Vita sofware manual.\n \n \n \n \n PS Vita content master version.\n \n \n \n \n Should always = 01.00.\n \n \n \n \n PS Vita memory expansion mode.\n \n \n \n \n PSN Age rating.\n \n \n \n \n PS Vita NP Passphrase.\n \n \n \n \n PS Vita NP Signature.\n \n \n \n \n PS Vita NP Communications ID.\n \n \n \n \n Support Game Boot Message or Game Joining Presence.\n \n \n \n \n PS Vita NP Title Data File.\n \n \n \n \n Path specifying wher to copy a trophy pack from.\n \n \n \n \n 32 character password for use if you want to access the contents of a package.\n \n \n \n \n Path specifying where to copy the package parameter file (param.sfx) from.\n \n \n \n \n PS Vita parental level.\n \n \n \n \n For cumlative patch packages.\n \n \n \n \n For building cumulative patch packages.\n \n \n \n \n PS Vita power mode.\n \n \n \n \n Save data quota.\n \n \n \n \n Indicates the IL2CPP scripts' optimization level in a range of 0 to 2. 0 indicates no optimization and 2 indicates maximum optimization.\n \n \n \n \n The applications short title.\n \n \n \n \n PS Vita media type.\n \n \n \n \n PS Vita TV boot mode.\n \n \n \n \n PS Vita TV Disable Emu flag.\n \n \n \n \n Indicates that this is an upgradable (trial) type application which can be converted to a full application by purchasing an upgrade.\n \n \n \n \n Support for the PS Vita location library was removed by SCE in SDK 3.570.\n \n \n \n \n Support for the PS Vita twitter dialog was removed by SCE in SDK 3.570.\n \n \n \n \n Application package category enum.\n \n \n \n \n An application package.\n \n \n \n \n Application patch package.\n \n \n \n \n DRM type enum.\n \n \n \n \n Free content.\n \n \n \n \n Paid for content.\n \n \n \n \n Enter button assignment enum.\n \n \n \n \n Circle button.\n \n \n \n \n Cross button.\n \n \n \n \n Default.\n \n \n \n \n Memory expansion mode enum.\n \n \n \n \n Enable 109MB memory expansion mode.\n \n \n \n \n Enable 29MB memory expansion mode.\n \n \n \n \n Enable 77MB memory expansion mode.\n \n \n \n \n Memory expansion disabled.\n \n \n \n \n Power mode enum.\n \n \n \n \n Mode A - default.\n \n \n \n \n Mode B - GPU High - No WLAN or COM.\n \n \n \n \n Mode C - GPU High - No Camera, OLED Low brightness.\n \n \n \n \n PS Vita TV boot mode enum.\n \n \n \n \n Default (Managed by System Software) (SCEE or SCEA).\n \n \n \n \n PS Vita Bootable, PS Vita TV Bootable (SCEJ or SCE Asia).\n \n \n \n \n PS Vita Bootable, PS Vita TV Not Bootable (SCEJ or SCE Asia).\n \n \n \n \n Samsung Smart TV specific Player Settings.\n \n \n \n \n The address used when accessing the device.\n \n \n \n \n Author of the created product.\n \n \n \n \n Product author's e-mail.\n \n \n \n \n The category of the created product.\n \n \n \n \n The description of the created product.\n \n \n \n \n The author's website link.\n \n \n \n \n Types of available product categories.\n \n \n \n \n The education category.\n \n \n \n \n The games category (default).\n \n \n \n \n The information category.\n \n \n \n \n The kids category.\n \n \n \n \n The lifestyle category.\n \n \n \n \n The sports category.\n \n \n \n \n The videos category.\n \n \n \n \n IL2CPP build arguments.\n \n \n \n \n \n Sets .NET API compatibility level for specified BuildTargetGroup.\n \n \n \n \n \n \n Set the application identifier for the specified platform.\n \n \n \n \n \n \n Sets the BuildTargetPlatformGroup architecture.\n \n \n \n \n \n \n Enables the specified aspect ratio.\n \n \n \n \n \n \n Sets the graphics APIs used on a build platform.\n \n Platform to set APIs for.\n Array of graphics APIs.\n \n \n \n Assign a list of icons for the specified platform.\n \n \n \n \n \n \n Sets incremental build flag.\n \n \n \n \n \n \n Sets a PlayerSettings named bool property.\n \n Name of the property.\n Value of the property (bool).\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n \n \n Sets a PlayerSettings named int property.\n \n Name of the property.\n Value of the property (int).\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n \n \n Sets a PlayerSettings named string property.\n \n Name of the property.\n Value of the property (string).\n BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).\n \n \n \n Sets the scripting framework for a BuildTargetPlatformGroup.\n \n \n \n \n \n \n Set user-specified symbols for script compilation for the given build target group.\n \n \n \n \n \n \n Set stack trace logging options.\nNote: calling this function will implicitly call Application.SetStackTraceLogType.\n \n \n \n \n \n \n Should a build platform use automatic graphics API choice.\n \n Platform to set the flag for.\n Should best available graphics API be used?\n \n \n \n Interface to splash screen player settings.\n \n \n \n \n The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom.\n \n \n \n \n The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom.\n \n \n \n \n The type of animation applied during the splash screen.\n \n \n \n \n The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null.\n \n \n \n \n The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54).\n \n \n \n \n The background Sprite that is shown in portrait mode.\n \n \n \n \n Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow.\n \n \n \n \n The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc.\n \n \n \n \n In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license.\n \n \n \n \n Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license.\n \n \n \n \n Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license.\n \n \n \n \n The style to use for the Unity logo during the Splash Screen.\n \n \n \n \n The type of animation applied during the Splash Screen.\n \n \n \n \n Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom.\n \n \n \n \n Animates the Splash Screen with a simulated dolly effect.\n \n \n \n \n No animation is applied to the Splash Screen logo or background.\n \n \n \n \n Determines how the Unity logo should be drawn, if it is enabled.\n \n \n \n \n The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection.\n \n \n \n \n The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre.\n \n \n \n \n The style to use for the Unity logo during the Splash Screen.\n \n \n \n \n A dark Unity logo with a light background.\n \n \n \n \n A white Unity logo with a dark background.\n \n \n \n \n A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration.\n \n \n \n \n The total time in seconds for which the logo is shown. The minimum duration is 2 seconds.\n \n \n \n \n The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration.\n \n \n \n \n The Unity logo Sprite.\n \n \n \n \n Creates a new Splash Screen logo with the provided duration and logo Sprite.\n \n The total time in seconds that the logo will be shown. Note minimum time is 2 seconds.\n The logo Sprite to display.\n \n The new logo.\n \n \n \n \n Creates a new Splash Screen logo with the provided duration and the unity logo.\n \n The total time in seconds that the logo will be shown. Note minimum time is 2 seconds.\n \n The new logo.\n \n \n \n \n Tizen specific player settings.\n \n \n \n \n Currently chosen Tizen deployment target.\n \n \n \n \n Choose a type of Tizen target to deploy to. Options are Device or Emulator.\n \n \n \n \n Minimum Tizen OS version that this application is compatible with.\n IMPORTANT: For example: if you choose Tizen 2.4 your application will only run on devices with Tizen 2.4 or later.\n \n \n \n \n Description of your project to be displayed in the Tizen Store.\n \n \n \n \n URL of your project to be displayed in the Tizen Store.\n \n \n \n \n Set or Get the style of application loading indicator. The available styles are TizenShowActivityIndicatorOnLoading.\n \n \n \n \n Name of the security profile to code sign Tizen applications with.\n \n \n \n \n Tizen application capabilities.\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n tvOS specific player settings.\n \n \n \n \n The build number of the bundle\n \n \n \n \n Application requires extended game controller.\n \n \n \n \n Active tvOS SDK version used for build.\n \n \n \n \n Deployment minimal version of tvOS.\n \n \n \n \n Deployment minimal version of tvOS.\n \n \n \n \n Google Cardboard-specific Player Settings.\n \n \n \n \n Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil.\n \n \n \n \n Google VR-specific Player Settings.\n \n \n \n \n Foreground image for the Daydream Launcher Home Screen.\n \n \n \n \n Background image for the Daydream Launcher Home Screen.\n \n \n \n \n Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil.\n \n \n \n \n WebGL specific player settings.\n \n \n \n \n CompressionFormat defines the compression type that the WebGL resources are encoded to.\n \n \n \n \n Enables automatic caching of asset data.\n \n \n \n \n Enables generation of debug symbols file in the build output directory.\n \n \n \n \n Exception support for WebGL builds.\n \n \n \n \n Memory size for WebGL builds in MB.\n \n \n \n \n Enables using MD5 hash of the uncompressed file contents as a filename for each file in the build.\n \n \n \n \n Path to the WebGL template asset.\n \n \n \n \n Windows Store Apps specific player settings.\n \n \n \n \n Specify how to compile C# files when building to Windows Store Apps.\n \n \n \n \n Enable/Disable independent input source feature.\n \n \n \n \n Enable/Disable low latency presentation API.\n \n \n \n \n Where Unity gets input from.\n \n \n \n \n Windows Store Apps declarations.\n \n \n \n \n Set information for file type associations.\n\nFor more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:msdn.microsoft.comlibrarywindowsappshh779671.\n \n \n \n \n \n Registers this application to be a default handler for specified URI scheme name.\n\n For example: if you specify myunitygame, your application can be run from other applications via the URI scheme myunitygame:. You can also test this using the Windows \"Run\" dialog box (invoked with Windows + R key).\n\n For more information https:msdn.microsoft.comlibrarywindowsappshh779670https:msdn.microsoft.comlibrarywindowsappshh779670.\n \n \n \n \n Get path for image, that will be populated to the Visual Studio solution and the package manifest.\n \n \n \n \n \n \n Set path for image, that will be populated to the Visual Studio solution and the package manifest.\n \n \n \n \n \n \n \n Compilation overrides for C# files.\n \n \n \n \n C# files are compiled using Mono compiler.\n \n \n \n \n C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages.\n \n \n \n \n C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages.\n \n \n \n \n Describes File Type Association declaration.\n \n \n \n \n Localizable string that will be displayed to the user as associated file handler.\n \n \n \n \n Supported file types for this association.\n \n \n \n \n Various image scales, supported by Windows Store Apps.\n \n \n \n \n Image types, supported by Windows Store Apps.\n \n \n \n \n Where Unity takes input from (subscripbes to events).\n \n \n \n \n Subscribe to CoreWindow events.\n \n \n \n \n Create Independent Input Source and receive input from it.\n \n \n \n \n Subscribe to SwapChainPanel events.\n \n \n \n \n Describes supported file type for File Type Association declaration.\n \n \n \n \n The 'Content Type' value for the file type's MIME content type. For example: 'image/jpeg'. Can also be left blank.\n \n \n \n \n File type extension. For ex., .myUnityGame\n \n \n \n \n Represents plugin importer.\n \n \n \n \n Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke.\n \n \n \n \n Clear all plugin settings and set the compatability with Any Platform to true.\n \n \n \n \n Constructor.\n \n \n \n \n Returns all plugin importers for all platforms.\n \n \n \n \n Is plugin comptabile with any platform.\n \n \n \n \n Is plugin compatible with editor.\n \n \n \n \n Is plugin compatible with specified platform.\n \n Target platform.\n \n \n \n \n Is plugin compatible with specified platform.\n \n Target platform.\n \n \n \n \n Returns editor specific data for specified key.\n \n Key value for data.\n \n \n \n Is Editor excluded when Any Platform is set to true.\n \n \n \n \n Is platform excluded when Any Platform set to true.\n \n Target platform.\n \n \n \n \n Is platform excluded when Any Platform set to true.\n \n Target platform.\n \n \n \n \n Returns all plugin importers for specfied platform.\n \n Target platform.\n Name of the target platform.\n \n \n \n Returns all plugin importers for specfied platform.\n \n Target platform.\n Name of the target platform.\n \n \n \n Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder.\n \n \n \n \n Get platform specific data.\n \n Target platform.\n Key value for data.\n \n \n \n \n Get platform specific data.\n \n Target platform.\n Key value for data.\n \n \n \n \n Set compatiblity with any platform.\n \n Is plugin compatible with any platform.\n \n \n \n Set compatiblity with any editor.\n \n Is plugin compatible with editor.\n \n \n \n Set compatiblity with specified platform.\n \n Target platform.\n Is plugin compatible with specified platform.\n Target platform.\n \n \n \n Set compatiblity with specified platform.\n \n Target platform.\n Is plugin compatible with specified platform.\n Target platform.\n \n \n \n Set editor specific data.\n \n Key value for data.\n Data.\n \n \n \n Exclude Editor from compatible platforms when Any Platform is set to true.\n \n \n \n \n \n Exclude platform from compatible platforms when Any Platform is set to true.\n \n Target platform.\n \n \n \n \n \n Exclude platform from compatible platforms when Any Platform is set to true.\n \n Target platform.\n \n \n \n \n \n Set platform specific data.\n \n Target platform.\n Key value for data.\n Data.\n \n \n \n \n Set platform specific data.\n \n Target platform.\n Key value for data.\n Data.\n \n \n \n \n Identifies whether or not this plugin should be included in the current build target.\n \n \n \n \n Class used to display popup windows that inherit from PopupWindowContent.\n \n \n \n \n Show a popup with the given PopupWindowContent.\n \n The rect of the button that opens the popup.\n The content to show in the popup window.\n \n \n \n Class used to implement content for a popup window.\n \n \n \n \n The EditorWindow that contains the popup content.\n \n \n \n \n The size of the popup window.\n \n \n The size of the Popup window.\n \n \n \n \n Callback when the popup window is closed.\n \n \n \n \n Callback for drawing GUI controls for the popup window.\n \n The rectangle to draw the GUI inside.\n \n \n \n Callback when the popup window is opened.\n \n \n \n \n The type of a prefab object as returned by PrefabUtility.GetPrefabType.\n \n \n \n \n The object is an instance of an imported 3D model, but the connection is broken.\n \n \n \n \n The object is an instance of a user created prefab, but the connection is broken.\n \n \n \n \n The object was an instance of a prefab, but the original prefab could not be found.\n \n \n \n \n The object is an imported 3D model asset.\n \n \n \n \n The object is an instance of an imported 3D model.\n \n \n \n \n The object is not a prefab nor an instance of a prefab.\n \n \n \n \n The object is a user created prefab asset.\n \n \n \n \n The object is an instance of a user created prefab.\n \n \n \n \n Utility class for any prefab related operations.\n \n \n \n \n Called after prefab instances in the scene have been updated.\n \n \n \n \n Connects the source prefab to the game object.\n \n \n \n \n \n \n Creates an empty prefab at given path.\n \n \n \n \n \n Creates a prefab from a game object hierarchy.\n \n \n \n \n \n \n \n Creates a prefab from a game object hierarchy.\n \n \n \n \n \n \n \n Disconnects the prefab instance from its parent prefab.\n \n \n \n \n \n Helper function to find the prefab root of an object (used for picking niceness).\n \n The object to check.\n \n The prefab root.\n \n \n \n \n Returns the topmost game object that has the same prefab parent as target.\n \n Scene to instantiate the prefab in.\n \n \n The GameObject at the root of the prefab.\n \n \n \n \n Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab.\n \n GameObject to process.\n \n Return the root game object of the prefab asset.\n \n \n \n \n Retrieves the enclosing prefab for any object contained within.\n \n An object contained within a prefab object.\n \n The prefab the object is contained in.\n \n \n \n \n Returns the parent asset object of source, or null if it can't be found.\n \n \n \n \n \n Given an object, returns its prefab type (None, if it's not a prefab).\n \n \n \n \n \n Extract all modifications that are applied to the prefab instance compared to the parent prefab.\n \n \n \n \n \n Instantiate an asset that is referenced by a prefab and use it on the prefab instance.\n \n \n \n \n \n Instantiates the given prefab in a given scene.\n \n Prefab asset to instantiate.\n Scene to instantiate the prefab in.\n \n The GameObject at the root of the prefab.\n \n \n \n \n Instantiates the given prefab in a given scene.\n \n Prefab asset to instantiate.\n Scene to instantiate the prefab in.\n \n The GameObject at the root of the prefab.\n \n \n \n \n Force re-merging all prefab instances of this prefab.\n \n \n \n \n \n Delegate for method that is called after prefab instances in the scene have been updated.\n \n \n \n \n \n Connects the game object to the prefab that it was last connected to.\n \n \n \n \n \n Causes modifications made to the Prefab instance to be recorded.\n \n Object to process.\n \n \n \n Replaces the targetPrefab with a copy of the game object hierarchy go.\n \n \n \n \n \n \n \n Replaces the targetPrefab with a copy of the game object hierarchy go.\n \n \n \n \n \n \n \n Resets the properties of the component or game object to the parent prefab state.\n \n \n \n \n \n Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance.\n \n \n \n \n \n Assigns all modifications that are applied to the prefab instance compared to the parent prefab.\n \n \n \n \n \n \n The PreferenceItem attribute allows you to add preferences sections to the Preferences Window.\n \n \n \n \n Creates a section in the Preferences Window called name and invokes the static function following it for the section's GUI.\n \n \n \n \n \n Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes.\n \n \n \n \n The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only)\n \n \n \n \n The reflection FieldInfo for the member this property represents. (Read Only)\n \n \n \n \n Override this method to specify how tall the GUI for this field is in pixels.\n \n The SerializedProperty to make the custom GUI for.\n The label of this property.\n \n The height in pixels.\n \n \n \n \n Override this method to make your own GUI for the property.\n \n Rectangle on the screen to use for the property GUI.\n The SerializedProperty to make the custom GUI for.\n The label of this property.\n \n \n \n Defines a single modified property.\n \n \n \n \n The value being applied when it is a object reference (which can not be represented as a string).\n \n \n \n \n Property path of the property being modified (Matches as SerializedProperty.propertyPath).\n \n \n \n \n Object that will be modified.\n \n \n \n \n The value being applied.\n \n \n \n \n Type of build to generate.\n \n \n \n \n Package build for installation on either a dev or test kit.\n \n \n \n \n Build hosted on a PC, for file serving to a dev or test kit.\n \n \n \n \n Target PS Vita build type.\n \n \n \n \n For building a PS Vita package that can be installed on a PS Vita memory card.\n \n \n \n \n For general development, creates a build stored on the host PC which the Vita reads from.\n \n \n \n \n Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used.\n \n \n \n \n This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false.\n \n \n \n \n Options for removing assets\n \n \n \n \n Delete the asset without moving it to the trash.\n \n \n \n \n The asset should be moved to trash.\n \n \n \n \n Contains the custom albedo swatch data.\n \n \n \n \n Color of the albedo swatch that is shown in the physically based rendering validator user interface.\n \n \n \n \n The maximum luminance value used to validate the albedo for the physically based rendering albedo validator.\n \n \n \n \n The minimum luminance value used to validate the albedo for the physically based rendering albedo validator.\n \n \n \n \n Name of the albedo swatch to show in the physically based renderer validator user interface.\n \n \n \n \n Editor-specific script interface for.\n \n \n \n \n Will return an array of Rendering.AlbedoSwatchInfo.\n \n \n \n \n Will return PlatformShaderSettings for given platform and shader hardware tier.\n \n \n \n \n \n \n Will return TierSettings for given platform and shader hardware tier.\n \n \n \n \n \n \n TODO.\n \n \n \n \n \n \n Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier.\n \n \n \n \n \n \n \n Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier.\n \n \n \n \n \n \n \n TODO.\n \n \n \n \n \n \n \n Used to set up shader settings, per-platform and per-shader-hardware-tier.\n \n \n \n \n Allows you to specify whether cascaded shadow maps should be used.\n \n \n \n \n Allows you to specify whether Reflection Probes Blending should be enabled.\n \n \n \n \n Allows you to specify whether Reflection Probes Box Projection should be used.\n \n \n \n \n Allows you to select Standard Shader Quality.\n \n \n \n \n Shader quality preset.\n \n \n \n \n High quality shader preset.\n \n \n \n \n Low quality shader preset.\n \n \n \n \n Medium quality shader preset.\n \n \n \n \n Used to set up per-platorm per-shader-hardware-tier graphics settings.\n \n \n \n \n Allows you to specify whether cascaded shadow maps should be used.\n \n \n \n \n Allows you to specify whether Detail Normal Map should be sampled if assigned.\n \n \n \n \n Allows you to specify whether Light Probe Proxy Volume should be used.\n \n \n \n \n Setting this field to true enables HDR rendering for this tier. Setting it to false disables HDR rendering for this tier.\nSee Also:\n \n \n \n \n The CameraHDRMode to use for this tier.\n \n \n \n \n Allows you to specify whether Unity should try to use 32-bit shadow maps, where possible.\n \n \n \n \n The RealtimeGICPUUsage to use for this tier.\n \n \n \n \n Allows you to specify whether Reflection Probes Blending should be enabled.\n \n \n \n \n Allows you to specify whether Reflection Probes Box Projection should be used.\n \n \n \n \n The rendering path that should be used.\n \n \n \n \n Allows you to specify whether Semitransparent Shadows should be enabled.\n \n \n \n \n Allows you to select Standard Shader Quality.\n \n \n \n \n Flags for the PrefabUtility.ReplacePrefab function.\n \n \n \n \n Connects the passed objects to the prefab after uploading the prefab.\n \n \n \n \n Replaces prefabs by matching pre-existing connections to the prefab.\n \n \n \n \n Replaces the prefab using name based lookup in the transform hierarchy.\n \n \n \n \n Resolution dialog setting.\n \n \n \n \n Never show the resolution dialog.\n \n \n \n \n Show the resolution dialog on first launch.\n \n \n \n \n Hide the resolution dialog on first launch.\n \n \n \n \n SceneAsset is used to reference scene objects in the Editor.\n \n \n \n \n Constructor.\n \n \n \n \n Scene management in the Editor.\n \n \n \n \n The number of loaded Scenes.\n \n \n \n \n This event is called after a new Scene has been created.\n \n \n \n \n \n Loads this SceneAsset when you start Play Mode.\n \n \n \n \n Controls whether cross-Scene references are allowed in the Editor.\n \n \n \n \n This event is called after a Scene has been closed in the editor.\n \n \n \n \n \n This event is called before closing an open Scene after you have requested that the Scene is closed.\n \n \n \n \n \n This event is called after a Scene has been opened in the editor.\n \n \n \n \n \n This event is called before opening an existing Scene.\n \n \n \n \n \n This event is called after a Scene has been saved.\n \n \n \n \n \n This event is called before a Scene is saved disk after you have requested the Scene to be saved.\n \n \n \n \n \n Closes a preview scene created by NewPreviewScene.\n \n The preview scene to close.\n \n True if the scene was successfully closed.\n \n \n \n \n Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager.\n \n The Scene to be closed/removed.\n Bool flag to indicate if the Scene should be removed after closing.\n \n Returns true if the Scene is closed/removed.\n \n \n \n \n Detects cross-scene references in a Scene.\n \n Scene to check for cross-scene references.\n \n Was any cross-scene references found.\n \n \n \n \n Shows a save dialog if an Untitled scene exists in the current scene manager setup.\n \n Text shown in the save dialog.\n \n True if the scene is saved or if there is no Untitled scene.\n \n \n \n \n Returns the current setup of the SceneManager.\n \n \n An array of SceneSetup classes - one item for each Scene.\n \n \n \n \n Mark all the loaded Scenes as modified.\n \n \n \n \n Mark the specified Scene as modified.\n \n The Scene to be marked as modified.\n \n Whether the Scene was successfully marked as dirty.\n \n \n \n \n Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene.\n \n The Scene to move.\n The Scene which should come directly before the source Scene in the hierarchy.\n \n \n \n Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene.\n \n The Scene to move.\n The Scene which should come directly after the source Scene in the hierarchy.\n \n \n \n Creates a new preview scene. Any object added to a preview scene will only be rendered in that scene.\n \n \n The new preview scene.\n \n \n \n \n Create a new Scene.\n \n Whether the new Scene should use the default set of GameObjects.\n Whether to keep existing Scenes open.\n \n A reference to the new Scene.\n \n \n \n \n Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created.\n \n The Scene that was created.\n The setup mode used when creating the Scene.\n The mode used for creating the Scene.\n \n \n \n Open a Scene in the Editor.\n \n The path of the Scene. This should be relative to the Project folder; for example, \"AssetsMyScenesMyScene.unity\".\n Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options.\n \n A reference to the opened Scene.\n \n \n \n \n Restore the setup of the SceneManager.\n \n In this array, at least one Scene should be loaded, and there must be one active Scene.\n \n \n \n Asks you if you want to save the modified Scene or Scenes.\n \n \n This returns true if you chose to save the Scene or Scenes, and returns false if you pressed Cancel.\n \n \n \n \n Asks whether the modfied input Scenes should be saved.\n \n Scenes that should be saved if they are modified.\n \n Your choice of whether to save or not save the Scenes.\n \n \n \n \n Save all open Scenes.\n \n \n Returns true if all open Scenes are successfully saved.\n \n \n \n \n Save a Scene.\n \n The Scene to be saved.\n The file path to save the Scene to. If the path is empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown.\n If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker.\n \n True if the save succeeded, otherwise false.\n \n \n \n \n Save a list of Scenes.\n \n List of Scenes that should be saved.\n \n True if the save succeeded. Otherwise false.\n \n \n \n \n Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed.\n \n The Scene that was closed.\n \n \n \n Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed.\n \n The Scene that is going to be closed.\n Whether or not the Scene is also going to be removed from the Scene Manager after closing. If true the Scene is removed after closing.\n \n \n \n Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened.\n \n The Scene that was opened.\n The mode used to open the Scene.\n \n \n \n Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene.\n \n Path of the Scene to be opened. This is relative to the Project path.\n Mode that is used when opening the Scene.\n \n \n \n Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved.\n \n The Scene that was saved.\n \n \n \n Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved.\n \n The Scene to be saved.\n The path to which the Scene is saved.\n \n \n \n Used when creating a new scene in the Editor.\n \n \n \n \n The newly created scene is added to the current open scenes.\n \n \n \n \n All current open scenes are closed and the newly created scene are opened.\n \n \n \n \n Used when creating a new scene in the Editor.\n \n \n \n \n Adds default game objects to the new scene (a light and camera).\n \n \n \n \n No game objects are added to the new scene.\n \n \n \n \n Used when opening a scene in the Editor to specify how a scene should be opened.\n \n \n \n \n Adds a scene to the current open scenes and loads it.\n \n \n \n \n Adds a scene to the current open scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window.\n \n \n \n \n Closes all current open scenes and loads a scene.\n \n \n \n \n The setup information for a scene in the SceneManager.\n \n \n \n \n If the scene is active.\n \n \n \n \n If the scene is loaded.\n \n \n \n \n Path of the scene. Should be relative to the project folder. Like: \"AssetsMyScenesMyScene.unity\".\n \n \n \n \n Derive from this class to create an editor wizard.\n \n \n \n \n Allows you to set the text shown on the create button of the wizard.\n \n \n \n \n Allows you to set the error text of the wizard.\n \n \n \n \n Allows you to set the help text of the wizard.\n \n \n \n \n Allows you to enable and disable the wizard create button, so that the user can not click it.\n \n \n \n \n Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out.\n \n \n \n \n Creates a wizard.\n \n The title shown at the top of the wizard window.\n \n The wizard.\n \n \n \n \n Creates a wizard.\n \n The title shown at the top of the wizard window.\n The text shown on the create button.\n The text shown on the optional other button. Leave this parameter out to leave the button out.\n \n The wizard.\n \n \n \n \n Creates a wizard.\n \n The title shown at the top of the wizard window.\n The text shown on the create button.\n The text shown on the optional other button. Leave this parameter out to leave the button out.\n \n The wizard.\n \n \n \n \n Creates a wizard.\n \n The title shown at the top of the wizard window.\n The class implementing the wizard. It has to derive from ScriptableWizard.\n The text shown on the create button.\n The text shown on the optional other button. Leave this parameter out to leave the button out.\n \n The wizard.\n \n \n \n \n Will be called for drawing contents when the ScriptableWizard needs to update its GUI.\n \n \n Returns true if any property has been modified.\n \n \n \n \n Script call optimization level.\n \n \n \n \n Script method call overhead decreased at the expense of limited compatibility.\n \n \n \n \n Default setting.\n \n \n \n \n Represents different C# compilers that can be used to compile C# scripts.\n \n \n \n \n Mono C# Compiler.\n \n \n \n \n Roslyn C# Compiler.\n \n \n \n \n Scripting implementation (backend).\n \n \n \n \n Unity's .NET runtime.\n \n \n \n \n The standard Mono 2.6 runtime.\n \n \n \n \n Microsoft's .NET runtime.\n \n \n \n \n Available scripting runtimes to be used by the Editor and Players.\n \n \n \n \n Use the most recent version of the scripting runtime available.\n \n \n \n \n Use the stable version of the scripting runtime.\n \n \n \n \n Access to the selection in the editor.\n \n \n \n \n Returns the current context object, as was set via SetActiveObjectWithContext.\n \n \n \n \n Returns the active game object. (The one shown in the inspector).\n \n \n \n \n Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects.\n \n \n \n \n Returns the actual object selection. Includes prefabs, non-modifyable objects.\n \n \n \n \n Returns the active transform. (The one shown in the inspector).\n \n \n \n \n Returns the guids of the selected assets.\n \n \n \n \n Returns the actual game object selection. Includes prefabs, non-modifyable objects.\n \n \n \n \n The actual unfiltered selection from the Scene returned as instance ids instead of objects.\n \n \n \n \n The actual unfiltered selection from the Scene.\n \n \n \n \n Delegate callback triggered when currently active/selected item has changed.\n \n \n \n \n Returns the top level selection, excluding prefabs.\n \n \n \n \n Returns whether an object is contained in the current selection.\n \n \n \n \n \n \n Returns whether an object is contained in the current selection.\n \n \n \n \n \n \n Returns the current selection filtered by type and mode.\n \n Only objects of this type will be retrieved.\n Further options to refine the selection.\n \n \n \n Allows for fine grained control of the selection type using the SelectionMode bitmask.\n \n Options for refining the selection.\n \n \n \n Selects an object with a context.\n \n Object being selected (will be equal activeObject).\n Context object.\n \n \n \n SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.\n \n \n \n \n Only return objects that are assets in the Asset directory.\n \n \n \n \n Return the selection and all child transforms of the selection.\n \n \n \n \n If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy.\n \n \n \n \n Excludes any objects which shall not be modified.\n \n \n \n \n Excludes any prefabs from the selection.\n \n \n \n \n Only return the topmost selected transform. A selected child of another selected transform will be filtered out.\n \n \n \n \n Return the whole selection.\n \n \n \n \n Behavior of semantic merge.\n \n \n \n \n Disable use of semantic merging.\n \n \n \n \n SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.\n \n \n \n \n The context used to store and resolve ExposedReference types. This is set by the SerializedObject constructor.\n \n \n \n \n Does the serialized object represents multiple objects due to multi-object editing? (Read Only)\n \n \n \n \n Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected.\n \n \n \n \n The inspected object (Read Only).\n \n \n \n \n The inspected objects (Read Only).\n \n \n \n \n Apply property modifications.\n \n \n \n \n Applies property modifications without registering an undo operation.\n \n \n \n \n Copies a value from a SerializedProperty to the same serialized property on this serialized object.\n \n \n \n \n \n Create SerializedObject for inspected object.\n \n \n \n \n \n Create SerializedObject for inspected object.\n \n \n \n \n \n Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types.\n \n \n \n \n \n \n Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types.\n \n \n \n \n \n \n Find serialized property by name.\n \n \n \n \n \n Get the first serialized property.\n \n \n \n \n Update hasMultipleDifferentValues cache on the next Update() call.\n \n \n \n \n Update serialized object's representation.\n \n \n \n \n This has been made obsolete. See SerializedObject.UpdateIfRequiredOrScript instead.\n \n \n \n \n Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script.\n \n \n \n \n SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.\n \n \n \n \n Value of a animation curve property.\n \n \n \n \n Type name of the element in an array property. (Read Only)\n \n \n \n \n The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects.\n \n \n \n \n Value of a boolean property.\n \n \n \n \n Value of bounds property.\n \n \n \n \n Value of a color property.\n \n \n \n \n Nesting depth of the property. (Read Only)\n \n \n \n \n Nice display name of the property. (Read Only)\n \n \n \n \n Value of a float property as a double.\n \n \n \n \n Is this property editable? (Read Only)\n \n \n \n \n Display-friendly names of enumeration of an enum property.\n \n \n \n \n Names of enumeration of an enum property.\n \n \n \n \n Enum index of an enum property.\n \n \n \n \n A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty.\n \n \n \n \n The number of elements in the fixed buffer. (Read Only)\n \n \n \n \n Value of a float property.\n \n \n \n \n Does it have child properties? (Read Only)\n \n \n \n \n Does this property represent multiple different values due to multi-object editing? (Read Only)\n \n \n \n \n Does it have visible child properties? (Read Only)\n \n \n \n \n Value of an integer property.\n \n \n \n \n Is this property an array? (Read Only)\n \n \n \n \n Is this property expanded in the inspector?\n \n \n \n \n Is this property a fixed buffer? (Read Only)\n \n \n \n \n Is property part of a prefab instance? (Read Only)\n \n \n \n \n Value of a integer property as a long.\n \n \n \n \n Name of the property. (Read Only)\n \n \n \n \n Value of an object reference property.\n \n \n \n \n Is property's value different from the prefab it belongs to?\n \n \n \n \n Full path of the property. (Read Only)\n \n \n \n \n Type of this property (Read Only).\n \n \n \n \n Value of a quaternion property.\n \n \n \n \n Value of a rectangle property.\n \n \n \n \n SerializedObject this property belongs to (Read Only).\n \n \n \n \n Value of a string property.\n \n \n \n \n Tooltip of the property. (Read Only)\n \n \n \n \n Type name of the property. (Read Only)\n \n \n \n \n Value of a 2D vector property.\n \n \n \n \n Value of a 3D vector property.\n \n \n \n \n Value of a 4D vector property.\n \n \n \n \n Remove all elements from the array.\n \n \n \n \n Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration.\n \n \n \n \n Count visible children of this property, including this property itself.\n \n \n \n \n Count remaining visible properties.\n \n \n \n \n Delete the element at the specified index in the array.\n \n \n \n \n \n Deletes the serialized property.\n \n \n \n \n Duplicates the serialized property.\n \n \n \n \n See if contained serialized properties are equal.\n \n \n \n \n \n \n Retrieves the SerializedProperty at a relative path to the current property.\n \n \n \n \n \n Returns the element at the specified index in the array.\n \n \n \n \n \n Retrieves the SerializedProperty that defines the end range of this property.\n \n \n \n \n \n Retrieves the SerializedProperty that defines the end range of this property.\n \n \n \n \n \n Retrieves an iterator that allows you to iterator over the current nexting of a serialized property.\n \n \n \n \n Returns the element at the specified index in the fixed buffer.\n \n \n \n \n \n Insert an empty element at the specified index in the array.\n \n \n \n \n \n Move an array element from srcIndex to dstIndex.\n \n \n \n \n \n \n Move to next property.\n \n \n \n \n \n Move to next visible property.\n \n \n \n \n \n Move to first property of the object.\n \n \n \n \n Type of a SerializedProperty.\n \n \n \n \n AnimationCurve property.\n \n \n \n \n Array size property.\n \n \n \n \n Boolean property.\n \n \n \n \n Bounds property.\n \n \n \n \n Character property.\n \n \n \n \n Color property.\n \n \n \n \n Enumeration property.\n \n \n \n \n A reference to another Object in the Scene. This is done via an ExposedReference type and resolves to a reference to an Object that exists in the context of the SerializedObject containing the SerializedProperty.\n \n \n \n \n Fixed buffer size property.\n \n \n \n \n Float property.\n \n \n \n \n Gradient property.\n \n \n \n \n Integer property.\n \n \n \n \n LayerMask property.\n \n \n \n \n Reference to another object.\n \n \n \n \n Quaternion property.\n \n \n \n \n Rectangle property.\n \n \n \n \n String property.\n \n \n \n \n 2D vector property.\n \n \n \n \n 3D vector property.\n \n \n \n \n 4D vector property.\n \n \n \n \n SessionState is a Key-Value Store intended for storing and retrieving Editor session state that should survive assembly reloading.\n \n \n \n \n Erase a Boolean entry in the key-value store.\n \n \n \n \n \n Erase a Float entry in the key-value store.\n \n \n \n \n \n Erase an Integer entry in the key-value store.\n \n \n \n \n \n Erase an Integer array entry in the key-value store.\n \n \n \n \n \n Erase a String entry in the key-value store.\n \n \n \n \n \n Erase a Vector3 entry in the key-value store.\n \n \n \n \n \n Retrieve a Boolean value.\n \n \n \n \n \n \n Retrieve a Float value.\n \n \n \n \n \n \n Retrieve an Integer value.\n \n \n \n \n \n \n Retrieve an Integer array.\n \n \n \n \n \n \n Retrieve a String value.\n \n \n \n \n \n \n Retrieve a Vector3.\n \n \n \n \n \n \n Store a Boolean value.\n \n \n \n \n \n \n Store a Float value.\n \n \n \n \n \n \n Store an Integer value.\n \n \n \n \n \n \n Store an Integer array.\n \n \n \n \n \n \n Store a String value.\n \n \n \n \n \n \n Store a Vector3.\n \n \n \n \n \n \n Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview.\n \n \n \n \n This method is called when a new shader has been selected for a Material.\n \n The material the newShader should be assigned to.\n Previous shader.\n New shader to assign to the material.\n \n \n \n Find shader properties.\n \n Name of the material property.\n The array of available properties.\n If true then this method will throw an exception if a property with propertyName was not found.\n \n The material property found, otherwise null.\n \n \n \n \n Find shader properties.\n \n Name of the material property.\n The array of available properties.\n If true then this method will throw an exception if a property with propertyName was not found.\n \n The material property found, otherwise null.\n \n \n \n \n To define a custom shader GUI use the methods of materialEditor to render controls for the properties array.\n \n The MaterialEditor that are calling this OnGUI (the 'owner').\n Material properties of the current selected shader.\n \n \n \n Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI).\n \n The MaterialEditor that are calling this method (the 'owner').\n Preview rect.\n Style for the background.\n \n \n \n Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI.\n \n The MaterialEditor that are calling this method (the 'owner').\n \n \n \n Utility functions to assist with working with shaders from the editor.\n \n \n \n \n Does the current hardware support render textues.\n \n \n \n \n Get the number of properties in Shader s.\n \n The shader to check against.\n \n \n \n Get the description of the shader propery at index propertyIdx of Shader s.\n \n The shader to check against.\n The property index to use.\n \n \n \n Get the name of the shader propery at index propertyIdx of Shader s.\n \n The shader to check against.\n The property index to use.\n \n \n \n Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s.\n \n The shader to check against.\n The property index to use.\n \n \n \n Get Limits for a range property at index propertyIdx of Shader s.\n \n Which value to get: 0 = default, 1 = min, 2 = max.\n The shader to check against.\n The property index to use.\n \n \n \n Gets texture dimension of a shader property.\n \n The shader to get the property from.\n The property index to use.\n \n Texture dimension.\n \n \n \n \n Is the shader propery at index propertyIdx of Shader s hidden?\n \n The shader to check against.\n The property index to use.\n \n \n \n Type of a given texture property.\n \n \n \n \n Color Property.\n \n \n \n \n Float Property.\n \n \n \n \n Range Property.\n \n \n \n \n Texture Property.\n \n \n \n \n Vector Property.\n \n \n \n \n Structure to hold camera data extracted from a SketchUp file.\n \n \n \n \n Aspect ratio of the camera.\n \n \n \n \n Field of view of the camera.\n \n \n \n \n Indicate if the camera is using a perspective or orthogonal projection.\n \n \n \n \n The position the camera is looking at.\n \n \n \n \n The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false.\n \n \n \n \n The position of the camera.\n \n \n \n \n Up vector of the camera.\n \n \n \n \n Derives from AssetImporter to handle importing of SketchUp files.\n \n \n \n \n Retrieves the latitude Geo Coordinate imported from the SketchUp file.\n \n \n \n \n Retrieves the longitude Geo Coordinate imported from the SketchUp file.\n \n \n \n \n Retrieves the north correction value imported from the SketchUp file.\n \n \n \n \n The default camera or the camera of the active scene which the SketchUp file was saved with.\n \n \n The default camera.\n \n \n \n \n The method returns an array of SketchUpImportScene which represents SketchUp scenes.\n \n \n Array of scenes extracted from a SketchUp file.\n \n \n \n \n Structure to hold scene data extracted from a SketchUp file.\n \n \n \n \n The camera data of the SketchUp scene.\n \n \n \n \n The name of the SketchUp scene.\n \n \n \n \n AssetImportor for importing SpeedTree model assets.\n \n \n \n \n Gets and sets a default alpha test reference values.\n \n \n \n \n Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated.\n \n \n \n \n Returns the best-possible wind quality on this asset (configured in SpeedTree modeler).\n \n \n \n \n Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree.\n \n \n \n \n Gets and sets an array of booleans to enable shadow casting for each LOD.\n \n \n \n \n Gets and sets an array of booleans to enable normal mapping for each LOD.\n \n \n \n \n Gets and sets an array of booleans to enable Hue variation effect for each LOD.\n \n \n \n \n Enables smooth LOD transitions.\n \n \n \n \n Proportion of the billboard LOD region width which is used for fading out the billboard.\n \n \n \n \n Tells if there is a billboard LOD.\n \n \n \n \n Tells if the SPM file has been previously imported.\n \n \n \n \n Gets and sets a default Hue variation color and amount (in alpha).\n \n \n \n \n Gets and sets a default main color.\n \n \n \n \n Returns the folder path where generated materials will be placed in.\n \n \n \n \n Gets and sets an array of booleans to enable shadow receiving for each LOD.\n \n \n \n \n Gets and sets an array of Reflection Probe usages for each LOD.\n \n \n \n \n How much to scale the tree model compared to what is in the .spm file.\n \n \n \n \n Gets and sets a default Shininess value.\n \n \n \n \n Gets and sets a default specular color.\n \n \n \n \n Gets and sets an array of booleans to enable Light Probe lighting for each LOD.\n \n \n \n \n Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally.\n \n \n \n \n Gets an array of name strings for wind quality value.\n \n \n \n \n Construct a new SpeedTreeImporter object.\n \n \n \n \n Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder.\n \n \n \n \n Gets and sets an array of floats of each LOD's screen height value.\n \n \n \n \n The style of builtin splash screen to use.\n \n \n \n \n Dark background with light logo and text.\n \n \n \n \n White background with dark logo and text.\n \n \n \n \n Texture importer modes for Sprite import.\n \n \n \n \n Sprites are multiple image sections extracted from the texture.\n \n \n \n \n Graphic is not a Sprite.\n \n \n \n \n Sprite has it own mesh outline defined.\n \n \n \n \n Sprite is a single image section extracted automatically from the texture.\n \n \n \n \n Editor data used in producing a Sprite.\n \n \n \n \n Edge-relative alignment of the sprite graphic.\n \n \n \n \n Edge border size for a sprite (in pixels).\n \n \n \n \n Name of the Sprite.\n \n \n \n \n The pivot point of the Sprite, relative to its bounding rectangle.\n \n \n \n \n Bounding rectangle of the sprite's graphic within the atlas image.\n \n \n \n \n Sprite Packer mode for the current project.\n \n \n \n \n Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy).\n \n \n \n \n Always pack all the SpriteAtlas.\n \n \n \n \n Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag.\n \n \n \n \n Pack all the SpriteAtlas when building player/bundles.\n \n \n \n \n Doesn't pack sprites.\n \n \n \n \n Describes the final atlas texture.\n \n \n \n \n Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency).\n \n \n \n \n Anisotropic filtering level of the atlas texture.\n \n \n \n \n Desired color space of the atlas.\n \n \n \n \n Quality of atlas texture compression in the range [0..100].\n \n \n \n \n Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing.\n \n \n \n \n Filtering mode of the atlas texture.\n \n \n \n \n The format of the atlas texture.\n \n \n \n \n Should sprite atlas textures generate mip maps?\n \n \n \n \n Maximum height of the atlas texture.\n \n \n \n \n Maximum width of the atlas texture.\n \n \n \n \n The amount of extra padding between packed sprites.\n \n \n \n \n Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases.\n \n \n \n \n Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed.\n \n \n \n \n Implement custom atlas grouping here.\n \n \n \n \n \n \n \n Sprite Packer helpers.\n \n \n \n \n Array of Sprite atlas names found in the current atlas cache.\n \n \n \n \n Name of the default Sprite Packer policy.\n \n \n \n \n Sprite Packer execution mode.\n \n \n \n \n Will always trigger IPackerPolicy.OnGroupAtlases.\n \n \n \n \n Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed.\n \n \n \n \n Returns all alpha atlas textures generated for the specified atlas.\n \n Name of the atlas.\n \n \n \n Returns atlasing data for the specified Sprite.\n \n Sprite to query.\n Gets set to the name of the atlas containing the specified Sprite.\n Gets set to the Texture containing the specified Sprite.\n \n \n \n Returns all atlas textures generated for the specified atlas.\n \n Atlas name.\n \n \n \n Available Sprite Packer policies for this project.\n \n \n \n \n Rebuilds the Sprite atlas cache.\n \n \n \n \n \n \n \n The active Sprite Packer policy for this project.\n \n \n \n \n Current Sprite Packer job definition.\n \n \n \n \n Registers a new atlas.\n \n \n \n \n \n \n Assigns a Sprite to an already registered atlas.\n \n \n \n \n \n \n \n \n Helper utilities for accessing Sprite data.\n \n \n \n \n Returns the generated Sprite mesh indices.\n \n If Sprite is packed, it is possible to access data as if it was on the atlas texture.\n \n \n \n \n Returns the generated Sprite mesh positions.\n \n If Sprite is packed, it is possible to access data as if it was on the atlas texture.\n \n \n \n \n Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures.\n \n If Sprite is packed, it is possible to access data as if it was on the atlas texture.\n \n \n \n \n Returns the generated Sprite mesh uvs.\n \n If Sprite is packed, it is possible to access data as if it was on the atlas texture.\n \n \n \n \n Static Editor Flags.\n \n \n \n \n Consider for static batching.\n \n \n \n \n Considered static for lightmapping.\n \n \n \n \n Considered static for navigation.\n \n \n \n \n Considered static for occlusion.\n \n \n \n \n Considered static for occlusion.\n \n \n \n \n Auto-generate OffMeshLink.\n \n \n \n \n Consider static for reflection probe.\n \n \n \n \n StaticOcclusionCulling lets you perform static occlusion culling operations.\n \n \n \n \n Does the scene contain any occlusion portals that were added manually rather than automatically?\n \n \n \n \n Used to check if asynchronous generation of static occlusion culling data is still running.\n \n \n \n \n Returns the size in bytes that the PVS data is currently taking up in this scene on disk.\n \n \n \n \n Used to cancel asynchronous generation of static occlusion culling data.\n \n \n \n \n Clears the PVS of the opened scene.\n \n \n \n \n Used to generate static occlusion culling data.\n \n \n \n \n Used to compute static occlusion culling data asynchronously.\n \n \n \n \n Used to compute static occlusion culling data asynchronously.\n \n \n \n \n Used to visualize static occlusion culling at development time in scene view.\n \n \n \n \n If set to true, culling of geometry is enabled.\n \n \n \n \n If set to true, visualization of target volumes is enabled.\n \n \n \n \n If set to true, visualization of portals is enabled.\n \n \n \n \n If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling.\n \n \n \n \n If set to true, visualization of view volumes is enabled.\n \n \n \n \n If set to true, visualization of portals is enabled.\n \n \n \n \n Options for querying the version control system status of a file.\n \n \n \n \n Force a refresh of the version control system status of the file. This is slow but accurate.\n\nSee Also: AssetDatabase.IsOpenForEdit, AssetDatabase.IsMetaFileOpenForEdit.\n \n \n \n \n Use the last known version control system status of the file. This is faster on average but less accurate than forcing an update, as it will cache the status of the file for a period of time.\n\nSee Also: AssetDatabase.IsOpenForEdit, AssetDatabase.IsMetaFileOpenForEdit.\n \n \n \n \n Enum used to specify what stereo rendering path to use.\n \n \n \n \n Single pass VR rendering ( via instanced rendering ).\n \n \n \n \n Multiple pass VR rendering.\n \n \n \n \n Single pass VR rendering ( via double-wide render texture ).\n \n \n \n \n Managed code stripping level.\n \n \n \n \n Managed code stripping is disabled.\n \n \n \n \n Unused parts of managed code are stripped away.\n \n \n \n \n Managed method bodies are stripped away. AOT platforms only.\n \n \n \n \n Lightweight mscorlib version will be used at expense of limited compatibility.\n \n \n \n \n Class for Substance Archive handling.\n \n \n \n \n The SubstanceImporter class lets you access the imported ProceduralMaterial instances.\n \n \n \n \n Clone an existing ProceduralMaterial instance.\n \n \n \n \n \n Destroy an existing ProceduralMaterial instance.\n \n \n \n \n \n Export the bitmaps generated by a ProceduralMaterial as TGA files.\n \n The ProceduralMaterial whose output textures will be saved.\n Path to a folder where the output bitmaps will be saved. The folder will be created if it doesn't already exist.\n Indicates whether alpha channel remapping should be performed.\n \n \n \n Export a XML preset string with the value of all parameters of a given ProceduralMaterial to the specified folder.\n \n The ProceduralMaterial whose preset string will be saved.\n Path to a folder where the preset file will be saved. The folder will be created if it doesn't already exist.\n \n \n \n Get the ProceduralMaterial animation update rate in millisecond.\n \n \n \n \n \n Check if the ProceduralMaterial needs to force generation of all its outputs.\n \n \n \n \n \n Return true if the mipmaps are generated for this ProceduralMaterial.\n \n \n \n \n \n Get the number of ProceduralMaterial instances.\n \n \n \n \n Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.\n \n \n \n \n \n Get an array with the ProceduralMaterial instances.\n \n \n \n \n Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.\n \n \n \n \n \n Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior).\n \n The name of the ProceduralMaterial.\n The name of the platform (can be empty).\n The maximum texture width for this ProceduralMaterial (output value).\n The maximum texture height for this ProceduralMaterial (output value).\n The texture format (0=Compressed, 1=RAW) for this ProceduralMaterial (output value).\n The load behavior for this ProceduralMaterial (output value).\nValues match the ProceduralMaterial::ProceduralLoadingBehavior enum.\n \n \n \n Get a list of the names of the ProceduralMaterial prototypes in the package.\n \n \n \n \n Get the alpha source of the given texture in the ProceduralMaterial.\n \n \n \n \n \n \n Instantiate a new ProceduralMaterial instance from a prototype.\n \n \n \n \n \n After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer.\n \n \n \n \n \n Rename an existing ProceduralMaterial instance.\n \n \n \n \n \n \n Reset the ProceduralMaterial to its default values.\n \n \n \n \n \n Set the ProceduralMaterial animation update rate in millisecond.\n \n \n \n \n \n \n Specify if the ProceduralMaterial needs to force generation of all its outputs.\n \n \n \n \n \n \n Force the generation of mipmaps for this ProceduralMaterial.\n \n \n \n \n \n \n Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.\n \n \n \n \n \n \n Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.\n \n \n \n \n \n \n Set the import settings for the input ProceduralMaterial for the input platform.\n \n The name of the Procedural Material.\n The name of the platform (can be empty).\n The maximum texture width for this Procedural Material.\n The maximum texture height for this Procedural Material.\n The texture format (0=Compressed, 1=RAW) for this Procedural Material.\n The load behavior for this Procedural Material.\nValues match the ProceduralMaterial::ProceduralLoadingBehavior enum.\n \n \n \n Set the alpha source of the given texture in the ProceduralMaterial.\n \n \n \n \n \n \n \n Describes the rendering features supported by a given renderloop.\n \n \n \n \n The rendering features supported by the active renderloop.\n \n \n \n \n Supported reflection probe rendering features.\n \n \n \n \n Default rendering features (Read Only).\n \n \n \n \n Reflection probe features.\n \n \n \n \n No additional reflection probe features.\n \n \n \n \n Reflection probes support rotation.\n \n \n \n \n A Takeinfo object contains all the information needed to describe a take.\n \n \n \n \n Start time in second.\n \n \n \n \n Stop time in second.\n \n \n \n \n This is the default clip name for the clip generated for this take.\n \n \n \n \n Take name as define from imported file.\n \n \n \n \n Sample rate of the take.\n \n \n \n \n Start time in second.\n \n \n \n \n Stop time in second.\n \n \n \n \n Texture importer lets you modify Texture2D import settings from editor scripts.\n \n \n \n \n Allows alpha splitting on relevant platforms for this texture.\n \n \n \n \n If the provided alpha channel is transparency, enable this to prefilter the color to avoid filtering artifacts.\n \n \n \n \n Select how the alpha of the imported texture is generated.\n \n \n \n \n Returns or assigns the alpha test reference value.\n \n \n \n \n Anisotropic filtering level of the texture.\n \n \n \n \n Keep texture borders the same when generating mipmaps?\n \n \n \n \n Quality of Texture Compression in the range [0..100].\n \n \n \n \n Convert heightmap to normal map?\n \n \n \n \n Use crunched compression when available.\n \n \n \n \n Fade out mip levels to gray color?\n \n \n \n \n Filtering mode of the texture.\n \n \n \n \n Cubemap generation mode.\n \n \n \n \n Should mip maps be generated with gamma correction?\n \n \n \n \n Generate alpha channel from intensity?\n \n \n \n \n Amount of bumpyness in the heightmap.\n \n \n \n \n Set this to true if you want texture data to be readable from scripts. Set it to false to prevent scripts from reading texture data.\n \n \n \n \n Is this texture a lightmap?\n \n \n \n \n Is texture storing non-color data?\n \n \n \n \n Maximum texture size.\n \n \n \n \n Mip map bias of the texture.\n \n \n \n \n Generate Mip Maps.\n \n \n \n \n Mip level where texture is faded out completely.\n \n \n \n \n Mip level where texture begins to fade out.\n \n \n \n \n Mipmap filtering mode.\n \n \n \n \n Enables or disables coverage-preserving alpha MIP mapping.\n \n \n \n \n Is this texture a normal map?\n \n \n \n \n Normal map filtering mode.\n \n \n \n \n Scaling mode for non power of two textures.\n \n \n \n \n Returns true if this TextureImporter is setup for Sprite packing.\n \n \n \n \n Border sizes of the generated sprites.\n \n \n \n \n Selects Single or Manual import mode for Sprite textures.\n \n \n \n \n Selects the Sprite packing tag.\n \n \n \n \n The point in the Sprite object's coordinate space where the graphic is located.\n \n \n \n \n The number of pixels in the sprite that correspond to one unit in world space.\n \n \n \n \n Scale factor for mapping pixels in the graphic to units in world space.\n \n \n \n \n Array representing the sections of the atlas corresponding to individual sprite graphics.\n \n \n \n \n Is texture storing color data?\n \n \n \n \n Compression of imported texture.\n \n \n \n \n Format of imported texture.\n \n \n \n \n Shape of imported texture.\n \n \n \n \n Which type of texture are we dealing with here.\n \n \n \n \n Texture coordinate wrapping mode.\n \n \n \n \n Texture U coordinate wrapping mode.\n \n \n \n \n Texture V coordinate wrapping mode.\n \n \n \n \n Texture W coordinate wrapping mode for Texture3D.\n \n \n \n \n Clear specific target platform settings.\n \n The platform whose settings are to be cleared (see below).\n \n \n \n Does textures source image have alpha channel.\n \n \n \n \n Does textures source image have RGB channels.\n \n \n \n \n Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).\n \n \n True if the importer allows alpha split on the imported texture, False otherwise.\n \n \n \n \n Returns the TextureImporterFormat that would be automatically chosen for this platform.\n \n \n \n Format chosen by the system for the provided platform, TextureImporterFormat.Automatic if the platform does not exist.\n \n \n \n \n Get the default platform specific texture settings.\n \n \n A TextureImporterPlatformSettings structure containing the default platform parameters.\n \n \n \n \n Get platform specific texture settings.\n \n The platform for which settings are required (see options below).\n Maximum texture width/height in pixels.\n Format of the texture for the given platform.\n Value from 0..100, equivalent to the standard JPEG quality setting.\n Status of the ETC1 and alpha split flag.\n \n True if the platform override was found, false if no override was found.\n \n \n \n \n Get platform specific texture settings.\n \n The platform whose settings are required (see below).\n Maximum texture width/height in pixels.\n Format of the texture.\n Value from 0..100, equivalent to the standard JPEG quality setting.\n \n True if the platform override was found, false if no override was found.\n \n \n \n \n Get platform specific texture settings.\n \n The platform whose settings are required (see below).\n Maximum texture width/height in pixels.\n Format of the texture.\n \n True if the platform override was found, false if no override was found.\n \n \n \n \n Get platform specific texture settings.\n \n The platform whose settings are required (see below).\n \n A TextureImporterPlatformSettings structure containing the platform parameters.\n \n \n \n \n Reads the active texture output instructions of this TextureImporter.\n \n \n \n \n Read texture settings into TextureImporterSettings class.\n \n \n \n \n \n Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).\n \n \n \n \n \n Set specific target platform settings.\n \n The platforms whose settings are to be changed (see below).\n Maximum texture width/height in pixels.\n Data format for the texture.\n Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels.\n Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas).\n \n \n \n Set specific target platform settings.\n \n The platforms whose settings are to be changed (see below).\n Maximum texture width/height in pixels.\n Data format for the texture.\n Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels.\n Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas).\n \n \n \n Set specific target platform settings.\n \n Structure containing the platform settings.\n \n \n \n Set texture importers settings from TextureImporterSettings class.\n \n \n \n \n \n Select how the alpha of the imported texture is generated.\n \n \n \n \n Generate Alpha from image gray scale.\n \n \n \n \n Use Alpha from the input texture if one is provided.\n \n \n \n \n No Alpha will be used.\n \n \n \n \n Select the kind of compression you want for your texture.\n \n \n \n \n Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...).\n \n \n \n \n Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...).\n \n \n \n \n Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...).\n \n \n \n \n Texture will not be compressed.\n \n \n \n \n Defines Cubemap convolution mode.\n \n \n \n \n Diffuse convolution (aka irradiance Cubemap).\n \n \n \n \n No convolution needed. This Cubemap texture represents mirror reflection or Skybox.\n \n \n \n \n Specular convolution (aka Prefiltered Environment Map).\n \n \n \n \n Imported texture format for TextureImporter.\n \n \n \n \n TextureFormat.Alpha8 texture format.\n \n \n \n \n TextureFormat.ARGB4444 texture format.\n \n \n \n \n TextureFormat.ARGB32 texture format.\n \n \n \n \n ASTC compressed RGB texture format, 10x10 block size.\n \n \n \n \n ASTC compressed RGB texture format, 12x12 block size.\n \n \n \n \n ASTC compressed RGB texture format, 4x4 block size.\n \n \n \n \n ASTC compressed RGB texture format, 5x5 block size.\n \n \n \n \n ASTC compressed RGB texture format, 6x6 block size.\n \n \n \n \n ASTC compressed RGB texture format, 8x8 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 10x10 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 12x12 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 4x4 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 5x5 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 6x6 block size.\n \n \n \n \n ASTC compressed RGBA texture format, 8x8 block size.\n \n \n \n \n ATC (Android) 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ATC (Android) 8 bits/pixel compressed RGBA texture format.\n \n \n \n \n Choose texture format automatically based on the texture parameters.\n \n \n \n \n Choose a 16 bit format automatically.\n \n \n \n \n Choose a compressed format automatically.\n \n \n \n \n Choose a compressed HDR format automatically.\n \n \n \n \n Choose a crunched format automatically.\n \n \n \n \n Choose an HDR format automatically.\n \n \n \n \n Choose a Truecolor format automatically.\n \n \n \n \n TextureFormat.BC4 compressed texture format.\n \n \n \n \n TextureFormat.BC5 compressed texture format.\n \n \n \n \n TextureFormat.BC6H compressed HDR texture format.\n \n \n \n \n TextureFormat.BC7 compressed texture format.\n \n \n \n \n TextureFormat.DXT1 compressed texture format.\n \n \n \n \n DXT1 compressed texture format with Crunch compression for small storage sizes.\n \n \n \n \n TextureFormat.DXT5 compressed texture format.\n \n \n \n \n DXT5 compressed texture format with Crunch compression for small storage sizes.\n \n \n \n \n ETC2EAC compressed 4 bits pixel unsigned R texture format.\n \n \n \n \n ETC2EAC compressed 4 bits pixel signed R texture format.\n \n \n \n \n ETC2EAC compressed 8 bits pixel unsigned RG texture format.\n \n \n \n \n ETC2EAC compressed 4 bits pixel signed RG texture format.\n \n \n \n \n ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ETC2 compressed 4 bits / pixel RGB texture format.\n \n \n \n \n ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format.\n \n \n \n \n ETC2 compressed 8 bits / pixel RGBA texture format.\n \n \n \n \n PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format.\n \n \n \n \n PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format.\n \n \n \n \n PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format.\n \n \n \n \n PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format.\n \n \n \n \n TextureFormat.RGB565 texture format.\n \n \n \n \n TextureFormat.RGB24 texture format.\n \n \n \n \n TextureFormat.RGBA4444 texture format.\n \n \n \n \n TextureFormat.RGBA32 texture format.\n \n \n \n \n TextureFormat.RGBAHalf floating point texture format.\n \n \n \n \n Cubemap generation mode for TextureImporter.\n \n \n \n \n Automatically determine type of cubemap generation from the source image.\n \n \n \n \n Generate cubemap from cylindrical texture.\n \n \n \n \n Generate cubemap from vertical or horizontal cross texture.\n \n \n \n \n Do not generate cubemap (default).\n \n \n \n \n Generate cubemap from spheremap texture.\n \n \n \n \n Mip map filter for TextureImporter.\n \n \n \n \n Box mipmap filter.\n \n \n \n \n Kaiser mipmap filter.\n \n \n \n \n Normal map filtering mode for TextureImporter.\n \n \n \n \n Sobel normal map filter.\n \n \n \n \n Standard normal map filter.\n \n \n \n \n Scaling mode for non power of two textures in TextureImporter.\n \n \n \n \n Keep non power of two textures as is.\n \n \n \n \n Scale to larger power of two.\n \n \n \n \n Scale to nearest power of two.\n \n \n \n \n Scale to smaller power of two.\n \n \n \n \n Stores platform specifics settings of a TextureImporter.\n \n \n \n \n Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).\n \n \n \n \n Quality of texture compression in the range [0..100].\n \n \n \n \n Use crunch compression when available.\n \n \n \n \n Format of imported texture.\n \n \n \n \n Maximum texture size.\n \n \n \n \n Name of the build target.\n \n \n \n \n Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure.\n \n \n \n \n Compression of imported texture.\n \n \n \n \n Copy parameters into another TextureImporterPlatformSettings object.\n \n TextureImporterPlatformSettings object to copy settings to.\n \n \n \n RGBM encoding mode for HDR textures in TextureImporter.\n \n \n \n \n Do RGBM encoding when source data is HDR in TextureImporter.\n \n \n \n \n Source texture is already RGBM encoded in TextureImporter.\n \n \n \n \n Do not perform RGBM encoding in TextureImporter.\n \n \n \n \n Do RGBM encoding in TextureImporter.\n \n \n \n \n Stores settings of a TextureImporter.\n \n \n \n \n If the provided alpha channel is transparency, enable this to dilate the color to avoid filtering artifacts on the edges.\n \n \n \n \n Select how the alpha of the imported texture is generated.\n \n \n \n \n Returns or assigns the alpha test reference value.\n \n \n \n \n Anisotropic filtering level of the texture.\n \n \n \n \n Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies.\n \n \n \n \n Convert heightmap to normal map?\n \n \n \n \n Convolution mode.\n \n \n \n \n Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps.\n \n \n \n \n Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution.\n \n \n \n \n Fade out mip levels to gray color?\n \n \n \n \n Filtering mode of the texture.\n \n \n \n \n Cubemap generation mode.\n \n \n \n \n Generate alpha channel from intensity?\n \n \n \n \n Amount of bumpyness in the heightmap.\n \n \n \n \n Mip map bias of the texture.\n \n \n \n \n Generate mip maps for the texture?\n \n \n \n \n Mip level where texture is faded out to gray completely.\n \n \n \n \n Mip level where texture begins to fade out to gray.\n \n \n \n \n Mipmap filtering mode.\n \n \n \n \n Enables or disables coverage-preserving alpha MIP mapping.\n \n \n \n \n Normal map filtering mode.\n \n \n \n \n Scaling mode for non power of two textures.\n \n \n \n \n Is texture data readable from scripts.\n \n \n \n \n RGBM encoding mode for HDR textures in TextureImporter.\n \n \n \n \n Edge-relative alignment of the sprite graphic.\n \n \n \n \n Border sizes of the generated sprites.\n \n \n \n \n The number of blank pixels to leave between the edge of the graphic and the mesh.\n \n \n \n \n Sprite texture import mode.\n \n \n \n \n Pivot point of the Sprite relative to its graphic's rectangle.\n \n \n \n \n The number of pixels in the sprite that correspond to one unit in world space.\n \n \n \n \n Scale factor between pixels in the sprite graphic and world space units.\n \n \n \n \n The tessellation detail to be used for generating the mesh for the associated sprite if the SpriteMode is set to Single. For Multiple sprites, use the SpriteEditor to specify the value per sprite.\nValid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically.\n \n \n \n \n Is texture storing color data?\n \n \n \n \n Shape of imported texture.\n \n \n \n \n Which type of texture are we dealing with here.\n \n \n \n \n Texture coordinate wrapping mode.\n \n \n \n \n Texture U coordinate wrapping mode.\n \n \n \n \n Texture V coordinate wrapping mode.\n \n \n \n \n Texture W coordinate wrapping mode for Texture3D.\n \n \n \n \n Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here.\n \n Texture type. See TextureImporterType.\n If false, change only specific properties. Exactly which, depends on type.\n \n \n \n Copy parameters into another TextureImporterSettings object.\n \n TextureImporterSettings object to copy settings to.\n \n \n \n Test texture importer settings for equality.\n \n \n \n \n \n \n Select the kind of shape of your texture.\n \n \n \n \n Texture is 2D.\n \n \n \n \n Texture is a Cubemap.\n \n \n \n \n Select this to set basic parameters depending on the purpose of your texture.\n \n \n \n \n This sets up your texture with the basic parameters used for the Cookies of your lights.\n \n \n \n \n Use this if your texture is going to be used as a cursor.\n \n \n \n \n This is the most common setting used for all the textures in general.\n \n \n \n \n Use this if your texture is going to be used on any HUD/GUI Controls.\n \n \n \n \n This is the most common setting used for all the textures in general.\n \n \n \n \n This sets up your texture with the parameters used by the lightmap.\n \n \n \n \n Select this to turn the color channels into a format suitable for real-time normal mapping.\n \n \n \n \n Use this for texture containing a single channel.\n \n \n \n \n Select this if you will be using your texture for Sprite graphics.\n \n \n \n \n Tizen OS compatibility.\n \n \n \n \n \n \n \n \n \n Enumerator list of different activity indicators your game can show when loading.\n \n \n \n \n Sets your game not to show any indicator while loading.\n \n \n \n \n The loading indicator size is large and rotates counterclockwise.\n \n \n \n \n The loading indicator size is small and rotates counterclockwise.\n \n \n \n \n The loading indicator size is large and rotates clockwise.\n \n \n \n \n The loading indicator size is small and rotates clockwise.\n \n \n \n \n Which tool is active in the editor.\n \n \n \n \n The move tool is active.\n \n \n \n \n No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does).\n \n \n \n \n The rect tool is active.\n \n \n \n \n The rotate tool is active.\n \n \n \n \n The scale tool is active.\n \n \n \n \n The view tool is active - Use Tools.viewTool to find out which view tool we're talking about.\n \n \n \n \n Class used to manipulate the tools used in Unity's Scene View.\n \n \n \n \n The tool that is currently selected for the Scene View.\n \n \n \n \n The position of the tool handle in world space.\n \n \n \n \n The rectangle used for the rect tool.\n \n \n \n \n The rotation of the rect tool handle in world space.\n \n \n \n \n The rotation of the tool handle in world space.\n \n \n \n \n Hides the Tools(Move, Rotate, Resize) on the Scene view.\n \n \n \n \n Are we in Center or Pivot mode.\n \n \n \n \n What's the rotation of the tool handle.\n \n \n \n \n Is the rect handle in blueprint mode?\n \n \n \n \n The option that is currently active for the View tool in the Scene view.\n \n \n \n \n Which layers are visible in the scene view.\n \n \n \n \n Is the default sorting method used by the hierarchy.\n \n \n \n \n Content to visualize the transform sorting method.\n \n \n \n \n AssetImporter for importing Fonts.\n \n \n \n \n Calculation mode for determining font's ascent.\n \n \n \n \n Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).\n \n \n \n \n Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).\n \n \n \n \n A custom set of characters to be included in the Font Texture.\n \n \n \n \n An array of font names, to be used when includeFontData is set to false.\n \n \n \n \n References to other fonts to be used looking for fallbacks.\n \n \n \n \n Font rendering mode to use for this font.\n \n \n \n \n Font size to use for importing the characters.\n \n \n \n \n Use this to adjust which characters should be imported.\n \n \n \n \n The internal font name of the TTF file.\n \n \n \n \n If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.\n \n \n \n \n Create an editable copy of the font asset at path.\n \n \n \n \n \n Supported tvOS SDK versions.\n \n \n \n \n Device SDK.\n \n \n \n \n Simulator SDK.\n \n \n \n \n Supported tvOS deployment versions.\n \n \n \n \n Target tvOS 9.0.\n \n \n \n \n Target tvOS 9.1.\n \n \n \n \n Unknown tvOS version, managed by user.\n \n \n \n \n Default mobile device orientation.\n \n \n \n \n Auto Rotation Enabled.\n \n \n \n \n Landscape : counter-clockwise from Portrait.\n \n \n \n \n Landscape: clockwise from Portrait.\n \n \n \n \n Portrait.\n \n \n \n \n Portrait upside down.\n \n \n \n \n Lets you register undo operations on specific objects you are about to perform changes on.\n \n \n \n \n Callback that is triggered after an undo or redo was executed.\n \n \n \n \n Invoked before the Undo system performs a flush.\n \n \n \n \n Adds a component to the game object and registers an undo operation for this action.\n \n The game object you want to add the component to.\n The type of component you want to add.\n \n The newly added component.\n \n \n \n \n Generic version.\n \n The game object you want to add the component to.\n \n The newly added component.\n \n \n \n \n Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack.\n \n \n \n \n \n Collapses all undo operation up to group index together into one step.\n \n \n \n \n \n Destroys the object and records an undo operation so that it can be recreated.\n \n The object that will be destroyed.\n \n \n \n Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action.\n \n \n \n \n Unity automatically groups undo operations by the current group index.\n \n \n \n \n Get the name that will be shown in the UI for the current undo group.\n \n \n Name of the current group or an empty string if the current group is empty.\n \n \n \n \n Unity automatically groups undo operations by the current group index.\n \n \n \n \n Move a GameObject from its current scene to a new scene.\nIt is required that the GameObject is at the root of its current scene.\n \n GameObject to move.\n Scene to move the GameObject into.\n Name of the undo action.\n \n \n \n Perform an Redo operation.\n \n \n \n \n Perform an Undo operation.\n \n \n \n \n Records any changes done on the object after the RecordObject function.\n \n The reference to the object that you will be modifying.\n The title of the action to appear in the undo history (i.e. visible in the undo menu).\n \n \n \n Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times.\n \n \n \n \n \n \n Stores a copy of the object states on the undo stack.\n \n The object whose state changes need to be undone.\n The name of the undo operation.\n \n \n \n This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one.\n \n An array of objects whose state changes need to be undone.\n The name of the undo operation.\n \n \n \n Register an undo operations for a newly created object.\n \n The object that was created.\n The name of the action to undo. Think \"Undo ....\" in the main menu.\n \n \n \n Copy the states of a hierarchy of objects onto the undo stack.\n \n The object used to determine a hierarchy of objects whose state changes need to be undone.\n The name of the undo operation.\n \n \n \n This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead.\n \n \n \n \n \n Performs all undo operations up to the group index without storing a redo operation in the process.\n \n \n \n \n \n Performs the last undo operation but does not record a redo operation.\n \n \n \n \n Set the name of the current undo group.\n \n New name of the current undo group.\n \n \n \n Sets the parent of transform to the new parent and records an undo operation.\n \n \n \n \n \n \n \n Delegate used for undoRedoPerformed.\n \n \n \n \n Delegate used for willFlushUndoRecord.\n \n \n \n \n See Also: Undo.postprocessModifications.\n \n \n \n \n Unwrapping settings.\n \n \n \n \n Maximum allowed angle distortion (0..1).\n \n \n \n \n Maximum allowed area distortion (0..1).\n \n \n \n \n This angle (in degrees) or greater between triangles will cause seam to be created.\n \n \n \n \n How much uv-islands will be padded.\n \n \n \n \n Will set default values for params.\n \n \n \n \n \n This class holds everything you may need in regard to uv-unwrapping.\n \n \n \n \n Will generate per-triangle uv (3 UVs for each triangle) with default settings.\n \n The source mesh to generate UVs for.\n \n The list of UVs generated.\n \n \n \n \n Will generate per-triangle uv (3 UVs for each triangle) with provided settings.\n \n The source mesh to generate UVs for.\n Allows you to specify custom parameters to control the unwrapping.\n \n The list of UVs generated.\n \n \n \n \n Will auto generate uv2 with default settings for provided mesh, and fill them in.\n \n \n \n \n \n Will auto generate uv2 with provided settings for provided mesh, and fill them in.\n \n \n \n \n \n \n This class containes information about the version control state of an asset.\n \n \n \n \n Gets the full name of the asset including extension.\n \n \n \n \n Returns true if the asset is a folder.\n \n \n \n \n Returns true if the assets is in the current project.\n \n \n \n \n Returns true if the instance of the Asset class actually refers to a .meta file.\n \n \n \n \n Returns true if the asset is locked by the version control system.\n \n \n \n \n Get the name of the asset.\n \n \n \n \n Gets the path of the asset.\n \n \n \n \n Returns true is the asset is read only.\n \n \n \n \n Gets the version control state of the asset.\n \n \n \n \n Opens the assets in an associated editor.\n \n \n \n \n Returns true if the version control state of the assets is one of the input states.\n \n Array of states to test for.\n \n \n \n Returns true if the version control state of the asset exactly matches the input state.\n \n State to check for.\n \n \n \n Loads the asset to memory.\n \n \n \n \n Describes the various version control states an asset can have.\n \n \n \n \n The was locally added to version control.\n \n \n \n \n Remotely this asset was added to version control.\n \n \n \n \n The asset has been checked out on the local machine.\n \n \n \n \n The asset has been checked out on a remote machine.\n \n \n \n \n There is a conflict with the asset that needs to be resolved.\n \n \n \n \n The asset has been deleted locally.\n \n \n \n \n The asset has been deleted on a remote machine.\n \n \n \n \n The asset is not under version control.\n \n \n \n \n The asset is locked by the local machine.\n \n \n \n \n The asset is locked by a remote machine.\n \n \n \n \n This instance of the class actaully refers to a .meta file.\n \n \n \n \n The asset exists in version control but is missing on the local machine.\n \n \n \n \n The version control state is unknown.\n \n \n \n \n A newer version of the asset is available on the version control server.\n \n \n \n \n The asset is read only.\n \n \n \n \n The asset is up to date.\n \n \n \n \n The state of the asset is currently being queried from the version control server.\n \n \n \n \n A list of version control information about assets.\n \n \n \n \n Based on the current list and the states a new list is returned which only contains the assets with the requested states.\n \n Whether or not folders should be included.\n Which states to filter by.\n \n \n \n Create an optimised list of assets by removing children of folders in the same list.\n \n \n \n \n Count the list of assets by given a set of states.\n \n Whether or not to include folders.\n Which states to include in the count.\n \n \n \n Wrapper around a changeset description and ID.\n \n \n \n \n The ID of the default changeset.\n \n \n \n \n Description of a changeset.\n \n \n \n \n Version control specific ID of a changeset.\n \n \n \n \n Simply a list of changetsets.\n \n \n \n \n What to checkout when starting the Checkout task through the version control Provider.\n \n \n \n \n Checkout the asset only.\n \n \n \n \n Checkout both asset and .meta file.\n \n \n \n \n Checkout.\n \n \n \n \n Checkout .meta file only.\n \n \n \n \n Different actions a version control task can do upon completion.\n \n \n \n \n Refresh windows upon task completion.\n \n \n \n \n Update the content of a pending changeset with the result of the task upon completion.\n \n \n \n \n Update the pending changesets with the result of the task upon completion.\n \n \n \n \n Show or update the checkout failure window.\n \n \n \n \n Refreshes the incoming and pensing changes window upon task completion.\n \n \n \n \n Update incoming changes window with the result of the task upon completion.\n \n \n \n \n Refresh the submit window with the result of the task upon completion.\n \n \n \n \n Update the list of pending changes when a task completes.\n \n \n \n \n This class describes the.\n \n \n \n \n Descrition of the configuration field.\n \n \n \n \n This is true if the configuration field is a password field.\n \n \n \n \n This is true if the configuration field is required for the version control plugin to function correctly.\n \n \n \n \n Label that is displayed next to the configuration field in the editor.\n \n \n \n \n Name of the configuration field.\n \n \n \n \n Mode of the file.\n \n \n \n \n Binary file.\n \n \n \n \n No mode set.\n \n \n \n \n Text file.\n \n \n \n \n Which method to use when merging.\n \n \n \n \n Merge all changes.\n \n \n \n \n Merge non-conflicting changes.\n \n \n \n \n Don't merge any changes.\n \n \n \n \n Messages from the version control system.\n \n \n \n \n The message text.\n \n \n \n \n The severity of the message.\n \n \n \n \n Severity of a version control message.\n \n \n \n \n Error message.\n \n \n \n \n Informational message.\n \n \n \n \n Verbose message.\n \n \n \n \n Warning message.\n \n \n \n \n Write the message to the console.\n \n \n \n \n Represent the connection state of the version control provider.\n \n \n \n \n Connection to the version control server could not be established.\n \n \n \n \n Connection to the version control server has been established.\n \n \n \n \n The version control provider is currently trying to connect to the version control server.\n \n \n \n \n The plugin class describes a version control plugin and which configuratin options it has.\n \n \n \n \n Configuration fields of the plugin.\n \n \n \n \n This class provides acces to the version control API.\n \n \n \n \n Gets the currently executing task.\n \n \n \n \n Returns true if the version control provider is enabled and a valid Unity Pro License was found.\n \n \n \n \n Returns true if a version control plugin has been selected and configured correctly.\n \n \n \n \n Returns the reason for the version control provider being offline (if it is offline).\n \n \n \n \n Returns the OnlineState of the version control provider.\n \n \n \n \n This is true if a network connection is required by the currently selected version control plugin to perform any action.\n \n \n \n \n Adds an assets or list of assets to version control.\n \n List of assets to add to version control system.\n Set this true if adding should be done recursively into subfolders.\n Single asset to add to version control system.\n \n \n \n Adds an assets or list of assets to version control.\n \n List of assets to add to version control system.\n Set this true if adding should be done recursively into subfolders.\n Single asset to add to version control system.\n \n \n \n Given a list of assets this function returns true if Add is a valid task to perform.\n \n List of assets to test.\n \n \n \n Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset.\n \n Changeset to query description of.\n \n \n \n Move an asset or list of assets from their current changeset to a new changeset.\n \n List of asset to move to changeset.\n Changeset to move asset to.\n Asset to move to changeset.\n ChangesetID to move asset to.\n \n \n \n Move an asset or list of assets from their current changeset to a new changeset.\n \n List of asset to move to changeset.\n Changeset to move asset to.\n Asset to move to changeset.\n ChangesetID to move asset to.\n \n \n \n Move an asset or list of assets from their current changeset to a new changeset.\n \n List of asset to move to changeset.\n Changeset to move asset to.\n Asset to move to changeset.\n ChangesetID to move asset to.\n \n \n \n Move an asset or list of assets from their current changeset to a new changeset.\n \n List of asset to move to changeset.\n Changeset to move asset to.\n Asset to move to changeset.\n ChangesetID to move asset to.\n \n \n \n Get a list of pending changesets owned by the current user.\n \n \n \n \n Retrieves the list of assets belonging to a changeset.\n \n Changeset to query for assets.\n ChangesetID to query for assets.\n \n \n \n Retrieves the list of assets belonging to a changeset.\n \n Changeset to query for assets.\n ChangesetID to query for assets.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Checkout an asset or list of asset from the version control system.\n \n List of assets to checkout.\n Tell the Provider to checkout the asset, the .meta file or both.\n Asset to checkout.\n \n \n \n Given an asset or a list of assets this function returns true if Checkout is a valid task to perform.\n \n List of assets.\n Single asset.\n \n \n \n Given an asset or a list of assets this function returns true if Checkout is a valid task to perform.\n \n List of assets.\n Single asset.\n \n \n \n This will invalidate the cached state information for all assets.\n \n \n \n \n This will statt a task for deleting an asset or assets both from disk and from version control system.\n \n Project path of asset.\n List of assets to delete.\n Asset to delete.\n \n \n \n This will statt a task for deleting an asset or assets both from disk and from version control system.\n \n Project path of asset.\n List of assets to delete.\n Asset to delete.\n \n \n \n This will statt a task for deleting an asset or assets both from disk and from version control system.\n \n Project path of asset.\n List of assets to delete.\n Asset to delete.\n \n \n \n Starts a task that will attempt to delete the given changeset.\n \n List of changetsets.\n \n \n \n Test if deleting a changeset is a valid task to perform.\n \n Changeset to test.\n \n \n \n Starts a task for showing a diff of the given assest versus their head revision.\n \n List of assets.\n Whether or not to include .meta.\n \n \n \n Return true is starting a Diff task is a valid operation.\n \n List of assets.\n \n \n \n Returns the configuration fields for the currently active version control plugin.\n \n \n \n \n Gets the currently user selected verson control plugin.\n \n \n \n \n Returns version control information about an asset.\n \n GUID of asset.\n \n \n \n Returns version control information about an asset.\n \n Path to asset.\n \n \n \n Return version control information about the currently selected assets.\n \n \n \n \n Start a task for getting the latest version of an asset from the version control server.\n \n List of assets to update.\n Asset to update.\n \n \n \n Start a task for getting the latest version of an asset from the version control server.\n \n List of assets to update.\n Asset to update.\n \n \n \n Returns true if getting the latest version of an asset is a valid operation.\n \n List of assets to test.\n Asset to test.\n \n \n \n Returns true if getting the latest version of an asset is a valid operation.\n \n List of assets to test.\n Asset to test.\n \n \n \n Start a task for quering the version control server for incoming changes.\n \n \n \n \n Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset.\n \n Incoming changeset.\n Incoming changesetid.\n \n \n \n Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset.\n \n Incoming changeset.\n Incoming changesetid.\n \n \n \n Returns true if an asset can be edited.\n \n Asset to test.\n \n \n \n Attempt to lock an asset for exclusive editing.\n \n List of assets to lock/unlock.\n True to lock assets, false to unlock assets.\n Asset to lock/unlock.\n \n \n \n Attempt to lock an asset for exclusive editing.\n \n List of assets to lock/unlock.\n True to lock assets, false to unlock assets.\n Asset to lock/unlock.\n \n \n \n Return true if the task can be executed.\n \n List of assets to test.\n Asset to test.\n \n \n \n Return true if the task can be executed.\n \n List of assets to test.\n Asset to test.\n \n \n \n This method will initiate a merge task handle merging of the conflicting assets.\n \n The list of conflicting assets to be merged.\n How to merge the assets.\n \n \n \n Uses the version control plugin to move an asset from one path to another.\n \n Path to source asset.\n Path to destination.\n \n \n \n Start a task that will resolve conflicting assets in version control.\n \n The list of asset to mark as resolved.\n How the assets should be resolved.\n \n \n \n Tests if any of the assets in the list is resolvable.\n \n The list of asset to be resolved.\n \n \n \n Reverts the specified assets by undoing any changes done since last time you synced.\n \n The list of assets to be reverted.\n How to revert the assets.\n The asset to be reverted.\n \n \n \n Reverts the specified assets by undoing any changes done since last time you synced.\n \n The list of assets to be reverted.\n How to revert the assets.\n The asset to be reverted.\n \n \n \n Return true if Revert is a valid task to perform.\n \n List of assets to test.\n Revert mode to test for.\n Asset to test.\n \n \n \n Return true if Revert is a valid task to perform.\n \n List of assets to test.\n Revert mode to test for.\n Asset to test.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that will fetch the most recent status from revision control system.\n \n The assets fetch new state for.\n The asset path to fetch new state for.\n If any assets specified are folders this flag will get status for all descendants of the folder as well.\n \n \n \n Start a task that submits the assets to version control.\n \n The changeset to submit.\n The list of assets to submit.\n The description of the changeset.\n If true then only save the changeset to be submitted later.\n \n \n \n Returns true if submitting the assets is a valid operation.\n \n The changeset to submit.\n The asset to submit.\n \n \n \n Returns true if locking the assets is a valid operation.\n \n The assets to lock.\n The asset to lock.\n \n \n \n Returns true if locking the assets is a valid operation.\n \n The assets to lock.\n The asset to lock.\n \n \n \n Start a task that sends the version control settings to the version control system.\n \n \n \n \n How assets should be resolved.\n \n \n \n \n Use merged version.\n \n \n \n \n Use \"mine\" (local version).\n \n \n \n \n Use \"theirs\" (other/remote version).\n \n \n \n \n Defines the behaviour of the version control revert methods.\n \n \n \n \n Revert files but keep locally changed ones.\n \n \n \n \n Use the version control regular revert approach.\n \n \n \n \n Revert only unchanged files.\n \n \n \n \n The status of an operation returned by the VCS.\n \n \n \n \n Files conflicted.\n \n \n \n \n An error was returned.\n \n \n \n \n Submission worked.\n \n \n \n \n Files were unable to be added.\n \n \n \n \n A UnityEditor.VersionControl.Task is created almost everytime UnityEditor.VersionControl.Provider is ask to perform an action.\n \n \n \n \n The result of some types of tasks.\n \n \n \n \n List of changesets returned by some tasks.\n \n \n \n \n A short description of the current task.\n \n \n \n \n May contain messages from the version control plugins.\n \n \n \n \n Progress of current task in precent.\n \n \n \n \n Some task return result codes, these are stored here.\n \n \n \n \n Total time spent in task since the task was started.\n \n \n \n \n Get whether or not the task was completed succesfully.\n \n \n \n \n Will contain the result of the Provider.ChangeSetDescription task.\n \n \n \n \n Upon completion of a task a completion task will be performed if it is set.\n \n Which completion action to perform.\n \n \n \n A blocking wait for the task to complete.\n \n \n \n \n This enum is used to build a bitmask for controlling per-channel vertex compression.\n \n \n \n \n Vertex color.\n \n \n \n \n Vertex normal.\n \n \n \n \n Position.\n \n \n \n \n Tangent.\n \n \n \n \n Texture coordinate channel 0. Usually used for Albedo texture.\n \n \n \n \n Texture coordinate channel 1. Usually used for baked lightmap.\n \n \n \n \n Texture coordinate channel 2. Usually used for realtime GI.\n \n \n \n \n Texture coordinate channel 3.\n \n \n \n \n Bit rate after the clip is transcoded.\n \n \n \n \n High value, possibly exceeding typical internet connection capabilities.\n \n \n \n \n Low value, safe for slower internet connections or clips where visual quality is not critical.\n \n \n \n \n Typical bit rate supported by internet connections.\n \n \n \n \n VideoClipImporter lets you modify Video.VideoClip import settings from Editor scripts.\n \n \n \n \n Default values for the platform-specific import settings.\n \n \n \n \n Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any.\n \n \n \n \n Apply a horizontal flip during import.\n \n \n \n \n Apply a vertical flip during import.\n \n \n \n \n Number of frames in the clip.\n \n \n \n \n Frame rate of the clip.\n \n \n \n \n Import audio tracks from source file.\n \n \n \n \n Whether the preview is currently playing.\n \n \n \n \n Whether to keep the alpha from the source into the transcoded clip.\n \n \n \n \n Used in legacy import mode. Same as MovieImport.linearTexture.\n \n \n \n \n Size in bytes of the file once imported.\n \n \n \n \n Used in legacy import mode. Same as MovieImport.quality.\n \n \n \n \n Number of audio tracks in the source file.\n \n \n \n \n Size in bytes of the file before importing.\n \n \n \n \n True if the source file has a channel for per-pixel transparency.\n \n \n \n \n Whether to import a MovieTexture (legacy) or a VideoClip.\n \n \n \n \n Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings.\n \n Platform name.\n \n \n \n Returns a texture with the transcoded clip's current frame.\nReturns frame 0 when not playing, and frame at current time when playing.\n \n \n Texture containing the current frame.\n \n \n \n \n Get the resulting height of the resize operation for the specified resize mode.\n \n Mode for which the height is queried.\n \n Height for the specified resize mode.\n \n \n \n \n Get the full name of the resize operation for the specified resize mode.\n \n Mode for which the width is queried.\n \n Name for the specified resize mode.\n \n \n \n \n Get the resulting width of the resize operation for the specified resize mode.\n \n Mode for which the width is queried.\n \n Width for the specified resize mode.\n \n \n \n \n Number of audio channels in the specified source track.\n \n Index of the audio track to query.\n \n Number of channels.\n \n \n \n \n Sample rate of the specified audio track.\n \n Index of the audio track to query.\n \n Sample rate in Hertz.\n \n \n \n \n Returns the platform-specific import settings for the specified platform.\n \n Platform name.\n \n The platform-specific import settings. Throws an exception if the platform is unknown.\n \n \n \n \n Starts preview playback.\n \n \n \n \n Sets the platform-specific import settings for the specified platform.\n \n Platform name.\n The new platform-specific import settings.\n \n \n \n Stops preview playback.\n \n \n \n \n Video codec to use when importing video clips.\n \n \n \n \n Choose the codec that supports hardware decoding on the target platform.\n \n \n \n \n Encode video with the H.264 codec.\n \n \n \n \n Encode video using the vp8 codec.\n \n \n \n \n Describes how the fields in the image, if any, should be interpreted.\n \n \n \n \n First field is in the even lines.\n \n \n \n \n First field is in the odd lines.\n \n \n \n \n Clip is not interlaced.\n \n \n \n \n Methods to compensate for aspect ratio discrepancies between the source resolution and the wanted encoding size.\n \n \n \n \n Perform no operation.\n \n \n \n \n Stretch the source to fill the target resolution without preserving the aspect ratio.\n \n \n \n \n Importer settings that can have platform-specific values.\n \n \n \n \n How the aspect ratio discrepancies, if any, will be handled if the chosen import resolution has a different ratio than the source.\n \n \n \n \n Bit rate type for the transcoded clip.\n \n \n \n \n Codec that the resulting VideoClip will use.\n \n \n \n \n Height of the transcoded clip when the resizeMode is set to custom.\n \n \n \n \n Width of the transcoded clip when the resizeMode is set to custom.\n \n \n \n \n Controls whether the movie file will be transcoded during import. When transcoding is not enabled, the file will be imported in its original format.\n \n \n \n \n How to resize the images when going into the imported clip.\n \n \n \n \n Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size.\n \n \n \n \n Constructs an object with all members initialized with the default value inherent to their type.\n \n \n \n \n How the video clip's images will be resized during transcoding.\n \n \n \n \n Resulting size will be driven by VideoClipImporter.customWidth and VideoClipImporter.customHeight.\n \n \n \n \n Half width and height.\n \n \n \n \n Same width and height as the source.\n \n \n \n \n Quarter width and height.\n \n \n \n \n Fit source in a 1024x1024 rectangle.\n \n \n \n \n Fit source in a 256x256 rectangle.\n \n \n \n \n Fit source in a 512x512 rectangle.\n \n \n \n \n 3/4 width and height.\n \n \n \n \n Controls the imported clip's internal resize to save space at the cost of blurrier images.\n \n \n \n \n No resize performed.\n \n \n \n \n Scales width and height by 1/2.\n \n \n \n \n Scales width and height by 3/4.\n \n \n \n \n Enum for Tools.viewTool.\n \n \n \n \n The FPS tool is selected.\n \n \n \n \n View tool is not selected.\n \n \n \n \n The orbit tool is selected.\n \n \n \n \n The pan tool is selected.\n \n \n \n \n The zoom tool is selected.\n \n \n \n \n An enum containing different compression types.\n \n \n \n \n WebGL resources are stored using Brotli compression.\n \n \n \n \n WebGL resources are uncompressed.\n \n \n \n \n WebGL resources are stored using Gzip compression.\n \n \n \n \n Options for Exception support in WebGL.\n \n \n \n \n Enable throw support.\n \n \n \n \n Enable exception support for all exceptions.\n \n \n \n \n Disable exception support.\n \n \n \n \n Wii U Player debugging level.\n \n \n \n \n Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, no optimizations.\n \n \n \n \n Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, optimized build.\n \n \n \n \n Memory profiling enabled, Nintendo Wii U profiler linked, optimizations enabled.\n \n \n \n \n Optimizations enabled.\n \n \n \n \n Player packaging.\n \n \n \n \n Download image.\n \n \n \n \n Unpacked.\n \n \n \n \n WUMAD package.\n \n \n \n \n Resolution setting for TV output.\n \n \n \n \n 1920×1080 (Full HD).\n \n \n \n \n 1280×720 pixels.\n \n \n \n \n Build configurations for Windows Store Visual Studio solutions.\n \n \n \n \n Debug configuation.\nNo optimizations, profiler code enabled.\n \n \n \n \n Master configuation.\nOptimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store.\n \n \n \n \n Release configuration.\nOptimization enabled, profiler code enabled.\n \n \n \n \n Target device type for a Windows Store application to run on.\n \n \n \n \n The application targets all devices that run Windows Store applications.\n \n \n \n \n The application targets HoloLens.\n \n \n \n \n Application targets mobile devices.\n \n \n \n \n Application targets PCs.\n \n \n \n \n Target Xbox build type.\n \n \n \n \n Debug player (for building with source code).\n \n \n \n \n Development player.\n \n \n \n \n Master player (submission-proof).\n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076411,"cells":{"text":{"kind":"string","value":"2017.1.0f3:3.3.0.0\nStandaloneWindows64\nC:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll\nC:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll\nC:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076412,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine.Timeline\n \n \n \n Playable that controls the active state of a GameObject.\n \n \n \n \n GameObject to control it active state.\n \n \n \n \n The active state to set on the GameObject after the graph has been stopped\n \n \n \n \n The state of a GameObject's activeness when a PlayableGraph stops.\n \n \n \n \n Set the GameObject to active when the PlayableGraph stops.\n \n \n \n \n Set the GameObject to inactive when the PlayableGraph stops.\n \n \n \n \n Revert the GameObject to the active state it was before the PlayableGraph started.\n \n \n \n \n An activation track is a track that can be used to control the active state of a GameObject.\n \n \n \n \n Specifies what state to leave the GameObject in after the Timeline has finished playing.\n \n \n \n \n Specify what state to leave the GameObject in after the Timeline has finished playing.\n \n \n \n \n Set the GameObject to active.\n \n \n \n \n Set the GameObject to Inactive.\n \n \n \n \n Leave the GameObject in the state it was when the Timeline was stopped.\n \n \n \n \n Revert the GameObject to the state in was in before the Timeline was playing.\n \n \n \n \n A playable asset wrapper that represents a single AnimationClip clip in Timeline.\n \n \n \n \n The animation clip.\n \n \n \n \n Specify which fields should be matched when aligning offsets.\n \n \n \n \n The root motion position offset of the clip.\n \n \n \n \n The root motion rotation offset of the clip.\n \n \n \n \n Specifies to use matching options as defined by the track.\n \n \n \n \n Resets the root motion offsets to default values.\n \n \n \n \n A Timeline track used for playing back animations on an Animator.\n \n \n \n \n Specifies whether to apply track root motion offsets to all clips on the track.\n \n \n \n \n Specifies whether the Animation Track has clips, or is in infinite mode.\n \n \n \n \n Specifies which fields to match when aligning root motion offsets of clips.\n \n \n \n \n This represents the root motion position offset of a track in infinite mode.\n \n \n \n \n This represents the root motion rotation offset of a track in infinite mode.\n \n \n \n \n The root motion position offset of the entire track.\n \n \n \n \n The root motion rotation offset of the entire track.\n \n \n \n \n Creates a TimelineClip using an AnimationClip.\n \n Source animation clip of the resulting TimelineClip.\n \n A new TimelineClip which has an AnimationPlayableAsset asset attached.\n \n \n \n \n PlayableAsset wrapper for an AudioClip in Timeline.\n \n \n \n \n The audio clip this asset will generate a player for.\n \n \n \n \n A Timeline track that can play AudioClips.\n \n \n \n \n Create an TimelineClip for playing an AudioClip on this track.\n \n The audio clip to play.\n \n A TimelineClip with an AudioPlayableAsset asset.\n \n \n \n \n Describes the timeline features supported by clips representing this playable.\n \n \n \n \n All features are supported.\n \n \n \n \n The clip representing the playable supports blending between clips.\n \n \n \n \n The clip representing the playable supports initial local times greater than zero.\n \n \n \n \n The clip representing this playable supports clip extrapolation.\n \n \n \n \n The clip representing this playable supports loops.\n \n \n \n \n No features are supported.\n \n \n \n \n The clip representing this playable supports time scaling.\n \n \n \n \n Asset that generates playables for controlling time-related elements on a GameObject.\n \n \n \n \n Indicate if the playable will use Activation.\n \n \n \n \n Let the particle systems behave the same way on each execution.\n \n \n \n \n Indicates the active state of the gameObject when the Timeline is stopped.\n \n \n \n \n Prefab object that will be instantiated.\n \n \n \n \n Indicate whether to search the entire hierachy for controlable components.\n \n \n \n \n GameObject in the scene to control, or the parent of the instantiated prefab.\n \n \n \n \n Indicate if user wants to control PlayableDirectors.\n \n \n \n \n Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled.\n \n \n \n \n Indicates if user wants to control ParticleSystems.\n \n \n \n \n A Track whose clips control time-related elements on a GameObject.\n \n \n \n \n Playable used to control other PlayableDirectors.\n \n \n \n \n The PlayableDirector to control.\n \n \n \n \n A group track is a container that allows tracks to be arranged in a hierarchical manner.\n \n \n \n \n Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.\n \n \n \n \n Add property modifications modified by an animation clip.\n \n \n \n \n \n \n Add property modifications modified by an animation clip.\n \n \n \n \n \n \n Add property modifications using the serialized property name.\n \n \n \n \n \n \n Add property modifications using the serialized property name.\n \n \n \n \n \n \n Add property modifications using the serialized property name.\n \n \n \n \n \n \n Add property modifications using the serialized property name.\n \n \n \n \n \n \n Add property modifications for a ScriptableObject.\n \n \n \n \n \n \n Removes the active GameObject from the modification stack, restoring the previous value.\n \n \n \n \n Sets the active game object for subsequent property modifications.\n \n \n \n \n \n Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode.\n \n \n \n \n Called by the Timeline Editor to gather properties requiring preview.\n \n \n \n \n \n \n Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph.\n \n \n \n \n Called when the associated Timeline clip becomes active.\n \n \n \n \n Called when the associated Timeline clip becomes deactivated.\n \n \n \n \n Called each frame the Timeline clip is active.\n \n The local time of the associated Timeline clip.\n \n \n \n Implement this interface to support advanced features of timeline clips.\n \n \n \n \n Returns a description of the features supported by clips representing playables implementing this interface.\n \n \n \n \n Attribute to apply to a ScriptPlayable class or property to indicate that it is not animatable.\n \n \n \n \n Playable that synchronizes a particle system simulation.\n \n \n \n \n Which particle system to control.\n \n \n \n \n A PlayableTrack is a track whose clips are custom playables.\n \n \n \n \n Creates a clip on the track with a custom playable asset attached, whose type is specified by T.\n \n \n A TimelineClip whose asset is of type T.\n \n \n \n \n Playable that controls and instantiates a Prefab.\n \n \n \n \n The instance of the prefab that has been generated for this playable.\n \n \n \n \n A PlayableAsset that represents a timeline.\n \n \n \n \n The length in seconds of the timeline.\n \n \n \n \n How the duration of a timeline is calculated.\n \n \n \n \n The length of the timeline when the durationMode is set to fixed length.\n \n \n \n \n Returns the the number of output tracks in the Timeline.\n \n \n \n \n Returns the number of tracks at the root level of the timeline.\n \n \n \n \n Allows you to create a track and add it to the Timeline.\n \n Track to parent to. This can be null.\n Name to give the track.\n \n The created track.\n \n \n \n \n Delete a clip from this timeline.\n \n The clip to delete.\n \n Returns true if the removal was successful.\n \n \n \n \n Deletes a track from a timeline, including all clips and subtracks.\n \n The track to delete. It must be owned by the Timeline.\n \n True if the track was deleted successfully.\n \n \n \n \n How the duration of the timeline is determined.\n \n \n \n \n The duration of the timeline is determined based on the clips present.\n \n \n \n \n The duration of the timeline is a fixed length.\n \n \n \n \n Retrives the output track from the given index.\n \n Index of the output track to retrieve. Must be between 0 and outputTrackCount.\n \n \n \n Gets a list of all output tracks in the Timeline.\n \n \n \n \n Retrieves at root track at the specified index.\n \n Index of the root track to get. Must be between 0 and rootTrackCount.\n \n \n \n Get an enumerable list of all root tracks.\n \n \n \n \n Represents a clip on the timeline.\n \n \n \n \n An AnimationClip containing animated parameters.\n \n \n \n \n Reference to a serializable IPlayableAsset representing the specialization of the clip.\n \n \n \n \n Feature capabilities supported by this clip.\n \n \n \n \n Time to start playing the clip at.\n \n \n \n \n The length in seconds of the clip.\n \n \n \n \n The end time of the clip.\n \n \n \n \n The length of the clip including extrapolation.\n \n \n \n \n The start time of the clip when extrapolation is considered.\n \n \n \n \n Does the clip have blend in?\n \n \n \n \n Does the clip have a non-zero blend out?\n \n \n \n \n Is the clip being extrapolated past it's end time?\n \n \n \n \n Is the clip being extrapolated before it's start time?\n \n \n \n \n Is the clip locked for editing?\n \n \n \n \n The extrapolation mode for time beyond the end of the clip.\n \n \n \n \n The extrapolation mode for the time before the start of the clip.\n \n \n \n \n The start time of the clip.\n \n \n \n \n The time scale of the clip.\n \n \n \n \n How the clip handles time outside it's start and end range.\n \n \n \n \n Lets the underlying asset handle extrapolated time values.\n \n \n \n \n Hold the time at the end value of the clip.\n \n \n \n \n Loop time values outside the start/end range.\n \n \n \n \n No extrapolation is applied.\n \n \n \n \n Converts from global time to a clips local time.\n \n Global time value.\n \n Time local to the clip.\n \n \n \n \n Converts from global time to a clips local time, ignoring extrapolation.\n \n Global time value.\n \n Unbound time value relative to the clip.\n \n \n \n \n Playable generated by a Timeline.\n \n \n \n \n A PlayableAsset Representing a track inside a timeline.\n \n \n \n \n Does this track have any clips?\n \n \n \n \n Is this track a subtrack?\n \n \n \n \n Mutes the track, excluding it from the generated PlayableGraph.\n \n \n \n \n A description of the outputs of the instantiated Playable.\n \n \n \n \n The owner of this track.\n \n \n \n \n The TimelineAsset this track belongs to.\n \n \n \n \n Creates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track.\n \n \n A new TimelineClip that is attached to the track.\n \n \n \n \n Creates a mixer used to blend playables generated by clips on the track.\n \n The graph to inject playables to.\n The GameObject that requested the graph.\n The number of playables from clips that will be mixed.\n \n A handle to the Playable representing the mixer.\n \n \n \n \n The list of subtracks or child tracks attached to this track.\n \n \n Child tracks owned directly by this object.\n \n \n \n \n Returns an enumerable list of clips owned by the track.\n \n \n The list of clips owned by the track.\n \n \n \n \n Extension methods for Track Assets.\n \n \n \n \n Gets the GroupTrack this track belongs to.\n \n The track asset.\n \n The parent GroupTrack or null if the Track is an override track, or root track.\n \n \n \n \n Assigns the track to the specified group track.\n \n The track to asset.\n The GroupTrack to assign the track to.\n \n \n \n Specifies the type of object that should be bound to a TrackAsset.\n \n \n \n \n Specifies the type of PlayableAsset or ScriptPlayables that this track can create clips representing.\n \n \n \n \n Attribute used to specify the color of the track and its clips inside the Timeline Editor.\n \n \n \n \n Specify the track color using [0-1] R,G,B values.\n \n Red value [0-1].\n Green value [0-1].\n Blue value [0-1].\n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076413,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine.Networking\n \n \n \n An enumeration of the options that can be set on a network channel.\n \n \n \n \n The option to allow packet fragmentation for a channel.\n \n \n \n \n The option to set the maximum packet size allowed for a channel.\n \n \n \n \n The option to set the number of pending buffers for a channel.\n \n \n \n \n Class containing constants for default network channels.\n \n \n \n \n The id of the default reliable channel used by the UNet HLAPI, This channel is used for state updates and spawning.\n \n \n \n \n The id of the default unreliable channel used for the UNet HLAPI. This channel is used for movement updates.\n \n \n \n \n A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients.\n \n \n \n \n A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings.\n \n \n \n \n This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server.\n \n \n \n \n The channel ID which this RPC transmission will use.\n \n \n \n \n A client manager which contains static client information and functions.\n \n \n \n \n A list of all players added to the game.\n \n \n \n \n This is a dictionary of networked objects that have been spawned on the client.\n \n \n \n \n This is a dictionary of the prefabs that are registered on the client with ClientScene.RegisterPrefab().\n \n \n \n \n Returns true when a client's connection has been set to ready.\n \n \n \n \n The NetworkConnection object that is currently \"ready\". This is the connection to the server where objects are spawned from.\n \n \n \n \n The reconnectId to use when a client reconnects to the new host of a game after the old host was lost.\n \n \n \n \n This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.\n \n \n \n \n This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.\n \n The connection to become ready for this client.\n The local player ID number.\n An extra message object that can be passed to the server for this player.\n \n True if player was added.\n \n \n \n \n This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.\n \n The connection to become ready for this client.\n The local player ID number.\n An extra message object that can be passed to the server for this player.\n \n True if player was added.\n \n \n \n \n This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.\n \n The connection to become ready for this client.\n The local player ID number.\n An extra message object that can be passed to the server for this player.\n \n True if player was added.\n \n \n \n \n This clears the registered spawn prefabs and spawn handler functions for this client.\n \n \n \n \n Create and connect a local client instance to the local server. This makes the client into a \"host\" - a client and server in the same process.\n \n \n A client object for communicating with the local server.\n \n \n \n \n Destroys all networked objects on the client.\n \n \n \n \n This finds the local NetworkIdentity object with the specified network Id.\n \n The id of the networked object.\n \n The game object that matches the netId.\n \n \n \n \n Signal that the client connection is ready to enter the game.\n \n The client connection which is ready.\n \n \n \n A constant ID used by the old host when it reconnects to the new host.\n \n \n \n \n An invalid reconnect Id.\n \n \n \n \n Registers a prefab with the UNET spawning system.\n \n A Prefab that will be spawned.\n A method to use as a custom spawnhandler on clients.\n A method to use as a custom un-spawnhandler on clients.\n An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.\n \n \n \n Registers a prefab with the UNET spawning system.\n \n A Prefab that will be spawned.\n A method to use as a custom spawnhandler on clients.\n A method to use as a custom un-spawnhandler on clients.\n An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.\n \n \n \n Registers a prefab with the UNET spawning system.\n \n A Prefab that will be spawned.\n A method to use as a custom spawnhandler on clients.\n A method to use as a custom un-spawnhandler on clients.\n An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.\n \n \n \n This is an advanced spawning function that registers a custom assetId with the UNET spawning system.\n \n Custom assetId string.\n A method to use as a custom spawnhandler on clients.\n A method to use as a custom un-spawnhandler on clients.\n \n \n \n Removes the specified player ID from the game.\n \n The local playerControllerId number to be removed.\n \n Returns true if the player was successfully destoyed and removed.\n \n \n \n \n Send a reconnect message to the new host, used during host migration.\n \n Any extra data to send.\n \n Returns true if the send succeeded.\n \n \n \n \n NetId is a unique number assigned to all objects with NetworkIdentity components in a game.\n \n NetId of object.\n Networked object.\n \n \n \n Sets the Id that the ClientScene will use when reconnecting to a new host after host migration.\n \n The Id to use when reconnecting to a game.\n The set of known peers in the game. This may be null.\n \n \n \n Removes a registered spawn prefab that was setup with ClientScene.RegisterPrefab.\n \n The prefab to be removed from registration.\n \n \n \n Removes a registered spawn handler function that was registered with ClientScene.RegisterHandler().\n \n The assetId for the handler to be removed for.\n \n \n \n This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client.\n \n \n \n \n The QoS channel to use to send this command on, see Networking.QosType.\n \n \n \n \n FilterLog is a utility class that controls the level of logging generated by UNET clients and servers.\n \n \n \n \n The current logging level that UNET is running with.\n \n \n \n \n The current logging level that UNET is running with.\n \n \n \n \n Checks if debug logging is enabled.\n \n \n \n \n Checks if error logging is enabled.\n \n \n \n \n Checks if info level logging is enabled.\n \n \n \n \n Checks if wanring level logging is enabled.\n \n \n \n \n Setting LogFilter.currentLogLevel to this will enable verbose debug logging.\n \n \n \n \n Setting LogFilter.currentLogLevel to this will error and above messages.\n \n \n \n \n Control how verbose the network log messages are.\n \n \n \n \n Show log messages with priority Debug and higher.\n \n \n \n \n Show log messages with priority Developer and higher, this it the most verbose setting.\n \n \n \n \n Show log messages with priority Error and higher.\n \n \n \n \n Show log messages with priority Fatal and higher. this is the least verbose setting.\n \n \n \n \n Show log messages with priority Info and higher. This is the default setting.\n \n \n \n \n Tells the NetworkManager to not set the filter level on startup.\n \n \n \n \n Show log messages with priority Warning and higher.\n \n \n \n \n Setting LogFilter.currentLogLevel to this will log only info and above messages. This is the default level.\n \n \n \n \n Setting LogFilter.currentLogLevel to this will log wanring and above messages.\n \n \n \n \n Network message classes should be derived from this class. These message classes can then be sent using the various Send functions of NetworkConnection, NetworkClient and NetworkServer.\n \n \n \n \n This method is used to populate a message object from a NetworkReader stream.\n \n Stream to read from.\n \n \n \n The method is used to populate a NetworkWriter stream from a message object.\n \n Stream to write to.\n \n \n \n Container class for networking system built-in message types.\n \n \n \n \n Internal networking system message for adding player objects to client instances.\n \n \n \n \n Internal networking system message for sending synchronizing animation state.\n \n \n \n \n Internal networking system message for sending synchronizing animation parameter state.\n \n \n \n \n Internal networking system message for sending animation triggers.\n \n \n \n \n Internal networking system message for sending a command from client to server.\n \n \n \n \n Internal networking system message for communicating a connection has occurred.\n \n \n \n \n Internal networking system message for HLAPI CRC checking.\n \n \n \n \n Internal networking system message for communicating a disconnect has occurred,.\n \n \n \n \n Internal networking system message for communicating an error.\n \n \n \n \n Internal networking system message for identifying fragmented packets.\n \n \n \n \n The highest value of built-in networking system message ids. User messages must be above this value.\n \n \n \n \n The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers.\n \n \n \n \n Internal networking system message for communicating failing to add lobby player.\n \n \n \n \n Internal networking system message for communicating a player is ready in the lobby.\n \n \n \n \n Internal networking system messages used to return the game to the lobby scene.\n \n \n \n \n Internal networking system message for communicating a lobby player has loaded the game scene.\n \n \n \n \n Internal networking system message for sending tranforms for client object from client to server.\n \n \n \n \n Internal networking system message for setting authority to a client for an object.\n \n \n \n \n Internal networking system message for sending tranforms from client to server.\n \n \n \n \n Returns the name of internal message types by their id.\n \n A internal message id value.\n \n The name of the internal message.\n \n \n \n \n Internal networking system message for sending information about network peers to clients.\n \n \n \n \n Internal networking system message for server to tell clients they are no longer ready.\n \n \n \n \n Internal networking system message for destroying objects.\n \n \n \n \n Internal networking system message for hiding objects.\n \n \n \n \n Internal networking system message for spawning objects.\n \n \n \n \n Internal networking system message for spawning scene objects.\n \n \n \n \n Internal networking system message for telling clients they own a player object.\n \n \n \n \n Internal networking system message for sending information about changes in authority for non-player objects to clients.\n \n \n \n \n Internal networking system message for clients to tell server they are ready.\n \n \n \n \n Internal networking system message used when a client connects to the new host of a game.\n \n \n \n \n Internal networking system message for removing a player object which was spawned for a client.\n \n \n \n \n Internal networking system message for sending a ClientRPC from server to client.\n \n \n \n \n Internal networking system message that tells clients which scene to load when they connect to a server.\n \n \n \n \n Internal networking system messages used to tell when the initial contents of a scene is being spawned.\n \n \n \n \n Internal networking system message for sending a SyncEvent from server to client.\n \n \n \n \n Internal networking system message for sending a USyncList generic list.\n \n \n \n \n Internal networking system message for updating SyncVars on a client from a server.\n \n \n \n \n A component to synchronize Mecanim animation states for networked objects.\n \n \n \n \n The animator component to synchronize.\n \n \n \n \n Gets whether an animation parameter should be auto sent.\n \n Index of the parameter in the Animator.\n \n True if the parameter should be sent.\n \n \n \n \n Sets whether an animation parameter should be auto sent.\n \n Index of the parameter in the Animator.\n The new value.\n \n \n \n Causes an animation trigger to be invoked for a networked object.\n \n Name of trigger.\n Hash id of trigger (from the Animator).\n \n \n \n \n Causes an animation trigger to be invoked for a networked object.\n \n Name of trigger.\n Hash id of trigger (from the Animator).\n \n \n \n \n Base class which should be inherited by scripts which contain networking functionality.\n \n \n \n \n The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.\n \n \n \n \n The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.\n \n \n \n \n This returns true if this object is the authoritative version of the object in the distributed network application.\n \n \n \n \n Returns true if running as a client and this object was spawned by a server.\n \n \n \n \n This returns true if this object is the one that represents the player on the local machine.\n \n \n \n \n Returns true if this object is active on an active server.\n \n \n \n \n This value is set on the NetworkIdentity and is accessible here for convenient access for scripts.\n \n \n \n \n The unique network Id of this object.\n \n \n \n \n The id of the player associated with the behaviour.\n \n \n \n \n This clears all the dirty bits that were set on this script by SetDirtyBits();\n \n \n \n \n Delegate for Command functions.\n \n \n \n \n \n \n Delegate for Event functions.\n \n \n \n \n \n \n This virtual function is used to specify the QoS channel to use for SyncVar updates for this script.\n \n \n The QoS channel for this script.\n \n \n \n \n This virtual function is used to specify the send interval to use for SyncVar updates for this script.\n \n \n The time in seconds between updates.\n \n \n \n \n Manually invoke a Command.\n \n Hash of the Command name.\n Parameters to pass to the command.\n \n Returns true if successful.\n \n \n \n \n Manually invoke an RPC function.\n \n Hash of the RPC name.\n Parameters to pass to the RPC function.\n \n Returns true if successful.\n \n \n \n \n Manually invoke a SyncEvent.\n \n Hash of the SyncEvent name.\n Parameters to pass to the SyncEvent.\n \n Returns true if successful.\n \n \n \n \n Callback used by the visibility system to determine if an observer (player) can see this object.\n \n Network connection of a player.\n \n True if the player can see this object.\n \n \n \n \n Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().\n \n Reader to read from the stream.\n True if being sent initial state.\n \n \n \n This is invoked on clients when the server has caused this object to be destroyed.\n \n \n \n \n Callback used by the visibility system to (re)construct the set of observers that can see this object.\n \n The new set of observers for this object.\n True if the set of observers is being built for the first time.\n \n Return true if this function did work.\n \n \n \n \n Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().\n \n Writer to use to write to the stream.\n If this is being called to send initial state.\n \n True if data was written.\n \n \n \n \n Callback used by the visibility system for objects on a host.\n \n New visibility state.\n \n \n \n This is invoked on behaviours that have authority, based on context and NetworkIdentity.localPlayerAuthority.\n \n \n \n \n Called on every NetworkBehaviour when it is activated on a client.\n \n \n \n \n Called when the local player object has been set up.\n \n \n \n \n This is invoked for NetworkBehaviour objects when they become active on the server.\n \n \n \n \n This is invoked on behaviours when authority is removed.\n \n \n \n \n An internal method called on client objects to resolve GameObject references.\n \n \n \n \n Used to set the behaviour as dirty, so that a network update will be sent for the object.\n \n Bit mask to set.\n \n \n \n A structure that contains data from a NetworkDiscovery server broadcast.\n \n \n \n \n The data broadcast by the server.\n \n \n \n \n The IP address of the server that broadcasts this data.\n \n \n \n \n This is a network client class used by the networking system. It contains a NetworkConnection that is used to connection to a network server.\n \n \n \n \n True if a network client is currently active.\n \n \n \n \n A list of all the active network clients in the current process.\n \n \n \n \n The NetworkConnection object this client is using.\n \n \n \n \n The registered network message handlers.\n \n \n \n \n The local port that the network client uses to connect to the server.\n \n \n \n \n The host topology that this client is using.\n \n \n \n \n This gives the current connection status of the client.\n \n \n \n \n The class to use when creating new NetworkConnections.\n \n \n \n \n The number of QoS channels currently configured for this client.\n \n \n \n \n This is obsolete. This information is now in the NetworkMigrationManager.\n \n \n \n \n The IP address of the server that this client is connected to.\n \n \n \n \n The port of the server that this client is connected to.\n \n \n \n \n This configures the transport layer settings for a client.\n \n Transport layer configuration object.\n The maximum number of connections to allow.\n Transport layer topology object.\n \n True if the configuration was successful.\n \n \n \n \n This configures the transport layer settings for a client.\n \n Transport layer configuration object.\n The maximum number of connections to allow.\n Transport layer topology object.\n \n True if the configuration was successful.\n \n \n \n \n Connect client to a NetworkServer instance.\n \n Target IP address or hostname.\n Target port number.\n \n \n \n Connect client to a NetworkServer instance with simulated latency and packet loss.\n \n Target IP address or hostname.\n Target port number.\n Simulated latency in milliseconds.\n Simulated packet loss percentage.\n \n \n \n Creates a new NetworkClient instance.\n \n \n \n \n Disconnect from server.\n \n \n \n \n Retrieves statistics about the network packets sent on this connection.\n \n \n Dictionary of packet statistics for the client's connection.\n \n \n \n \n Gets the Return Trip Time for this connection.\n \n \n Return trip time in milliseconds.\n \n \n \n \n Get inbound network statistics for the client.\n \n Number of messages received so far.\n Number of bytes received so far.\n \n \n \n Get outbound network statistics for the client.\n \n Number of messages sent so far (including collated messages send through buffer).\n Number of messages sent through buffer.\n Number of bytes sent so far.\n Number of messages buffered for sending per second.\n \n \n \n Retrieves statistics about the network packets sent on all connections.\n \n \n Dictionary of stats.\n \n \n \n \n This is used by a client that has lost the connection to the old host, to reconnect to the new host of a game.\n \n The IP address of the new host.\n The port of the new host.\n \n True if able to reconnect.\n \n \n \n \n Register a handler for a particular message type.\n \n Message type number.\n Function handler which will be invoked for when this message type is received.\n \n \n \n Resets the statistics return by NetworkClient.GetConnectionStats() to zero values.\n \n \n \n \n This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.\n \n The id of the message to send.\n A message instance to send.\n \n True if message was sent.\n \n \n \n \n This sends a network message with a message Id to the server on a specific channel.\n \n The id of the message to send.\n The message to send.\n The channel to send the message on.\n \n True if the message was sent.\n \n \n \n \n This sends the data in an array of bytes to the server that the client is connected to.\n \n Data to send.\n Number of bytes of data.\n The QoS channel to send data on.\n \n True if successfully sent.\n \n \n \n \n This sends a network message with a message Id to the server on channel one, which by default is the unreliable channel.\n \n The message id to send.\n The message to send.\n \n True if the message was sent.\n \n \n \n \n This sends the contents of the NetworkWriter's buffer to the connected server on the specified channel.\n \n Writer object containing data to send.\n QoS channel to send data on.\n \n True if data successfully sent.\n \n \n \n \n Set the maximum amount of time that can pass for transmitting the send buffer.\n \n Delay in seconds.\n \n \n \n This sets the class that is used when creating new network connections.\n \n \n \n \n Shut down a client.\n \n \n \n \n Shuts down all network clients.\n \n \n \n \n Unregisters a network message handler.\n \n The message type to unregister.\n \n \n \n A High level network connection. This is used for connections from client-to-server and for connection from server-to-client.\n \n \n \n \n The IP address associated with the connection.\n \n \n \n \n A list of the NetworkIdentity objects owned by this connection.\n \n \n \n \n Unique identifier for this connection that is assigned by the transport layer.\n \n \n \n \n Transport level host ID for this connection.\n \n \n \n \n True if the connection is connected to a remote end-point.\n \n \n \n \n Flag that tells if the connection has been marked as \"ready\" by a client calling ClientScene.Ready().\n \n \n \n \n The last error associated with this connection.\n \n \n \n \n The last time that a message was received on this connection.\n \n \n \n \n Setting this to true will log the contents of network message to the console.\n \n \n \n \n The list of players for this connection.\n \n \n \n \n This function checks if there is a message handler registered for the message ID.\n \n The message ID of the handler to look for.\n \n True if a handler function was found.\n \n \n \n \n Disconnects this connection.\n \n \n \n \n Disposes of this connection, releasing channel buffers that it holds.\n \n \n \n \n This causes the channels of the network connection to flush their data to the transport layer.\n \n \n \n \n Get statistics for incoming traffic.\n \n Number of messages received.\n Number of bytes received.\n \n \n \n Get statistics for outgoing traffic.\n \n Number of messages sent.\n Number of messages currently buffered for sending.\n Number of bytes sent.\n How many messages were buffered in the last second.\n \n \n \n This makes the connection process the data contained in the buffer, and call handler functions.\n \n Data to process.\n Size of the data to process.\n Channel the data was recieved on.\n \n \n \n This makes the connection process the data contained in the stream, and call handler functions.\n \n Stream that contains data.\n Size of the data.\n Channel the data was received on.\n \n \n \n This inializes the internal data structures of a NetworkConnection object, including channel buffers.\n \n The topology to be used.\n The host or IP connected to.\n The transport hostId for the connection.\n The transport connectionId for the connection.\n \n \n \n This function invokes the registered handler function for a message.\n \n The message type of the handler to use.\n The stream to read the contents of the message from.\n The channel that the message arrived on.\n The message object to process.\n \n True if a handler function was found and invoked.\n \n \n \n \n This function invokes the registered handler function for a message.\n \n The message type of the handler to use.\n The stream to read the contents of the message from.\n The channel that the message arrived on.\n The message object to process.\n \n True if a handler function was found and invoked.\n \n \n \n \n This function invokes the registered handler function for a message, without any message data.\n \n The message ID of the handler to invoke.\n \n True if a handler function was found and invoked.\n \n \n \n \n Structure used to track the number and size of packets of each packets type.\n \n \n \n \n Total bytes of all messages of this type.\n \n \n \n \n The total number of messages of this type.\n \n \n \n \n The message type these stats are for.\n \n \n \n \n This registers a handler function for a message Id.\n \n The message ID to register.\n The handler function to register.\n \n \n \n Resets the statistics that are returned from NetworkClient.GetConnectionStats().\n \n \n \n \n This sends a network message with a message ID on the connection. This message is sent on channel zero, which by default is the reliable channel.\n \n The ID of the message to send.\n The message to send.\n \n True if the message was sent.\n \n \n \n \n This sends a network message on the connection using a specific transport layer channel.\n \n The message ID to send.\n The message to send.\n The transport layer channel to send on.\n \n True if the message was sent.\n \n \n \n \n This sends an array of bytes on the connection.\n \n The array of data to be sent.\n The number of bytes in the array to be sent.\n The transport channel to send on.\n \n Success if data was sent.\n \n \n \n \n This sends a network message with a message ID on the connection. This message is sent on channel one, which by default is the unreliable channel.\n \n The message ID to send.\n The message to send.\n \n True if the message was sent.\n \n \n \n \n This sends the contents of a NetworkWriter object on the connection.\n \n A writer object containing data to send.\n The transport channel to send on.\n \n True if the data was sent.\n \n \n \n \n This sets an option on the network channel.\n \n The channel the option will be set on.\n The option to set.\n The value for the option.\n \n True if the option was set.\n \n \n \n \n The maximum time in seconds that messages are buffered before being sent.\n \n Time in seconds.\n \n \n \n Returns a string representation of the NetworkConnection object state.\n \n \n \n \n This virtual function allows custom network connection classes to process data from the network before it is passed to the application.\n \n The data recieved.\n The size of the data recieved.\n The channel that the data was received on.\n \n \n \n This virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer.\n \n Data to send.\n Size of data to send.\n Channel to send data on.\n Error code for send.\n \n True if data was sent.\n \n \n \n \n This removes the handler registered for a message Id.\n \n The message ID to unregister.\n \n \n \n This class holds information about which networked scripts use which QoS channels for updates.\n \n \n \n \n Enables a CRC check between server and client that ensures the NetworkBehaviour scripts match.\n \n \n \n \n A dictionary of script QoS channels.\n \n \n \n \n This is used to setup script network settings CRC data.\n \n Script name.\n QoS Channel.\n \n \n \n This can be used to reinitialize the set of script CRCs.\n \n \n \n \n The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast presence and listen for broadcasts, and optionally join matching games using the NetworkManager.\n \n \n \n \n The data to include in the broadcast message when running as a server.\n \n \n \n \n How often in milliseconds to broadcast when running as a server.\n \n \n \n \n A key to identify this application in broadcasts.\n \n \n \n \n The network port to broadcast on and listen to.\n \n \n \n \n A dictionary of broadcasts received from servers.\n \n \n \n \n The sub-version of the application to broadcast. This is used to match versions of the same application.\n \n \n \n \n The version of the application to broadcast. This is used to match versions of the same application.\n \n \n \n \n The TransportLayer hostId being used (read-only).\n \n \n \n \n True if running in client mode (read-only).\n \n \n \n \n True if running in server mode (read-only).\n \n \n \n \n The horizontal offset of the GUI if active.\n \n \n \n \n The vertical offset of the GUI if active.\n \n \n \n \n True is broadcasting or listening (read-only).\n \n \n \n \n True to draw the default Broacast control UI.\n \n \n \n \n True to integrate with the NetworkManager.\n \n \n \n \n Initializes the NetworkDiscovery component.\n \n \n Return true if the network port was available.\n \n \n \n \n This is a virtual function that can be implemented to handle broadcast messages when running as a client.\n \n The IP address of the server.\n The data broadcast by the server.\n \n \n \n Starts listening for broadcasts messages.\n \n \n True is able to listen.\n \n \n \n \n Starts sending broadcast messages.\n \n \n True is able to broadcast.\n \n \n \n \n Stops listening and broadcasting.\n \n \n \n \n A 128 bit number used to represent assets in a networking context.\n \n \n \n \n A valid NetworkHash has a non-zero value.\n \n \n True if the value is non-zero.\n \n \n \n \n This parses the string representation of a NetworkHash into a binary object.\n \n A hex string to parse.\n \n A 128 bit network hash object.\n \n \n \n \n Resets the value of a NetworkHash to zero (invalid).\n \n \n \n \n Returns a string representation of a NetworkHash object.\n \n \n A hex asset string.\n \n \n \n \n The NetworkIdentity identifies objects across the network, between server and clients. Its primary data is a NetworkInstanceId which is allocated by the server and then set on clients. This is used in network communications to be able to lookup game objects on different machines.\n \n \n \n \n Unique identifier used to find the source assets when server spawns the on clients.\n \n \n \n \n A callback that can be populated to be notified when the client-authority state of objects changes.\n \n \n \n \n The client that has authority for this object. This will be null if no client has authority.\n \n \n \n \n The connection associated with this NetworkIdentity. This is only valid for player objects on the server.\n \n \n \n \n The UConnection associated with this NetworkIdentity. This is only valid for player objects on a local client.\n \n \n \n \n This returns true if this object is the authoritative version of the object in the distributed network application.\n \n \n \n \n Returns true if running as a client and this object was spawned by a server.\n \n \n \n \n This returns true if this object is the one that represents the player on the local machine.\n \n \n \n \n Returns true if running as a server, which spawned the object.\n \n \n \n \n .localPlayerAuthority means that the client of the \"owning\" player has authority over their own player object.\n \n \n \n \n Unique identifier for this particular object instance, used for tracking objects between networked clients and the server.\n \n \n \n \n The set of network connections (players) that can see this object.\n \n \n \n \n The id of the player associated with this GameObject.\n \n \n \n \n A unique identifier for NetworkIdentity objects within a scene.\n \n \n \n \n Flag to make this object only exist when the game is running as a server (or host).\n \n \n \n \n This assigns control of an object to a client via the client's NetworkConnection.\n \n The connection of the client to assign authority to.\n \n True if authority was assigned.\n \n \n \n \n The delegate type for the clientAuthorityCallback.\n \n The network connection that is gaining or losing authority.\n The object whose client authority status is being changed.\n The new state of client authority of the object for the connection.\n \n \n \n Force the scene ID to a specific value.\n \n The new scene ID.\n \n \n \n \n This causes the set of players that can see this object to be rebuild. The OnRebuildObservers callback function will be invoked on each NetworkBehaviour.\n \n True if this is the first time.\n \n \n \n Removes ownership for an object for a client by its conneciton.\n \n The connection of the client to remove authority for.\n \n True if authority is removed.\n \n \n \n \n This is used to identify networked objects across all participants of a network. It is assigned at runtime by the server when an object is spawned.\n \n \n \n \n A static invalid NetworkInstanceId that can be used for comparisons.\n \n \n \n \n Returns true if the value of the NetworkInstanceId is zero.\n \n \n True if zero.\n \n \n \n \n Returns a string of \"NetID:value\".\n \n \n String representation of this object.\n \n \n \n \n The internal value of this identifier.\n \n \n \n \n This is a specialized NetworkManager that includes a networked lobby.\n \n \n \n \n This is the prefab of the player to be created in the PlayScene.\n \n \n \n \n This is the prefab of the player to be created in the LobbyScene.\n \n \n \n \n The scene to use for the lobby. This is similar to the offlineScene of the NetworkManager.\n \n \n \n \n These slots track players that enter the lobby.\n \n \n \n \n The maximum number of players allowed in the game.\n \n \n \n \n The maximum number of players per connection.\n \n \n \n \n The minimum number of players required to be ready for the game to start.\n \n \n \n \n The scene to use for the playing the game from the lobby. This is similar to the onlineScene of the NetworkManager.\n \n \n \n \n This flag enables display of the default lobby UI.\n \n \n \n \n CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set.\n \n \n \n \n Called on the client when adding a player to the lobby fails.\n \n \n \n \n This is called on the client when it connects to server.\n \n The connection that connected.\n \n \n \n This is called on the client when disconnected from a server.\n \n The connection that disconnected.\n \n \n \n This is a hook to allow custom behaviour when the game client enters the lobby.\n \n \n \n \n This is a hook to allow custom behaviour when the game client exits the lobby.\n \n \n \n \n This is called on the client when the client is finished loading a new networked scene.\n \n \n \n \n \n This is called on the server when a new client connects to the server.\n \n The new connection.\n \n \n \n This allows customization of the creation of the GamePlayer object on the server.\n \n The connection the player object is for.\n The controllerId of the player on the connnection.\n \n A new GamePlayer object.\n \n \n \n \n This allows customization of the creation of the lobby-player object on the server.\n \n The connection the player object is for.\n The controllerId of the player.\n \n The new lobby-player object.\n \n \n \n \n This is called on the server when a client disconnects.\n \n The connection that disconnected.\n \n \n \n This is called on the server when a player is removed.\n \n \n \n \n \n \n This is called on the server when all the players in the lobby are ready.\n \n \n \n \n This is called on the server when a networked scene finishes loading.\n \n Name of the new scene.\n \n \n \n This is called on the server when it is told that a client has finished switching from the lobby scene to a game player scene.\n \n The lobby player object.\n The game player object.\n \n False to not allow this player to replace the lobby player.\n \n \n \n \n This is called on the client when a client is started.\n \n \n \n \n \n This is called on the host when a host is started.\n \n \n \n \n This is called on the server when the server is started - including when a host is started.\n \n \n \n \n This is called on the client when the client stops.\n \n \n \n \n This is called on the host when the host is stopped.\n \n \n \n \n Sends a message to the server to make the game return to the lobby scene.\n \n \n True if message was sent.\n \n \n \n \n Calling this causes the server to switch back to the lobby scene.\n \n \n \n \n This is used on clients to attempt to add a player to the game.\n \n \n \n \n This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.\n \n \n \n \n This is a flag that control whether this player is ready for the game to begin.\n \n \n \n \n The slot within the lobby that this player inhabits.\n \n \n \n \n This is a hook that is invoked on all player objects when entering the lobby.\n \n \n \n \n This is a hook that is invoked on all player objects when exiting the lobby.\n \n \n \n \n This is a hook that is invoked on clients when a LobbyPlayer switches between ready or not ready.\n \n Whether the player is ready or not.\n \n \n \n This removes this player from the lobby.\n \n \n \n \n This is used on clients to tell the server that this player is not ready for the game to begin.\n \n \n \n \n This is used on clients to tell the server that this player is ready for the game to begin.\n \n \n \n \n This is used on clients to tell the server that the client has switched from the lobby to the GameScene and is ready to play.\n \n \n \n \n This flag controls whether the default UI is shown for the lobby player.\n \n \n \n \n The NetworkManager is a convenience class for the HLAPI for managing networking systems.\n \n \n \n \n A flag to control whether or not player objects are automatically created on connect, and on scene change.\n \n \n \n \n The Quality-of-Service channels to use for the network transport layer.\n \n \n \n \n The current NetworkClient being used by the manager.\n \n \n \n \n This is true if the client loaded a new scene when connecting to the server.\n \n \n \n \n The custom network configuration to use.\n \n \n \n \n Flag to enable custom network configuration.\n \n \n \n \n A flag to control whether the NetworkManager object is destroyed when the scene changes.\n \n \n \n \n The transport layer global configuration to be used.\n \n \n \n \n True if the NetworkServer or NetworkClient isactive.\n \n \n \n \n The log level specifically to user for network log messages.\n \n \n \n \n The list of matches that are available to join.\n \n \n \n \n The hostname of the matchmaking server.\n \n \n \n \n A MatchInfo instance that will be used when StartServer() or StartClient() are called.\n \n \n \n \n The UMatch MatchMaker object.\n \n \n \n \n The name of the current match.\n \n \n \n \n The port of the matchmaking service.\n \n \n \n \n The maximum number of players in the current match.\n \n \n \n \n The maximum number of concurrent network connections to support.\n \n \n \n \n The maximum delay before sending packets on connections.\n \n \n \n \n The migration manager being used with the NetworkManager.\n \n \n \n \n The network address currently in use.\n \n \n \n \n The network port currently in use.\n \n \n \n \n The name of the current network scene.\n \n \n \n \n NumPlayers is the number of active player objects across all connections on the server.\n \n \n \n \n The scene to switch to when offline.\n \n \n \n \n The scene to switch to when online.\n \n \n \n \n The percentage of incoming and outgoing packets to be dropped for clients.\n \n \n \n \n The default prefab to be used to create player objects on the server.\n \n \n \n \n The current method of spawning players used by the NetworkManager.\n \n \n \n \n Controls whether the program runs when it is in the background.\n \n \n \n \n Flag for using the script CRC check between server and clients.\n \n \n \n \n Allows you to specify an EndPoint object instead of setting networkAddress and networkPort (required for some platforms such as Xbox One).\n \n \n \n \n A flag to control sending the network information about every peer to all members of a match.\n \n \n \n \n The IP address to bind the server to.\n \n \n \n \n Flag to tell the server whether to bind to a specific IP address.\n \n \n \n \n The delay in milliseconds to be added to incoming and outgoing packets for clients.\n \n \n \n \n The NetworkManager singleton object.\n \n \n \n \n List of prefabs that will be registered with the spawning system.\n \n \n \n \n The list of currently registered player start positions for the current scene.\n \n \n \n \n Flag that control whether clients started by this NetworkManager will use simulated latency and packet loss.\n \n \n \n \n This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections.\n \n \n \n \n This finds a spawn position based on NetworkStartPosition objects in the scene.\n \n \n Returns the transform to spawn a player at, or null.\n \n \n \n \n This checks if the NetworkManager has a client and that it is connected to a server.\n \n \n True if the NetworkManagers client is connected to a server.\n \n \n \n \n Called on the client when connected to a server.\n \n Connection to the server.\n \n \n \n Called on clients when disconnected from a server.\n \n Connection to the server.\n \n \n \n Called on clients when a network error occurs.\n \n Connection to a server.\n Error code.\n \n \n \n Called on clients when a servers tells the client it is no longer ready.\n \n Connection to a server.\n \n \n \n Called on clients when a scene has completed loaded, when the scene load was initiated by the server.\n \n The network connection that the scene change message arrived on.\n \n \n \n Callback that happens when a NetworkMatch.DestroyMatch request has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n \n \n \n Callback that happens when a NetworkMatch.DropConnection match request has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n \n \n \n Callback that happens when a NetworkMatch.CreateMatch request has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n The information about the newly created match.\n \n \n \n Callback that happens when a NetworkMatch.JoinMatch request has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n The info for the newly joined match.\n \n \n \n Callback that happens when a NetworkMatch.ListMatches request has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n A list of matches corresponding to the filters set in the initial list request.\n \n \n \n Called on the server when a client adds a new player with ClientScene.AddPlayer.\n \n Connection from client.\n Id of the new player.\n An extra message object passed for the new player.\n \n \n \n Called on the server when a new client connects.\n \n Connection from client.\n \n \n \n Called on the server when a client disconnects.\n \n Connection from client.\n \n \n \n Called on the server when a network error occurs for a client connection.\n \n Connection from client.\n Error code.\n \n \n \n Called on the server when a client is ready.\n \n Connection from client.\n \n \n \n Called on the server when a client removes a player.\n \n The connection to remove the player from.\n The player controller to remove.\n \n \n \n Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().\n \n The name of the new scene.\n \n \n \n Callback that happens when a NetworkMatch.SetMatchAttributes has been processed on the server.\n \n Indicates if the request succeeded.\n A text description for the error if success is false.\n \n \n \n This is a hook that is invoked when the client is started.\n \n The NetworkClient object that was started.\n \n \n \n This hook is invoked when a host is started.\n \n \n \n \n This hook is invoked when a server is started - including when a host is started.\n \n \n \n \n This hook is called when a client is stopped.\n \n \n \n \n This hook is called when a host is stopped.\n \n \n \n \n This hook is called when a server is stopped - including when a host is stopped.\n \n \n \n \n Registers the transform of a game object as a player spawn location.\n \n Transform to register.\n \n \n \n This causes the server to switch scenes and sets the networkSceneName.\n \n The name of the scene to change to. The server will change scene immediately, and a message will be sent to connected clients to ask them to change scene also.\n \n \n \n This sets the address of the MatchMaker service.\n \n Hostname of MatchMaker service.\n Port of MatchMaker service.\n Protocol used by MatchMaker service.\n \n \n \n This sets up a NetworkMigrationManager object to work with this NetworkManager.\n \n The migration manager object to use with the NetworkManager.\n \n \n \n Shuts down the NetworkManager completely and destroy the singleton.\n \n \n \n \n This starts a network client. It uses the networkAddress and networkPort properties as the address to connect to.\n \n \n The client object created.\n \n \n \n \n This starts a network \"host\" - a server and client in the same application.\n \n \n The client object created - this is a \"local client\".\n \n \n \n \n This starts MatchMaker for the NetworkManager.\n \n \n \n \n This starts a new server.\n \n \n True is the server was started.\n \n \n \n \n Stops the client that the manager is using.\n \n \n \n \n This stops both the client and the server that the manager is using.\n \n \n \n \n Stops the MatchMaker that the NetworkManager is using.\n \n \n \n \n Stops the server that the manager is using.\n \n \n \n \n Unregisters the transform of a game object as a player spawn location.\n \n \n \n \n \n This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient().\n \n The NetworkClient object to use.\n \n \n \n An extension for the NetworkManager that displays a default HUD for controlling the network state of the game.\n \n \n \n \n The NetworkManager associated with this HUD.\n \n \n \n \n The horizontal offset in pixels to draw the HUD runtime GUI at.\n \n \n \n \n The vertical offset in pixels to draw the HUD runtime GUI at.\n \n \n \n \n Whether to show the default control HUD at runtime.\n \n \n \n \n The details of a network message received by a client or server on a network connection.\n \n \n \n \n The transport layer channel the message was sent on.\n \n \n \n \n The connection the message was recieved on.\n \n \n \n \n The id of the message type of the message.\n \n \n \n \n A NetworkReader object that contains the contents of the message.\n \n \n \n \n Returns a string with the numeric representation of each byte in the payload.\n \n Network message payload to dump.\n Length of payload in bytes.\n \n Dumped info from payload.\n \n \n \n \n The size of the largest message in bytes that can be sent on a NetworkConnection.\n \n \n \n \n ReadMessage is used to extract a typed network message from the NetworkReader of a NetworkMessage object.\n \n \n The type of the Network Message, must be derived from MessageBase.\n \n \n \n \n The callback delegate used in message handler functions.\n \n Network message for the message callback.\n \n \n \n A component that manages the process of a new host taking over a game when the old host is lost. This is referred to as \"host migration\". The migration manager sends information about each peer in the game to all the clients, and when the host is lost because of a crash or network outage, the clients are able to choose a new host, and continue the game.\n\nThe old host is able to rejoin the new game on the new host.\n\nThe state of SyncVars and SyncLists on all objects with NetworkIdentities in the scene is maintained during a host migration. This also applies to custom serialized data for objects.\n\nAll of the player objects in the game are disabled when the host is lost. Then, when the other clients rejoin the new game on the new host, the corresponding players for those clients are re-enabled on the host, and respawned on the other clients. No player state data is lost during a host migration.\n \n \n \n \n The client instance that is being used to connect to the host.\n \n \n \n \n True is this is a client that has been disconnected from a host.\n \n \n \n \n Controls whether host migration is active.\n \n \n \n \n True if this was the host and the host has been shut down.\n \n \n \n \n Information about the match. This may be null if there is no match.\n \n \n \n \n The IP address of the new host to connect to.\n \n \n \n \n The X offset in pixels of the migration manager default GUI.\n \n \n \n \n The Y offset in pixels of the migration manager default GUI.\n \n \n \n \n The connectionId that this client was assign on the old host.\n \n \n \n \n The set of peers involved in the game. This includes the host and this client.\n \n \n \n \n The player objects that have been disabled, and are waiting for their corresponding clients to reconnect.\n \n \n \n \n Flag to toggle display of the default UI.\n \n \n \n \n True if this is a client that was disconnected from the host and is now waiting to reconnect to the new host.\n \n \n \n \n True if this is a client that was disconnected from the host, and was chosen as the new host.\n \n \n \n \n This causes a client that has been disconnected from the host to become the new host of the game.\n \n The network port to listen on.\n \n True if able to become the new host.\n \n \n \n \n The player objects for connections to the old host.\n \n \n \n \n The list of players for a connection.\n \n \n \n \n This causes objects for known players to be disabled.\n \n \n \n \n This is a utility function to pick one of the peers in the game as the new host.\n \n Information about the new host, including the IP address.\n True if this client is to be the new host.\n \n True if able to pick a new host.\n \n \n \n \n Used to initialize the migration manager with client and match information.\n \n The NetworkClient being used to connect to the host.\n Information about the match being used. This may be null if there is no match.\n \n \n \n This should be called on a client when it has lost its connection to the host.\n \n The connection of the client that was connected to the host.\n \n True if the client should stay in the on-line scene.\n \n \n \n \n This should be called on a host when it has has been shutdown.\n \n \n \n \n A virtual function that is called when the authority of a non-player object changes.\n \n The game object whose authority has changed.\n The id of the connection whose authority changed for this object.\n The new authority state for the object.\n \n \n \n A virtual function that is called when the client is disconnected from the host.\n \n The connection to the old host.\n How to handle scene changes.\n \n \n \n A virtual function that is called when the set of peers in the game changes.\n \n The set of peers in the game.\n \n \n \n A virtual function that is called when the host is shutdown.\n \n \n \n \n A virtual function that is called for non-player objects with client authority on the new host when a client from the old host reconnects to the new host.\n \n The connection of the new client.\n The object with authority that is being reconnected.\n The connectionId of this client on the old host.\n \n \n \n A virtual function that is called on the new host when a client from the old host reconnects to the new host.\n \n The connection of the new client.\n The player object associated with this client.\n The connectionId of this client on the old host.\n The playerControllerId of the player that is re-joining.\n Additional message data (optional).\n \n \n \n A virtual function that is called on the new host when a client from the old host reconnects to the new host.\n \n The connection of the new client.\n The player object associated with this client.\n The connectionId of this client on the old host.\n The playerControllerId of the player that is re-joining.\n Additional message data (optional).\n \n \n \n Information about a player object from another peer.\n \n \n \n \n The networkId of the player object.\n \n \n \n \n The gameObject for the player.\n \n \n \n \n The playerControllerId of the player GameObject.\n \n \n \n \n This re-establishes a non-player object with client authority with a client that is reconnected. It is similar to NetworkServer.SpawnWithClientAuthority().\n \n The connection of the new client.\n The object with client authority that is being reconnected.\n This client's connectionId on the old host.\n \n True if the object was reconnected.\n \n \n \n \n This re-establishes a player object with a client that is reconnected. It is similar to NetworkServer.AddPlayerForConnection(). The player game object will become the player object for the new connection.\n \n The connection of the new client.\n The player object.\n This client's connectionId on the old host.\n The playerControllerId of the player that is rejoining.\n \n True if able to re-add this player.\n \n \n \n \n Resets the migration manager, and sets the ClientScene's ReconnectId.\n \n The connectionId for the ClientScene to use when reconnecting.\n \n \n \n An enumeration of how to handle scene changes when the connection to the host is lost.\n \n \n \n \n The client should stay in the online scene.\n \n \n \n \n The client should return to the offline scene.\n \n \n \n \n This sends the set of peers in the game to all the peers in the game.\n \n \n \n \n Component that controls visibility of networked objects for players.\n \n \n \n \n Which method to use for checking proximity of players.\n \n \n \n \n Flag to force this object to be hidden for players.\n \n \n \n \n The maximim range that objects will be visible at.\n \n \n \n \n How often (in seconds) that this object should update the set of players that can see it.\n \n \n \n \n Enumeration of methods to use to check proximity.\n \n \n \n \n Use 2D physics to determine proximity.\n \n \n \n \n Use 3D physics to determine proximity.\n \n \n \n \n General purpose serializer for UNET (for reading byte arrays).\n \n \n \n \n Creates a new NetworkReader object.\n \n A buffer to construct the reader with, this buffer is NOT copied.\n \n \n \n Creates a new NetworkReader object.\n \n A buffer to construct the reader with, this buffer is NOT copied.\n \n \n \n The current length of the buffer.\n \n \n \n \n The current position within the buffer.\n \n \n \n \n Reads a boolean from the stream.\n \n \n The value read.\n \n \n \n \n Reads a byte from the stream.\n \n \n The value read.\n \n \n \n \n Reads a number of bytes from the stream.\n \n Number of bytes to read.\n \n Bytes read. (this is a copy).\n \n \n \n \n This read a 16-bit byte count and a array of bytes of that size from the stream.\n \n \n The bytes read from the stream.\n \n \n \n \n Reads a char from the stream.\n \n \n Value read.\n \n \n \n \n Reads a unity Color objects.\n \n \n The color read from the stream.\n \n \n \n \n Reads a unity color32 objects.\n \n \n The colo read from the stream.\n \n \n \n \n Reads a decimal from the stream.\n \n \n Value read.\n \n \n \n \n Reads a double from the stream.\n \n \n Value read.\n \n \n \n \n Reads a reference to a GameObject from the stream.\n \n \n The GameObject referenced.\n \n \n \n \n Reads a signed 16 bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads a signed 32bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads a signed 64 bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads a unity Matrix4x4 object.\n \n \n The matrix read from the stream.\n \n \n \n \n This is a utility function to read a typed network message from the stream.\n \n \n The type of the Network Message, must be derived from MessageBase.\n \n \n \n \n Reads a NetworkHash128 assetId.\n \n \n The assetId object read from the stream.\n \n \n \n \n Reads a NetworkInstanceId from the stream.\n \n \n The NetworkInstanceId read.\n \n \n \n \n Reads a reference to a NetworkIdentity from the stream.\n \n \n The NetworkIdentity object read.\n \n \n \n \n Reads a 32-bit variable-length-encoded value.\n \n \n The 32 bit value read.\n \n \n \n \n Reads a 64-bit variable-length-encoded value.\n \n \n The 64 bit value read.\n \n \n \n \n Reads a unity Plane object.\n \n \n The plane read from the stream.\n \n \n \n \n Reads a Unity Quaternion object.\n \n \n The quaternion read from the stream.\n \n \n \n \n Reads a Unity Ray object.\n \n \n The ray read from the stream.\n \n \n \n \n Reads a Unity Rect object.\n \n \n The rect read from the stream.\n \n \n \n \n Reads a signed byte from the stream.\n \n \n Value read.\n \n \n \n \n Reads a NetworkSceneId from the stream.\n \n \n The NetworkSceneId read.\n \n \n \n \n Reads a float from the stream.\n \n \n Value read.\n \n \n \n \n Reads a string from the stream. (max of 32k bytes).\n \n \n Value read.\n \n \n \n \n Reads a reference to a Transform from the stream.\n \n \n The transform object read.\n \n \n \n \n Reads an unsigned 16 bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads an unsigned 32 bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads an unsigned 64 bit integer from the stream.\n \n \n Value read.\n \n \n \n \n Reads a Unity Vector2 object.\n \n \n The vector read from the stream.\n \n \n \n \n Reads a Unity Vector3 objects.\n \n \n The vector read from the stream.\n \n \n \n \n Reads a Unity Vector4 object.\n \n \n The vector read from the stream.\n \n \n \n \n Sets the current position of the reader's stream to the start of the stream.\n \n \n \n \n Returns a string representation of the reader's buffer.\n \n \n Buffer contents.\n \n \n \n \n This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene.\n \n \n \n \n Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero.\n \n \n True if zero.\n \n \n \n \n Returns a string like SceneId:value.\n \n \n String representation of this object.\n \n \n \n \n The internal value for this object.\n \n \n \n \n The NetworkServer uses a NetworkServerSimple for basic network functionality and adds more game-like functionality.\n \n \n \n \n Checks if the server has been started.\n \n \n \n \n A list of all the current connections from clients.\n \n \n \n \n If you enable this, the server will not listen for incoming connections on the regular network port.\n \n \n \n \n Dictionary of the message handlers registered with the server.\n \n \n \n \n The host topology that the server is using.\n \n \n \n \n The port that the server is listening on.\n \n \n \n \n True is a local client is currently active on the server.\n \n \n \n \n A list of local connections on the server.\n \n \n \n \n The maximum delay before sending packets on connections.\n \n \n \n \n The class to be used when creating new network connections.\n \n \n \n \n The number of channels the network is configure with.\n \n \n \n \n This is a dictionary of networked objects that have been spawned on the server.\n \n \n \n \n Setting this true will make the server send peer info to all participants of the network.\n \n \n \n \n The transport layer hostId used by this server.\n \n \n \n \n This makes the server listen for WebSockets connections instead of normal transport layer connections.\n \n \n \n \n This accepts a network connection from another external source and adds it to the server.\n \n Network connection to add.\n \n True if added.\n \n \n \n \n When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection.\n \n Connection which is adding the player.\n Player object spawned for the player.\n The player controller ID number as specified by client.\n \n True if player was added.\n \n \n \n \n When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection.\n \n Connection which is adding the player.\n Player object spawned for the player.\n The player controller ID number as specified by client.\n \n True if player was added.\n \n \n \n \n This allows a client that has been disconnected from a server, to become the host of a new version of the game.\n \n The client that was connected to the old host.\n The port to listen on.\n Match information (may be null).\n \n The local client connected to the new host.\n \n \n \n \n Clear all registered callback handlers.\n \n \n \n \n This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner.\n \n \n \n \n Clears all registered spawn prefab and spawn handler functions for this server.\n \n \n \n \n This configures the transport layer settings for the server.\n \n Transport layer confuration object.\n The maximum number of client connections to allow.\n Transport layer topology object to use.\n \n True if successfully configured.\n \n \n \n \n This configures the transport layer settings for the server.\n \n Transport layer confuration object.\n The maximum number of client connections to allow.\n Transport layer topology object to use.\n \n True if successfully configured.\n \n \n \n \n Destroys this object and corresponding objects on all clients.\n \n Game object to destroy.\n \n \n \n This destroys all the player objects associated with a NetworkConnections on a server.\n \n The connections object to clean up for.\n \n \n \n Disconnect all currently connected clients.\n \n \n \n \n This finds the local NetworkIdentity object with the specified network Id.\n \n The netId of the NetworkIdentity object to find.\n \n The game object that matches the netId.\n \n \n \n \n Gets aggregate packet stats for all connections.\n \n \n Dictionary of msg types and packet statistics.\n \n \n \n \n Get inbound network statistics for the server.\n \n Number of messages received so far.\n Number of bytes received so far.\n \n \n \n Get outbound network statistics for the client.\n \n Number of messages sent so far (including collated messages send through buffer).\n Number of messages sent through buffer.\n Number of bytes sent so far.\n Number of messages buffered for sending per second.\n \n \n \n Start the server on the given port number. Note that if a match has been created, this will listen using the Relay server instead of a local socket.\n \n The IP address to bind to (optional).\n Listen port number.\n \n True if listen succeeded.\n \n \n \n \n Start the server on the given port number. Note that if a match has been created, this will listen using the Relay server instead of a local socket.\n \n The IP address to bind to (optional).\n Listen port number.\n \n True if listen succeeded.\n \n \n \n \n Starts a server using a Relay server. This is the manual way of using the Relay server, as the regular NetworkServer.Connect() will automatically use the Relay server if a match exists.\n \n Relay server IP Address.\n Relay server port.\n GUID of the network to create.\n This server's sourceId.\n The node to join the network with.\n \n \n \n Register a handler for a particular message type.\n \n Message type number.\n Function handler which will be invoked for when this message type is received.\n \n \n \n This removes an external connection added with AddExternalConnection().\n \n The id of the connection to remove.\n \n \n \n This replaces the player object for a connection with a different player object. The old player object is not destroyed.\n \n Connection which is adding the player.\n Player object spawned for the player.\n The player controller ID number as specified by client.\n \n True if player was replaced.\n \n \n \n \n This replaces the player object for a connection with a different player object. The old player object is not destroyed.\n \n Connection which is adding the player.\n Player object spawned for the player.\n The player controller ID number as specified by client.\n \n True if player was replaced.\n \n \n \n \n Reset the NetworkServer singleton.\n \n \n \n \n Resets the packet stats on all connections.\n \n \n \n \n Sends a network message to all connected clients on a specified transport layer QoS channel.\n \n The message id.\n The message to send.\n The transport layer channel to use.\n \n True if the message was sent.\n \n \n \n \n Sends a network message to all connected clients that are \"ready\" on a specified transport layer QoS channel.\n \n An object to use for context when calculating object visibility. If null, then the message is sent to all ready clients.\n The message id.\n The message to send.\n The transport layer channel to send on.\n \n True if the message was sent.\n \n \n \n \n This sends an array of bytes to a specific player.\n \n The player to send the bytes to.\n Array of bytes to send.\n Size of array.\n Transport layer channel id to send bytes on.\n \n \n \n This sends an array of bytes to all ready players.\n \n Array of bytes to send.\n Size of array.\n Transport layer channel id to send bytes on.\n \n \n \n This is obsolete. This functionality is now part of the NetworkMigrationManager.\n \n Connection to send peer info to.\n \n \n \n Send a message structure with the given type number to all connected clients.\n \n Message structure.\n Message type.\n \n Success if message is sent.\n \n \n \n \n Send a message to the client which owns the given connection ID.\n \n Client connection ID.\n Message struct to send.\n Message type.\n \n \n \n Send a message to the client which owns the given player object instance.\n \n The players game object.\n Message struct.\n Message type.\n \n \n \n Send a message structure with the given type number to only clients which are ready.\n \n Message structure.\n Message type.\n \n Success if message is sent.\n \n \n \n \n Send given message structure as an unreliable message to all connected clients.\n \n Message structure.\n Message type.\n \n Success if message is sent.\n \n \n \n \n Send given message structure as an unreliable message only to ready clients.\n \n Message structure.\n Message type.\n \n Success if message is sent.\n \n \n \n \n Sends the contents of a NetworkWriter object to the ready players.\n \n The writer object to send.\n The QoS channel to send the data on.\n \n \n \n Marks all connected clients as no longer ready.\n \n \n \n \n Sets the client of the connection to be not-ready.\n \n The connection of the client to make not ready.\n \n \n \n Sets the client to be ready.\n \n The connection of the client to make ready.\n \n \n \n This sets the class used when creating new network connections.\n \n \n \n \n This shuts down the server and disconnects all clients.\n \n \n \n \n Spawn the given game object on all clients which are ready.\n \n Game object with NetworkIdentity to spawn.\n \n \n \n Spawn the given game object on all clients which are ready.\n \n Game object with NetworkIdentity to spawn.\n \n \n \n This causes NetworkIdentity objects in a scene to be spawned on a server.\n \n \n Success if objects where spawned.\n \n \n \n \n This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.\n \n The object to spawn.\n The player object to set Client Authority to.\n The assetId of the object to spawn. Used for custom spawn handlers.\n The connection to set Client Authority to.\n \n True if the object was spawned.\n \n \n \n \n This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.\n \n The object to spawn.\n The player object to set Client Authority to.\n The assetId of the object to spawn. Used for custom spawn handlers.\n The connection to set Client Authority to.\n \n True if the object was spawned.\n \n \n \n \n This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.\n \n The object to spawn.\n The player object to set Client Authority to.\n The assetId of the object to spawn. Used for custom spawn handlers.\n The connection to set Client Authority to.\n \n True if the object was spawned.\n \n \n \n \n Unregisters a handler for a particular message type.\n \n The message type to remove the handler for.\n \n \n \n This takes an object that has been spawned and un-spawns it.\n \n The spawned object to be unspawned.\n \n \n \n The NetworkServerSimple is a basic server class without the \"game\" related functionality that the NetworkServer class has.\n \n \n \n \n A read-only list of the current connections being managed.\n \n \n \n \n The message handler functions that are registered.\n \n \n \n \n The transport layer host-topology that the server is configured with.\n \n \n \n \n The network port that the server is listening on.\n \n \n \n \n The internal buffer that the server reads data from the network into. This will contain the most recent data read from the network when OnData() is called.\n \n \n \n \n A NetworkReader object that is bound to the server's messageBuffer.\n \n \n \n \n The type of class to be created for new network connections from clients.\n \n \n \n \n The transport layer hostId of the server.\n \n \n \n \n This causes the server to listen for WebSocket connections instead of regular transport layer connections.\n \n \n \n \n Clears the message handlers that are registered.\n \n \n \n \n This configures the network transport layer of the server.\n \n The transport layer configuration to use.\n Maximum number of network connections to allow.\n The transport layer host topology to use.\n \n True if configured.\n \n \n \n \n This configures the network transport layer of the server.\n \n The transport layer configuration to use.\n Maximum number of network connections to allow.\n The transport layer host topology to use.\n \n True if configured.\n \n \n \n \n This disconnects the connection of the corresponding connection id.\n \n The id of the connection to disconnect.\n \n \n \n This disconnects all of the active connections.\n \n \n \n \n This looks up the network connection object for the specified connection Id.\n \n The connection id to look up.\n \n A NetworkConnection objects, or null if no connection found.\n \n \n \n \n Initialization function that is invoked when the server starts listening. This can be overridden to perform custom initialization such as setting the NetworkConnectionClass.\n \n \n \n \n This starts the server listening for connections on the specified port.\n \n The port to listen on.\n The transport layer host toplogy to configure with.\n \n True if able to listen.\n \n \n \n \n This starts the server listening for connections on the specified port.\n \n The port to listen on.\n The transport layer host toplogy to configure with.\n \n True if able to listen.\n \n \n \n \n Starts a server using a Relay server. This is the manual way of using the Relay server, as the regular NetworkServer.Connect() will automatically use the Relay server if a match exists.\n \n Relay server IP Address.\n Relay server port.\n GUID of the network to create.\n This server's sourceId.\n The node to join the network with.\n \n \n \n This virtual function can be overridden to perform custom functionality for new network connections.\n \n The new connection object.\n \n \n \n A virtual function that is invoked when there is a connection error.\n \n The id of the connection with the error.\n The error code.\n \n \n \n This virtual function can be overridden to perform custom functionality when data is received for a connection.\n \n The connection that data was received on.\n The channel that data was received on.\n The amount of data received.\n \n \n \n A virtual function that is called when a data error occurs on a connection.\n \n The connection object that the error occured on.\n The error code.\n \n \n \n This virtual function can be overridden to perform custom functionality for disconnected network connections.\n \n \n \n \n \n A virtual function that is called when a disconnect error happens.\n \n The connection object that the error occured on.\n The error code.\n \n \n \n This registers a handler function for a message Id.\n \n Message Id to register handler for.\n Handler function.\n \n \n \n This removes a connection object from the server's list of connections.\n \n The id of the connection to remove.\n \n True if removed.\n \n \n \n \n This sends the data in an array of bytes to the connected client.\n \n The id of the connection to send on.\n The data to send.\n The size of the data to send.\n The channel to send the data on.\n \n \n \n This sends the contents of a NetworkWriter object to the connected client.\n \n The id of the connection to send on.\n The writer object to send.\n The channel to send the data on.\n \n \n \n This adds a connection created by external code to the server's list of connections, at the connection's connectionId index.\n \n A new connection object.\n \n True if added.\n \n \n \n \n This sets the class that is used when creating new network connections.\n \n \n \n \n This stops a server from listening.\n \n \n \n \n This unregisters a registered message handler function.\n \n The message id to unregister.\n \n \n \n This function pumps the server causing incoming network data to be processed, and pending outgoing data to be sent.\n \n \n \n \n This function causes pending outgoing data on connections to be sent, but unlike Update() it works when the server is not listening.\n \n \n \n \n This attribute is used to configure the network settings of scripts that are derived from the NetworkBehaviour base class.\n \n \n \n \n The QoS channel to use for updates for this script.\n \n \n \n \n The sendInterval control how frequently updates are sent for this script.\n \n \n \n \n This component is used to make a gameObject a starting position for spawning player objects in multiplayer games.\n \n \n \n \n This is passed to handler funtions registered for the AddPlayer built-in message.\n \n \n \n \n The extra message data included in the AddPlayerMessage.\n \n \n \n \n The size of the extra message data included in the AddPlayerMessage.\n \n \n \n \n The playerId of the new player.\n \n \n \n \n A utility class to send a network message with no contents.\n \n \n \n \n This is passed to handler functions registered for the SYSTEM_ERROR built-in message.\n \n \n \n \n The error code.\n \n \n \n \n A utility class to send simple network messages that only contain an integer.\n \n \n \n \n The integer value to serialize.\n \n \n \n \n This is passed to handler funtions registered for the SYSTEM_NOT_READY built-in message.\n \n \n \n \n Information about a change in authority of a non-player in the same network game.\n \n \n \n \n The new state of authority for the object referenced by this message.\n \n \n \n \n The connection Id (on the server) of the peer whose authority is changing for the object.\n \n \n \n \n The network id of the object whose authority state changed.\n \n \n \n \n Information about another participant in the same network game.\n \n \n \n \n The IP address of the peer.\n \n \n \n \n The id of the NetworkConnection associated with the peer.\n \n \n \n \n True if this peer is the host of the network game.\n \n \n \n \n True if the peer if the same as the current client.\n \n \n \n \n The players for this peer.\n \n \n \n \n The network port being used by the peer.\n \n \n \n \n A structure used to identify player object on other peers for host migration.\n \n \n \n \n The networkId of the player object.\n \n \n \n \n The playerControllerId of the player GameObject.\n \n \n \n \n Internal UNET message for sending information about network peers to clients.\n \n \n \n \n The connectionId of this client on the old host.\n \n \n \n \n The list of participants in a networked game.\n \n \n \n \n This is passed to handler funtions registered for the SYSTEM_READY built-in message.\n \n \n \n \n This network message is used when a client reconnect to the new host of a game.\n \n \n \n \n Additional data.\n \n \n \n \n Size of additional data.\n \n \n \n \n The networkId of this player on the old host.\n \n \n \n \n This client's connectionId on the old host.\n \n \n \n \n The playerControllerId of the player that is rejoining.\n \n \n \n \n This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message.\n \n \n \n \n The player ID of the player GameObject which should be removed.\n \n \n \n \n This is a utility class for simple network messages that contain only a string.\n \n \n \n \n The string that will be serialized.\n \n \n \n \n A component to synchronize the position and rotation of networked objects.\n \n \n \n \n Cached CharacterController.\n \n \n \n \n A callback that can be used to validate on the server, the movement of client authoritative objects.\n \n \n \n \n A callback that can be used to validate on the server, the movement of client authoritative objects.\n \n \n \n \n Tells the NetworkTransform that it is on a surface (this is the default). \n \n \n \n \n Enables interpolation of the synchronized movement.\n \n \n \n \n Enables interpolation of the synchronized rotation.\n \n \n \n \n The most recent time when a movement synchronization packet arrived for this object.\n \n \n \n \n The distance that an object can move without sending a movement synchronization update.\n \n \n \n \n Cached Rigidbody2D.\n \n \n \n \n Cached Rigidbody.\n \n \n \n \n How much to compress rotation sync updates.\n \n \n \n \n The sendInterval controls how often state updates are sent for this object.\n \n \n \n \n If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly.\n \n \n \n \n Which axis should rotation by synchronized for.\n \n \n \n \n The target position interpolating towards.\n \n \n \n \n The target rotation interpolating towards.\n \n \n \n \n The target position interpolating towards.\n \n \n \n \n The velocity send for synchronization.\n \n \n \n \n What method to use to sync the object's position.\n \n \n \n \n The minimum velocity difference that will be synchronized over the network.\n \n \n \n \n An axis or set of axis.\n \n \n \n \n Only x axis.\n \n \n \n \n The x and y axis.\n \n \n \n \n The x, y and z axis.\n \n \n \n \n The x and z axis.\n \n \n \n \n Only the y axis.\n \n \n \n \n The y and z axis.\n \n \n \n \n Only the z axis.\n \n \n \n \n Do not sync.\n \n \n \n \n This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms.\n \n The new position from the client.\n The new velocity from the client.\n The new rotation from the client.\n \n \n \n This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms.\n \n The new position from the client.\n The new velocity from the client.\n The new rotation from the client.\n \n \n \n How much to compress sync data.\n \n \n \n \n High Compression - sacrificing accuracy.\n \n \n \n \n A low amount of compression that preserves accuracy.\n \n \n \n \n Do not compress.\n \n \n \n \n How to synchronize an object's position.\n \n \n \n \n Sync using the CharacterController component.\n \n \n \n \n Dont synchronize.\n \n \n \n \n Sync using the Rigidbody2D component.\n \n \n \n \n Sync using the Rigidbody component.\n \n \n \n \n Sync using the game object's base transform.\n \n \n \n \n A component to synchronize the position of child transforms of networked objects.\n \n \n \n \n A unique Identifier for this NetworkTransformChild component on this root object.\n \n \n \n \n A callback function to allow server side validation of the movement of the child object.\n \n \n \n \n The rate to interpolate towards the target position.\n \n \n \n \n The rate to interpolate to the target rotation.\n \n \n \n \n The most recent time when a movement synchronization packet arrived for this object.\n \n \n \n \n The distance that an object can move without sending a movement synchronization update.\n \n \n \n \n How much to compress rotation sync updates.\n \n \n \n \n The sendInterval controls how often state updates are sent for this object.\n \n \n \n \n Which axis should rotation by synchronized for.\n \n \n \n \n The child transform to be synchronized.\n \n \n \n \n The target position interpolating towards.\n \n \n \n \n The target rotation interpolating towards.\n \n \n \n \n This is a helper component to help understand and debug networked movement synchronization with the NetworkTransform component.\n \n \n \n \n The prefab to use for the visualization object.\n \n \n \n \n General purpose serializer for UNET (for serializing data to byte arrays).\n \n \n \n \n Returns the internal array of bytes the writer is using. This is NOT a copy.\n \n \n Internal buffer.\n \n \n \n \n Creates a new NetworkWriter object.\n \n A buffer to write into. This is not copied.\n \n \n \n Creates a new NetworkWriter object.\n \n A buffer to write into. This is not copied.\n \n \n \n This fills out the size header of a message begun with StartMessage(), so that it can be send using Send() functions.\n \n \n \n \n The current position of the internal buffer.\n \n \n \n \n Seeks to the start of the internal buffer.\n \n \n \n \n This begins a new message, which should be completed with FinishMessage() once the payload has been written.\n \n Message type.\n \n \n \n Returns a copy of internal array of bytes the writer is using, it copies only the bytes used.\n \n \n Copy of data used by the writer.\n \n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.\n \n The object to write.\n The byte buffer to write.\n The number of bytes in the byte buffer to write.\n The byte buffer array element to start writing from.\n The network message to write.\n \n \n \n This writes a 16-bit count and a array of bytes of that length to the stream.\n \n Array of bytes to write.\n Number of bytes from the array to write.\n \n \n \n This writes a 16-bit count and an array of bytes of that size to the stream.\n \n Bytes to write.\n \n \n \n This writes the 32-bit value to the stream using variable-length-encoding.\n \n Value to write.\n \n \n \n This writes the 64-bit value to the stream using variable-length-encoding.\n \n Value to write.\n \n \n \n This represents a networked player.\n \n \n \n \n The game object for this player.\n \n \n \n \n The local player ID number of this player.\n \n \n \n \n The NetworkIdentity component of the player.\n \n \n \n \n Checks if this PlayerController has an actual player attached to it.\n \n \n \n \n The maximum number of local players that a client connection can have.\n \n \n \n \n String representation of the player objects state.\n \n \n String with the object state.\n \n \n \n \n Enumeration of methods of where to spawn player objects in multiplayer games.\n \n \n \n \n Spawn players at a randomly chosen starting position.\n \n \n \n \n Spawn players at the next start position.\n \n \n \n \n A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers.\n \n \n \n \n A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers, but not generate warnings.\n \n \n \n \n Signature of spawn functions that are passed to NetworkClient.RegisterSpawnFunction(). This is optional, as in most cases RegisterPrefab will be used instead.\n \n \n \n \n \n \n This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the sserver.\n \n \n \n \n The UNET QoS channel that this event should be sent on.\n \n \n \n \n This is the base class for type-specific SyncList classes.\n \n \n \n \n Same as List:Add() but the item is added on clients.\n \n Item to add.\n \n \n \n The delegate type used for SyncListChanged.\n \n \n \n \n Same as List:Clear() but the list is cleared on clients.\n \n \n \n \n Determines whether the list contains item item.\n \n Item to search for.\n \n \n \n Copies the elements of the SyncList&lt;T&gt; to an Array, starting at a particular Array index.\n \n Array to copy elements to.\n The zero-based index in array at which copying begins.\n \n \n \n Returns the number of elements in this SyncList&lt;T&gt;.\n \n \n \n \n This method is used when deserializing SyncList items from a stream.\n \n Stream to read from.\n \n New instance of the SyncList value type.\n \n \n \n \n Marks an item in the list as dirty, so it will be updated on clients.\n \n Index of item to dirty.\n \n \n \n Returns an enumerator that iterates through the SyncList&lt;T&gt;.\n \n \n \n \n Internal function used for remote list operations.\n \n List operation.\n The index of the item being operated on.\n The item being operated on.\n \n \n \n Determines the index of a specific item in the SyncList&lt;T&gt;.\n \n The item to return the index for.\n \n \n \n Internal function.\n \n The behaviour the list belongs to.\n Identifies this list.\n \n \n \n Same as List::Insert() but also inserts into list on clients.\n \n Where to insert the item.\n Item to insert.\n \n \n \n Reports whether the SyncList&lt;T&gt; is read-only.\n \n \n \n \n The types of operations that can occur for SyncLists.\n \n \n \n \n Item was added to the list.\n \n \n \n \n The list was cleared.\n \n \n \n \n An item in the list was manually marked dirty.\n \n \n \n \n An item was inserted into the list.\n \n \n \n \n An item was removed from the list.\n \n \n \n \n An item was removed at an index from the list.\n \n \n \n \n An item was set to a new value in the list.\n \n \n \n \n Same as List:Remove except removes on clients also.\n \n Item to remove.\n \n Success if removed.\n \n \n \n \n Same as List:Remove except it removes the index on clients also.\n \n Index to remove.\n \n \n \n This is used to write a value object from a SyncList to a stream.\n \n Stream to write to.\n Item to write.\n \n \n \n A delegate that can be populated to recieve callbacks when the list changes.\n \n The operation that occurred.\n The index of the item that was effected.\n \n \n \n A list of booleans that will be synchronized from server to clients.\n \n \n \n \n An internal function used for serializing SyncList member variables.\n \n \n \n \n \n \n A list of floats that will be synchronized from server to clients.\n \n \n \n \n An internal function used for serializing SyncList member variables.\n \n \n \n \n \n \n A list of integers that will be synchronized from server to clients.\n \n \n \n \n An internal function used for serializing SyncList member variables.\n \n \n \n \n \n \n This is a list of strings that will be synchronized from the server to clients.\n \n \n \n \n An internal function used for serializing SyncList member variables.\n \n \n \n \n \n \n This class is used for lists of structs that are synchronized from the server to clients.\n \n \n \n \n A list of unsigned integers that will be synchronized from server to clients.\n \n \n \n \n An internal function used for serializing SyncList member variables.\n \n \n \n \n \n \n [SyncVar] is an attribute that can be put on member variables of NetworkBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state.\n \n \n \n \n The hook attribute can be used to specify a function to be called when the sync var changes value on the client.\n \n \n \n \n This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. Unlike the ClientRpc attribute, these functions are invoked on one individual target client, not all of the ready clients.\n \n \n \n \n The channel ID which this RPC transmission will use.\n \n \n \n \n Delegate for a function which will handle destruction of objects created with NetworkServer.Spawn.\n \n \n \n \n \n Enumeration of Networking versions.\n \n \n \n \n The current UNET version.\n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076414,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine.UI\n \n \n \n A class that can be used for sending simple events via the event system.\n \n \n \n \n Is the event used?\n \n \n \n \n Reset the event.\n \n \n \n \n Use the event.\n \n \n \n \n Event Data associated with Axis Events (Controller / Keyboard).\n \n \n \n \n MoveDirection for this event.\n \n \n \n \n Raw input vector associated with this event.\n \n \n \n \n A class that contains the base event data that is common to all event types in the new EventSystem.\n \n \n \n \n A reference to the BaseInputModule that sent this event.\n \n \n \n \n The object currently considered selected by the EventSystem.\n \n \n \n \n Construct a BaseEventData tied to the passed EventSystem.\n \n \n \n \n \n Interface to the Input system used by the BaseInputModule. With this it is possible to bypass the Input system with your own but still use the same InputModule. For example this can be used to feed fake input into the UI or interface with a different input system.\n \n \n \n \n Interface to Input.compositionCursorPos. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.compositionString. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.imeCompositionMode. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.mousePosition. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.mousePresent. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.mouseScrollDelta. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.touchCount. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.touchSupported. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n Interface to Input.GetAxisRaw. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n Interface to Input.GetButtonDown. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n Interface to Input.GetMouseButton. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n Interface to Input.GetMouseButtonDown. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n Interface to Input.GetMouseButtonUp. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n Interface to Input.GetTouch. Can be overridden to provide custom input instead of using the Input class.\n \n \n \n \n \n A base module that raises events and sends them to GameObjects.\n \n \n \n \n The current BaseInput being used by the input module.\n \n \n \n \n Called when the module is activated. Override this if you want custom code to execute when you activate your module.\n \n \n \n \n Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.\n \n \n \n \n Given an input movement, determine the best MoveDirection.\n \n X movement.\n Y movement.\n Dead zone.\n \n \n \n Given an input movement, determine the best MoveDirection.\n \n X movement.\n Y movement.\n Dead zone.\n \n \n \n Given 2 GameObjects, return a common root GameObject (or null).\n \n \n \n \n \n \n Return the first valid RaycastResult.\n \n \n \n \n \n Given some input data generate an AxisEventData that can be used by the event system.\n \n X movement.\n Y movement.\n Dead Zone.\n \n \n \n Generate a BaseEventData that can be used by the EventSystem.\n \n \n \n \n Handle sending enter and exit events when a new enter targer is found.\n \n \n \n \n \n \n Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone.\n \n \n Is the module supported.\n \n \n \n \n Is the pointer with the given ID over an EventSystem object?\n \n Pointer ID.\n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n See MonoBehaviour.OnEnable.\n \n \n \n \n Process the current tick for the module.\n \n \n \n \n Should be activated.\n \n \n Should the module be activated.\n \n \n \n \n Update the internal state of the Module.\n \n \n \n \n Base class for any RayCaster.\n \n \n \n \n The camera that will generate rays for this raycaster.\n \n \n \n \n Priority of the caster relative to other casters.\n \n \n \n \n Priority of the raycaster based upon render order.\n \n \n \n \n Priority of the raycaster based upon sort order.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Raycast against the scene.\n \n Current event data.\n List of hit Objects.\n \n \n \n Enum that tracks event State.\n \n \n \n \n Unused.\n \n \n \n \n Used.\n \n \n \n \n Handles input, raycasting, and sending events.\n \n \n \n \n Returns true if the EventSystem is already in a SetSelectedGameObject.\n \n \n \n \n Return the current EventSystem.\n \n \n \n \n The currently active EventSystems.BaseInputModule.\n \n \n \n \n The GameObject currently considered active by the EventSystem.\n \n \n \n \n The GameObject that was selected first.\n \n \n \n \n Flag to say weather the EventSystem thinks it should be paused or not based upon focused state.\n \n \n \n \n The soft area for dragging in pixels.\n \n \n \n \n Should the EventSystem allow navigation events (move submit cancel).\n \n \n \n \n Is the pointer with the given ID over an EventSystem object?\n \n Pointer (touch / mouse) ID.\n \n \n \n Is the pointer with the given ID over an EventSystem object?\n \n Pointer (touch / mouse) ID.\n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Raycast into the scene using all configured BaseRaycasters.\n \n Current pointer data.\n List of 'hits' to populate.\n \n \n \n Set the object as selected. Will send an OnDeselect the the old selected object and OnSelect to the new selected object.\n \n GameObject to select.\n Associated EventData.\n \n \n \n Recalculate the internal list of BaseInputModules.\n \n \n \n \n Receives events from the EventSystem and calls registered functions for each event.\n \n \n \n \n All the functions registered in this EventTrigger (deprecated).\n \n \n \n \n All the functions registered in this EventTrigger.\n \n \n \n \n An Entry in the EventSystem delegates list.\n \n \n \n \n The desired TriggerEvent to be Invoked.\n \n \n \n \n What type of event is the associated callback listening for.\n \n \n \n \n Called before a drag is started.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Cancel event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a new object is being selected.\n \n Current event data.\n \n \n \n Called by the EventSystem every time the pointer is moved during dragging.\n \n Current event data.\n \n \n \n Called by the EventSystem when an object accepts a drop.\n \n Current event data.\n \n \n \n Called by the EventSystem once dragging ends.\n \n Current event data.\n \n \n \n Called by the EventSystem when a drag has been found, but before it is valid to begin the drag.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Move event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Click event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a PointerDown event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when the pointer enters the object associated with this EventTrigger.\n \n Current event data.\n \n \n \n Called by the EventSystem when the pointer exits the object associated with this EventTrigger.\n \n Current event data.\n \n \n \n Called by the EventSystem when a PointerUp event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Scroll event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Select event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when a Submit event occurs.\n \n Current event data.\n \n \n \n Called by the EventSystem when the object associated with this EventTrigger is updated.\n \n Current event data.\n \n \n \n UnityEvent class for Triggers.\n \n \n \n \n The type of event the TriggerEvent is intercepting.\n \n \n \n \n Intercepts IBeginDragHandler.OnBeginDrag.\n \n \n \n \n Intercepts ICancelHandler.OnCancel.\n \n \n \n \n Intercepts a IDeselectHandler.OnDeselect.\n \n \n \n \n Intercepts a IDragHandler.OnDrag.\n \n \n \n \n Intercepts a IDropHandler.OnDrop.\n \n \n \n \n Intercepts IEndDragHandler.OnEndDrag.\n \n \n \n \n Intercepts IInitializePotentialDrag.InitializePotentialDrag.\n \n \n \n \n Intercepts a IMoveHandler.OnMove.\n \n \n \n \n Intercepts a IPointerClickHandler.OnPointerClick.\n \n \n \n \n Intercepts a IPointerDownHandler.OnPointerDown.\n \n \n \n \n Intercepts a IPointerEnterHandler.OnPointerEnter.\n \n \n \n \n Intercepts a IPointerExitHandler.OnPointerExit.\n \n \n \n \n Intercepts a IPointerUpHandler.OnPointerUp.\n \n \n \n \n Intercepts a IScrollHandler.OnScroll.\n \n \n \n \n Intercepts a ISelectHandler.OnSelect.\n \n \n \n \n Intercepts ISubmitHandler.Submit.\n \n \n \n \n Intercepts a IUpdateSelectedHandler.OnUpdateSelected.\n \n \n \n \n Helper class that can be used to send IEventSystemHandler events to GameObjects.\n \n \n \n \n IBeginDragHandler execute helper function.\n \n \n \n \n ICancelHandler execute helper function.\n \n \n \n \n IDeselectHandler execute helper function.\n \n \n \n \n IDragHandler execute helper function.\n \n \n \n \n IDropHandler execute helper function.\n \n \n \n \n IEndDragHandler execute helper function.\n \n \n \n \n IInitializePotentialDragHandler execute helper function.\n \n \n \n \n IMoveHandler execute helper function.\n \n \n \n \n IPointerClickHandler execute helper function.\n \n \n \n \n IPointerDownHandler execute helper function.\n \n \n \n \n IPointerEnterHandler execute helper function.\n \n \n \n \n IPointerExitHandler execute helper function.\n \n \n \n \n IPointerUpHandler execute helper function.\n \n \n \n \n IScrollHandler execute helper function.\n \n \n \n \n ISelectHandler execute helper function.\n \n \n \n \n ISubmitHandler execute helper function.\n \n \n \n \n IUpdateSelectedHandler execute helper function.\n \n \n \n \n Can the given GameObject handle the IEventSystemHandler of type T.\n \n GameObject.\n \n Can Handle.\n \n \n \n \n Funtion definition for an EventFunction that is used to map a given EventInterface into a specific event call.\n \n \n \n \n \n \n Execute the event of type T : IEventSystemHandler on GameObject.\n \n Target GameObject.\n Data associated with the Executing event.\n Function to execute on the gameObject components.\n \n Was there a handler for the event.\n \n \n \n \n Recurse up the hierarchy calling Execute&lt;T&gt; until there is a GameObject that can handle the event.\n \n Start GameObject.\n Data associated with the Executing event.\n Function to execute on the gameObject components.\n \n GameObject that handled the event.\n \n \n \n \n Traverse the object hierarchy starting at root, and return the GameObject which implements the event handler of type &lt;T&gt;.\n \n Root GameObject.\n \n Handling GameObject.\n \n \n \n \n Attempt to convert the data to type T. If conversion fails an ArgumentException is thrown.\n \n Data to validate.\n \n Data as T.\n \n \n \n \n Interface to implement if you wish to receive OnBeginDrag callbacks.\n \n \n \n \n Called by a BaseInputModule before a drag is started.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnCancel callbacks.\n \n \n \n \n Called by a BaseInputModule when a Cancel event occurs.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnDeselect callbacks.\n \n \n \n \n Called by the EventSystem when a new object is being selected.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnDrag callbacks.\n \n \n \n \n When draging is occuring this will be called every time the cursor is moved.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnDrop callbacks.\n \n \n \n \n Called by a BaseInputModule on a target that can accept a drop.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnEndDrag callbacks.\n \n \n \n \n Called by a BaseInputModule when a drag is ended.\n \n Current event data.\n \n \n \n Base class that all EventSystem events inherit from.\n \n \n \n \n Interface to implement if you wish to receive OnInitializePotentialDrag callbacks.\n \n \n \n \n Called by a BaseInputModule when a drag has been found but before it is valid to begin the drag.\n \n \n \n \n \n Interface to implement if you wish to receive OnMove callbacks.\n \n \n \n \n Called by a BaseInputModule when a move event occurs.\n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnPointerClick callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnPointerDown callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnPointerEnter callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnPointerExit callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnPointerUp callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnScroll callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnSelect callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnSubmit callbacks.\n \n \n \n \n \n \n Current event data.\n \n \n \n Interface to implement if you wish to receive OnUpdateSelected callbacks.\n \n \n \n \n Called by the EventSystem when the object associated with this EventTrigger is updated.\n \n Current event data.\n \n \n \n 8 direction movement enum.\n \n \n \n \n Down.\n \n \n \n \n Left.\n \n \n \n \n None.\n \n \n \n \n Right.\n \n \n \n \n Up.\n \n \n \n \n Raycaster for casting against 2D Physics components.\n \n \n \n \n See: BaseRaycaster.\n \n \n \n \n \n \n Raycaster for casting against 3D Physics components.\n \n \n \n \n Get the depth of the configured camera.\n \n \n \n \n Get the camera that is used for this module.\n \n \n \n \n Mask of allowed raycast events.\n \n \n \n \n Logical and of Camera mask and eventMask.\n \n \n \n \n Returns a ray going from camera through the event position and the distance between the near and far clipping planes along that ray.\n \n The pointer event for which we will cast a ray.\n The ray.\n The distance between the near and far clipping planes along the ray.\n \n \n \n See: BaseRaycaster.\n \n \n \n \n \n \n Event payload associated with pointer (mouse / touch) events.\n \n \n \n \n The EventSystems.PointerEventData.InputButton for this event.\n \n \n \n \n Number of clicks in a row.\n \n \n \n \n The last time a click event was sent.\n \n \n \n \n Pointer delta since last update.\n \n \n \n \n Is a drag operation currently occuring.\n \n \n \n \n The camera associated with the last OnPointerEnter event.\n \n \n \n \n List of objects in the hover stack.\n \n \n \n \n The GameObject for the last press event.\n \n \n \n \n RaycastResult associated with the current event.\n \n \n \n \n The object that is receiving 'OnDrag'.\n \n \n \n \n The object that received 'OnPointerEnter'.\n \n \n \n \n Id of the pointer (touch id).\n \n \n \n \n The GameObject that received the OnPointerDown.\n \n \n \n \n RaycastResult associated with the pointer press.\n \n \n \n \n Current pointer position.\n \n \n \n \n The camera associated with the last OnPointerPress event.\n \n \n \n \n Position of the press.\n \n \n \n \n The object that the press happened on even if it can not handle the press event.\n \n \n \n \n The amount of scroll since the last update.\n \n \n \n \n Should a drag threshold be used?\n \n \n \n \n The state of a press for the given frame.\n \n \n \n \n Same as last frame.\n \n \n \n \n Button was pressed this frame.\n \n \n \n \n Button was pressed and released this frame.\n \n \n \n \n Button was released this frame.\n \n \n \n \n Input press tracking.\n \n \n \n \n Left button.\n \n \n \n \n Middle button.\n \n \n \n \n Right button.\n \n \n \n \n Is the pointer moving.\n \n \n Moving.\n \n \n \n \n Is scroll being used on the input device.\n \n \n Scrolling.\n \n \n \n \n A BaseInputModule for pointer input.\n \n \n \n \n Touch id for when simulating touches on a non touch device.\n \n \n \n \n Id of the cached left mouse pointer event.\n \n \n \n \n Id of the cached middle mouse pointer event.\n \n \n \n \n Id of the cached right mouse pointer event.\n \n \n \n \n Clear all pointers and deselect any selected objects in the EventSystem.\n \n \n \n \n Copy one PointerEventData to another.\n \n \n \n \n \n \n Deselect the current selected GameObject if the currently pointed-at GameObject is different.\n \n The GameObject the pointer is currently over.\n Current event data.\n \n \n \n Return the last PointerEventData for the given touch / mouse id.\n \n \n \n \n \n Return the current MouseState.\n \n \n \n \n \n Return the current MouseState.\n \n \n \n \n \n Search the cache for currently active pointers, return true if found.\n \n Touch ID.\n Found data.\n If not found should it be created.\n \n True if a pointer is found.\n \n \n \n \n Given a touch populate the PointerEventData and return if we are pressed or released.\n \n Processing Touch.\n Are we pressed.\n Are we released.\n \n \n \n Information about a mouse button event.\n \n \n \n \n Pointer data associated with the mouse event.\n \n \n \n \n The state of the button this frame.\n \n \n \n \n Was the button pressed this frame?\n \n \n \n \n Was the button released this frame?\n \n \n \n \n Process the drag for the current frame with the given pointer event.\n \n \n \n \n \n Process movement for the current frame with the given pointer event.\n \n \n \n \n \n Remove the PointerEventData from the cache.\n \n \n \n \n \n Given a mouse button return the current state for the frame.\n \n Mouse Button id.\n \n \n \n A hit result from a BaseRaycaster.\n \n \n \n \n The relative depth of the element.\n \n \n \n \n Distance to the hit.\n \n \n \n \n The GameObject that was hit by the raycast.\n \n \n \n \n Hit index.\n \n \n \n \n Is there an associated module and a hit GameObject.\n \n \n \n \n BaseInputModule that raised the hit.\n \n \n \n \n The screen position from which the raycast was generated.\n \n \n \n \n The SortingLayer of the hit object.\n \n \n \n \n The SortingOrder for the hit object.\n \n \n \n \n The normal at the hit location of the raycast.\n \n \n \n \n The world position of the where the raycast has hit.\n \n \n \n \n Reset the result.\n \n \n \n \n A BaseInputModule designed for mouse keyboard controller input.\n \n \n \n \n Is this module allowed to be activated if you are on mobile.\n \n \n \n \n Input manager name for the 'cancel' button.\n \n \n \n \n Force this module to be active.\n \n \n \n \n Input manager name for the horizontal axis button.\n \n \n \n \n Number of keyboard / controller inputs allowed per second.\n \n \n \n \n Delay in seconds before the input actions per second repeat rate takes effect.\n \n \n \n \n Maximum number of input events handled per second.\n \n \n \n \n Input manager name for the vertical axis.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n Supported.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n Iterate through all the different mouse events.\n \n The mouse pointer Event data id to get.\n \n \n \n Iterate through all the different mouse events.\n \n The mouse pointer Event data id to get.\n \n \n \n Calculate and process any mouse button state changes.\n \n The data pertaining to the current mouse state.\n \n \n \n This method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself.\n \n Event data relating to the touch event, such as position and ID to be passed to the touch event destination object.\n This is true for the first frame of a touch event, and false thereafter. This can therefore be used to determine the instant a touch event occurred.\n This is true only for the last frame of a touch event.\n \n \n \n Calculate and send a move event to the current selected object.\n \n \n If the move event was used by the selected object.\n \n \n \n \n Calculate and send a submit event to the current selected object.\n \n \n If the submit event was used by the selected object.\n \n \n \n \n Send a update event to the currently selected object.\n \n \n If the update event was used by the selected object.\n \n \n \n \n See BaseInputModule.\n \n \n Should activate.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n Input module used for touch based input.\n \n \n \n \n Can this module be activated on a standalone platform?\n \n \n \n \n Force this module to be active.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n Supported.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n Should activate.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n Base behaviour that has protected implementations of Unity lifecycle functions.\n \n \n \n \n See MonoBehaviour.Awake.\n \n \n \n \n Returns true if the GameObject and the Component are active.\n \n \n Active.\n \n \n \n \n Returns true if the native representation of the behaviour has been destroyed.\n \n \n True if Destroyed.\n \n \n \n \n See MonoBehaviour.OnBeforeTransformParentChanged.\n \n \n \n \n See MonoBehaviour.OnCanvasGroupChanged.\n \n \n \n \n Called when the state of the parent Canvas is changed.\n \n \n \n \n See MonoBehaviour.OnDestroy.\n \n \n \n \n See UI.LayoutGroup.OnDidApplyAnimationProperties.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n See MonoBehaviour.OnEnable.\n \n \n \n \n This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.\n \n \n \n \n See MonoBehaviour.OnRectTransformParentChanged.\n \n \n \n \n See MonoBehaviour.OnValidate.\n \n \n \n \n See MonoBehaviour.Reset.\n \n \n \n \n See MonoBehaviour.Start.\n \n \n \n \n Structure to store the state of an animation transition on a Selectable.\n \n \n \n \n Trigger to send to animator when entering disabled state.\n \n \n \n \n Trigger to send to animator when entering highlighted state.\n \n \n \n \n Trigger to send to animator when entering normal state.\n \n \n \n \n Trigger to send to animator when entering pressed state.\n \n \n \n \n Resizes a RectTransform to fit a specified aspect ratio.\n \n \n \n \n The mode to use to enforce the aspect ratio.\n \n \n \n \n The aspect ratio to enforce. This means width divided by height.\n \n \n \n \n Specifies a mode to use to enforce an aspect ratio.\n \n \n \n \n Sizes the rectangle such that the parent rectangle is fully contained within.\n \n \n \n \n Sizes the rectangle such that it's fully contained within the parent rectangle.\n \n \n \n \n Changes the width of the rectangle to match the aspect ratio.\n \n \n \n \n The aspect ratio is not enforced.\n \n \n \n \n Changes the height of the rectangle to match the aspect ratio.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Mark the AspectRatioFitter as dirty.\n \n \n \n \n Method called by the layout system.\n \n \n \n \n Method called by the layout system.\n \n \n \n \n Base class for effects that modify the generated Mesh.\n \n \n \n \n See:IMeshModifier.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Base class for effects that modify the the generated Vertex Buffers.\n \n \n \n \n See:IVertexModifier.\n \n \n \n \n \n A standard button that can be clicked in order to trigger an event.\n \n \n \n \n UnityEvent that is triggered when the button is pressed.\n \n \n \n \n Function definition for a button click event.\n \n \n \n \n Registered IPointerClickHandler callback.\n \n Data passed in (Typically by the event system).\n \n \n \n Registered ISubmitHandler callback.\n \n Data passed in (Typically by the event system).\n \n \n \n The Canvas Scaler component is used for controlling the overall scale and pixel density of UI elements in the Canvas. This scaling affects everything under the Canvas, including font sizes and image borders.\n \n \n \n \n The pixels per inch to use for sprites that have a 'Pixels Per Unit' setting that matches the 'Reference Pixels Per Unit' setting.\n \n \n \n \n The amount of pixels per unit to use for dynamically created bitmaps in the UI, such as Text.\n \n \n \n \n The DPI to assume if the screen DPI is not known.\n \n \n \n \n Setting to scale the Canvas to match the width or height of the reference resolution, or a combination.\n \n \n \n \n The physical unit to specify positions and sizes in.\n \n \n \n \n If a sprite has this 'Pixels Per Unit' setting, then one pixel in the sprite will cover one unit in the UI.\n \n \n \n \n The resolution the UI layout is designed for.\n \n \n \n \n Scales all UI elements in the Canvas by this factor.\n \n \n \n \n A mode used to scale the canvas area if the aspect ratio of the current resolution doesn't fit the reference resolution.\n \n \n \n \n Determines how UI elements in the Canvas are scaled.\n \n \n \n \n Method that handles calculations of canvas scaling.\n \n \n \n \n Handles canvas scaling for a constant physical size.\n \n \n \n \n Handles canvas scaling for a constant pixel size.\n \n \n \n \n Handles canvas scaling that scales with the screen size.\n \n \n \n \n Handles canvas scaling for world canvas.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Determines how UI elements in the Canvas are scaled.\n \n \n \n \n Using the Constant Physical Size mode, positions and sizes of UI elements are specified in physical units, such as millimeters, points, or picas.\n \n \n \n \n Using the Constant Pixel Size mode, positions and sizes of UI elements are specified in pixels on the screen.\n \n \n \n \n Using the Scale With Screen Size mode, positions and sizes can be specified according to the pixels of a specified reference resolution.\nIf the current screen resolution is larger then the reference resolution, the Canvas will keep having only the resolution of the reference resolution, but will scale up in order to fit the screen. If the current screen resolution is smaller than the reference resolution, the Canvas will similarly be scaled down to fit.\n \n \n \n \n Scale the canvas area with the width as reference, the height as reference, or something in between.\n \n \n \n \n Expand the canvas area either horizontally or vertically, so the size of the canvas will never be smaller than the reference.\n \n \n \n \n Scale the canvas area with the width as reference, the height as reference, or something in between.\n \n \n \n \n Crop the canvas area either horizontally or vertically, so the size of the canvas will never be larger than the reference.\n \n \n \n \n Sets the referencePixelsPerUnit on the Canvas.\n \n \n \n \n \n Sets the scale factor on the canvas.\n \n The scale factor to use.\n \n \n \n Settings used to specify a physical unit.\n \n \n \n \n Use centimeters.\nA centimeter is 1/100 of a meter.\n \n \n \n \n Use inches.\n \n \n \n \n Use millimeters.\nA millimeter is 110 of a centimeter, and 11000 of a meter.\n \n \n \n \n Use picas.\nOne pica is 1/6 of an inch.\n \n \n \n \n Use points.\nOne point is 112 of a pica, and 172 of an inch.\n \n \n \n \n Handles per-frame checking if the canvas scaling needs to be updated.\n \n \n \n \n Values of 'update' called on a Canvas update.\n \n \n \n \n Called late, before render.\n \n \n \n \n Called for layout.\n \n \n \n \n Max enum value.\n \n \n \n \n Called after layout.\n \n \n \n \n Called before layout.\n \n \n \n \n Called before rendering.\n \n \n \n \n A place where CanvasElements can register themselves for rebuilding.\n \n \n \n \n Get the singleton registry.\n \n \n \n \n Are graphics being rebuild.\n \n \n Rebuilding graphics.\n \n \n \n \n Is layout being rebuilt?\n \n \n Rebuilding layout.\n \n \n \n \n Rebuild the graphics of the given element.\n \n Element to rebuild.\n \n \n \n Rebuild the layout of the given element.\n \n Element to rebuild.\n \n \n \n Rebuild the layout of the given element.\n \n Element to rebuild.\n \n Was the element scheduled.\n \n \n \n \n Was the element scheduled.\n \n Element to rebuild.\n \n Was the element scheduled.\n \n \n \n \n Remove the given element from rebuild.\n \n Element to remove.\n \n \n \n Registry class to keep track of all IClippers that exist in the scene.\n \n \n \n \n Singleton instance.\n \n \n \n \n Perform the clipping on all registered IClipper.\n \n \n \n \n Register an IClipper.\n \n \n \n \n \n Unregister an IClipper.\n \n \n \n \n \n Utility class to help when clipping using IClipper.\n \n \n \n \n Find the Rect to use for clipping.\n \n RectMasks to build the overlap rect from.\n Was there a valid Rect found.\n \n The compound Rect.\n \n \n \n \n Structure to store the state of a color transition on a Selectable.\n \n \n \n \n Multiplier applied to colors (allows brightening greater then base color).\n \n \n \n \n Simple getter for the default ColorBlock.\n \n \n \n \n Disabled Color.\n \n \n \n \n How long a color transition should take.\n \n \n \n \n Highlighted Color.\n \n \n \n \n Normal Color.\n \n \n \n \n Pressed Color.\n \n \n \n \n Resizes a RectTransform to fit the size of its content.\n \n \n \n \n The fit mode to use to determine the width.\n \n \n \n \n The fit mode to use to determine the height.\n \n \n \n \n The size fit mode to use.\n \n \n \n \n Resize to the minimum size of the content.\n \n \n \n \n Resize to the preferred size of the content.\n \n \n \n \n Don't perform any resizing.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Mark the ContentSizeFitter as dirty.\n \n \n \n \n Method called by the layout system.\n \n \n \n \n Method called by the layout system.\n \n \n \n \n Utility class for creating default implementations of builtin UI controls.\n \n \n \n \n Create a button.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a dropdown.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create an image.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create an input field.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a panel.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a raw image.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a scrollbar.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a scroll view.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a slider.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Create a text object.\n \n C.\n \n The root GameObject of the created element.\n \n \n \n \n Create a toggle.\n \n Object with resources to use.\n \n The root GameObject of the created element.\n \n \n \n \n Object used to pass resources to use for the default controls.\n \n \n \n \n Sprite used for background elements.\n \n \n \n \n Sprite used for representation of an \"on\" state when present, such as a checkmark.\n \n \n \n \n Sprite used to indicate that a button will open a dropdown when clicked.\n \n \n \n \n Sprite used as background for input fields.\n \n \n \n \n Sprite used for knobs that can be dragged, such as on a slider.\n \n \n \n \n Sprite used for masking purposes, for example to be used for the viewport of a scroll view.\n \n \n \n \n The primary sprite to be used for graphical UI elements, used by the button, toggle, and dropdown controls, among others.\n \n \n \n \n A standard dropdown that presents a list of options when clicked, of which one can be chosen.\n \n \n \n \n The Image component to hold the image of the currently selected option.\n \n \n \n \n The Text component to hold the text of the currently selected option.\n \n \n \n \n The Image component to hold the image of the item.\n \n \n \n \n The Text component to hold the text of the item.\n \n \n \n \n A UnityEvent that is invoked when when a user has clicked one of the options in the dropdown list.\n \n \n \n \n The list of possible options. A text string and an image can be specified for each option.\n \n \n \n \n The Rect Transform of the template for the dropdown list.\n \n \n \n \n The index of the currently selected option. 0 is the first option, 1 is the second, and so on.\n \n \n \n \n Add multiple options to the options of the Dropdown based on a list of OptionData objects.\n \n The list of OptionData to add.\n \n \n \n Add multiple text-only options to the options of the Dropdown based on a list of strings.\n \n The list of text strings to add.\n \n \n \n Add multiple image-only options to the options of the Dropdown based on a list of Sprites.\n \n The list of Sprites to add.\n \n \n \n Clear the list of options in the Dropdown.\n \n \n \n \n Override this method to implement a different way to obtain a blocker GameObject.\n \n The root canvas the dropdown is under.\n \n The obtained blocker.\n \n \n \n \n Override this method to implement a different way to obtain a dropdown list GameObject.\n \n The template to create the dropdown list from.\n \n The obtained dropdown list.\n \n \n \n \n Override this method to implement a different way to obtain an option item.\n \n The template to create the option item from.\n \n The obtained option item.\n \n \n \n \n Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.\n \n The blocker to dispose of.\n \n \n \n Override this method to implement a different way to dispose of a dropdown list GameObject.\n \n The dropdown list to dispose of.\n \n \n \n Override this method to implement a different way to dispose of an option item.\n \n The option item to dispose of.\n \n \n \n UnityEvent callback for when a dropdown current option is changed.\n \n \n \n \n Hide the dropdown list.\n \n \n \n \n Called by a BaseInputModule when a Cancel event occurs.\n \n \n \n \n \n Handling for when the dropdown is 'clicked'.\n \n Current event.\n \n \n \n What to do when the event system sends a submit Event.\n \n Current event.\n \n \n \n Class to store the text and/or image of a single option in the dropdown list.\n \n \n \n \n The image associated with the option.\n \n \n \n \n The text associated with the option.\n \n \n \n \n Create an object representing a single option for the dropdown list.\n \n Optional text for the option.\n Optional image for the option.\n \n \n \n Create an object representing a single option for the dropdown list.\n \n Optional text for the option.\n Optional image for the option.\n \n \n \n Create an object representing a single option for the dropdown list.\n \n Optional text for the option.\n Optional image for the option.\n \n \n \n Create an object representing a single option for the dropdown list.\n \n Optional text for the option.\n Optional image for the option.\n \n \n \n Class used internally to store the list of options for the dropdown list.\n \n \n \n \n The list of options for the dropdown list.\n \n \n \n \n Refreshes the text and image (if available) of the currently selected option.\n\nIf you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.\n \n \n \n \n Show the dropdown list.\n \n \n \n \n Struct for storing Text generation settings.\n \n \n \n \n Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.\n \n \n \n \n How is the text aligned.\n \n \n \n \n Is best fit used.\n \n \n \n \n Get a font data with sensible defaults.\n \n \n \n \n Font to use.\n \n \n \n \n Font size.\n \n \n \n \n Font Style.\n \n \n \n \n Horizontal overflow mode.\n \n \n \n \n Line spacing.\n \n \n \n \n Maximum text size.\n \n \n \n \n Minimum text size.\n \n \n \n \n Should RichText be used?\n \n \n \n \n Vertical overflow mode.\n \n \n \n \n Utility class that is used to help with Text update.\n \n \n \n \n Register a Text element for receiving texture atlas rebuild calls.\n \n \n \n \n \n Deregister a Text element from receiving texture atlas rebuild calls.\n \n \n \n \n \n Base class for all visual UI Component.\n \n \n \n \n A reference to the Canvas this Graphic is rendering to.\n \n \n \n \n The CanvasRenderer used by this Graphic.\n \n \n \n \n Base color of the Graphic.\n \n \n \n \n Default material used to draw UI elements if no explicit material was specified.\n \n \n \n \n Returns the default material for the graphic.\n \n \n \n \n Absolute depth of the graphic in the hierarchy, used by rendering and events.\n \n \n \n \n The graphic's texture. (Read Only).\n \n \n \n \n The Material set by the user.\n \n \n \n \n The material that will be sent for Rendering (Read only).\n \n \n \n \n Should this graphic be considered a target for raycasting?\n \n \n \n \n The RectTransform component used by the Graphic.\n \n \n \n \n Tweens the alpha of the CanvasRenderer color associated with this Graphic.\n \n Target alpha.\n Duration of the tween in seconds.\n Should ignore Time.scale?\n \n \n \n Tweens the CanvasRenderer color associated with this Graphic.\n \n Target color.\n Tween duration.\n Should ignore Time.scale?\n Should also Tween the alpha channel?\n \n \n \n Returns a pixel perfect Rect closest to the Graphic RectTransform.\n \n \n Pixel perfect Rect.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Callback function when a UI element needs to generate vertices.\n \n Mesh to populate with UI data.\n VertexHelper utility.\n \n \n \n Callback function when a UI element needs to generate vertices.\n \n Mesh to populate with UI data.\n VertexHelper utility.\n \n \n \n Editor-only callback that is issued by Unity if a rebuild of the Graphic is required.\n \n \n \n \n Adjusts the given pixel to be pixel perfect.\n \n Local space point.\n \n Pixel perfect adjusted point.\n \n \n \n \n When a GraphicRaycaster is raycasting into the scene it does two things. First it filters the elements using their RectTransform rect. Then it uses this Raycast function to determine the elements hit by the raycast.\n \n Screen point.\n Camera.\n \n True if the provided point is a valid location for GraphicRaycaster raycasts.\n \n \n \n \n Rebuilds the graphic geometry and its material on the PreRender cycle.\n \n The current step of the rendering CanvasUpdate cycle.\n \n \n \n Add a listener to receive notification when the graphics layout is dirtied.\n \n \n \n \n \n Add a listener to receive notification when the graphics material is dirtied.\n \n \n \n \n \n Add a listener to receive notification when the graphics vertices are dirtied.\n \n \n \n \n \n Mark the Graphic as dirty.\n \n \n \n \n Mark the layout as dirty.\n \n \n \n \n Mark the Material as dirty.\n \n \n \n \n Adjusts the graphic size to make it pixel-perfect.\n \n \n \n \n Mark the vertices as dirty.\n \n \n \n \n Remove a listener from receiving notifications when the graphics layout is dirtied.\n \n \n \n \n \n Remove a listener from receiving notifications when the graphics material is dirtied.\n \n \n \n \n \n Remove a listener from receiving notifications when the graphics vertices are dirtied.\n \n The delegate function to remove.\n \n \n \n Call to update the geometry of the Graphic onto the CanvasRenderer.\n \n \n \n \n Call to update the Material of the graphic onto the CanvasRenderer.\n \n \n \n \n A BaseRaycaster to raycast against Graphic elements.\n \n \n \n \n Type of objects that will block graphic raycasts.\n \n \n \n \n See: BaseRaycaster.\n \n \n \n \n Should graphics facing away from the raycaster be considered?\n \n \n \n \n List of Raycasters to check for canvas blocking elements.\n \n \n \n \n Blocked by 2D and 3D.\n \n \n \n \n Not blocked.\n \n \n \n \n 3D physics blocking.\n \n \n \n \n 2D physics blocking.\n \n \n \n \n See: BaseRaycaster.\n \n \n \n \n \n \n EditorOnly class for tracking all Graphics.\n \n \n \n \n Track a Graphic.\n \n \n \n \n \n Untrack a Graphic.\n \n \n \n \n \n Registry which maps a Graphic to the canvas it belongs to.\n \n \n \n \n Singleton instance.\n \n \n \n \n Return a list of Graphics that are registered on the Canvas.\n \n Input canvas.\n \n Graphics on the input canvas.\n \n \n \n \n Store a link between the given canvas and graphic in the registry.\n \n Canvas to register.\n Graphic to register.\n \n \n \n Deregister the given Graphic from a Canvas.\n \n Canvas.\n Graphic to deregister.\n \n \n \n Layout child layout elements in a grid.\n \n \n \n \n The size to use for each cell in the grid.\n \n \n \n \n Which constraint to use for the GridLayoutGroup.\n \n \n \n \n How many cells there should be along the constrained axis.\n \n \n \n \n The spacing to use between layout elements in the grid.\n \n \n \n \n Which axis should cells be placed along first?\n \n \n \n \n Which corner should the first cell be placed in?\n \n \n \n \n An axis that can be horizontal or vertical.\n \n \n \n \n Horizontal.\n \n \n \n \n Vertical.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n A constraint on either the number of columns or rows.\n \n \n \n \n Constraint the number of columns to a specified number.\n \n \n \n \n Constraint the number of rows to a specified number.\n \n \n \n \n Don't constrain the number of rows or columns.\n \n \n \n \n One of the four corners in a rectangle.\n \n \n \n \n Lower left.\n \n \n \n \n Lower right.\n \n \n \n \n Upper left.\n \n \n \n \n Upper right.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Layout child layout elements side by side.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup.\n \n \n \n \n Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.\n \n \n \n \n Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.\n \n \n \n \n Whether to force the children to expand to fill additional available vertical space.\n \n \n \n \n Whether to force the children to expand to fill additional available horizontal space.\n \n \n \n \n The spacing to use between layout elements in the layout group.\n \n \n \n \n Calculate the layout element properties for this layout element along the given axis.\n \n The axis to calculate for. 0 is horizontal and 1 is vertical.\n Is this group a vertical group?\n \n \n \n Set the positions and sizes of the child layout elements for the given axis.\n \n The axis to handle. 0 is horizontal and 1 is vertical.\n Is this group a vertical group?\n \n \n \n This is an element that can live on a Canvas.\n \n \n \n \n Get the transform associated with the ICanvasElement.\n \n \n \n \n Callback sent when this ICanvasElement has completed Graphic rebuild.\n \n \n \n \n Return true if the element is considered destroyed.\nUsed if the native representation has been destroyed.\n \n \n \n \n Callback sent when this ICanvasElement has completed layout.\n \n \n \n \n Rebuild the element for the given stage.\n \n Stage being rebuild.\n \n \n \n Interface for elements that can be clipped if they are under an [[IClipper].\n \n \n \n \n GameObject of the IClippable.\n \n \n \n \n RectTransform of the clippable.\n \n \n \n \n Clip and cull the IClippable given the clipRect.\n \n Rectangle to clip against.\n Is the Rect valid. If not then the rect has 0 size.\n \n \n \n Called when the state of a parent IClippable changes.\n \n \n \n \n Set the clip rect for the IClippable.\n \n \n \n \n \n \n Interface that can be used to recieve clipping callbacks as part of the canvas update loop.\n \n \n \n \n Called after layout and before Graphic update of the Canvas update loop.\n \n \n \n \n Base interface to implement by componets that control the layout of RectTransforms.\n \n \n \n \n Callback invoked by the auto layout system which handles horizontal aspects of the layout.\n \n \n \n \n Callback invoked by the auto layout system which handles vertical aspects of the layout.\n \n \n \n \n A component is treated as a layout element by the auto layout system if it implements ILayoutElement.\n \n \n \n \n The extra relative height this layout element should be allocated if there is additional available space.\n \n \n \n \n The extra relative width this layout element should be allocated if there is additional available space.\n \n \n \n \n The layout priority of this component.\n \n \n \n \n The minimum height this layout element may be allocated.\n \n \n \n \n The minimum width this layout element may be allocated.\n \n \n \n \n The preferred height this layout element should be allocated if there is sufficient space.\n \n \n \n \n The preferred width this layout element should be allocated if there is sufficient space.\n \n \n \n \n The minWidth, preferredWidth, and flexibleWidth values may be calculated in this callback.\n \n \n \n \n The minHeight, preferredHeight, and flexibleHeight values may be calculated in this callback.\n \n \n \n \n ILayoutGroup is an ILayoutController that should drive the RectTransforms of its children.\n \n \n \n \n A RectTransform will be ignored by the layout system if it has a component which implements ILayoutIgnorer.\n \n \n \n \n Should this RectTransform be ignored bvy the layout system?\n \n \n \n \n ILayoutSelfController is an ILayoutController that should drive its own RectTransform.\n \n \n \n \n Displays a Sprite for the UI System.\n \n \n \n \n The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a \"hit\" on the Image.\n \n \n \n \n Cache of the default Canvas Ericsson Texture Compression 1 (ETC1) and alpha Material.\n \n \n \n \n The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a \"hit\" on the Image.\n \n \n \n \n Amount of the Image shown when the Image.type is set to Image.Type.Filled.\n \n \n \n \n Whether or not to render the center of a Tiled or Sliced image.\n \n \n \n \n Whether the Image should be filled clockwise (true) or counter-clockwise (false).\n \n \n \n \n What type of fill method to use.\n \n \n \n \n Controls the origin point of the Fill process. Value means different things with each fill method.\n \n \n \n \n See ILayoutElement.flexibleHeight.\n \n \n \n \n See ILayoutElement.flexibleWidth.\n \n \n \n \n True if the sprite used has borders.\n \n \n \n \n See ILayoutElement.layoutPriority.\n \n \n \n \n The image's texture. (ReadOnly).\n \n \n \n \n The specified Material used by this Image. The default Material is used instead if one wasn't specified.\n \n \n \n \n See ILayoutElement.minHeight.\n \n \n \n \n See ILayoutElement.minWidth.\n \n \n \n \n Set an override sprite to be used for rendering.\n \n \n \n \n See ILayoutElement.preferredHeight.\n \n \n \n \n See ILayoutElement.preferredWidth.\n \n \n \n \n Whether this image should preserve its Sprite aspect ratio.\n \n \n \n \n The sprite that is used to render this image.\n \n \n \n \n How to display the image.\n \n \n \n \n See ILayoutElement.CalculateLayoutInputHorizontal.\n \n \n \n \n See ILayoutElement.CalculateLayoutInputVertical.\n \n \n \n \n Fill method to be used by the UI.Image.\n \n \n \n \n The Image will be filled Horizontally.\n \n \n \n \n The Image will be filled Radially with the radial center in one of the edges.\n \n \n \n \n The Image will be filled Radially with the radial center at the center.\n \n \n \n \n The Image will be filled Radially with the radial center in one of the corners.\n \n \n \n \n The Image will be filled Vertically.\n \n \n \n \n See:ICanvasRaycastFilter.\n \n \n \n \n \n \n Serialization Callback.\n \n \n \n \n Serialization Callback.\n \n \n \n \n Origin for the Image.FillMethod.Radial180.\n \n \n \n \n Center of the radial at the center of the Bottom edge.\n \n \n \n \n Center of the radial at the center of the Left edge.\n \n \n \n \n Center of the radial at the center of the Right edge.\n \n \n \n \n Center of the radial at the center of the Top edge.\n \n \n \n \n One of the points of the Arc for the Image.FillMethod.Radial360.\n \n \n \n \n Arc starting at the center of the Bottom edge.\n \n \n \n \n Arc starting at the center of the Left edge.\n \n \n \n \n Arc starting at the center of the Right edge.\n \n \n \n \n Arc starting at the center of the Top edge.\n \n \n \n \n Origin for the Image.FillMethod.Radial90.\n \n \n \n \n Radial starting at the Bottom Left corner.\n \n \n \n \n Radial starting at the Bottom Right corner.\n \n \n \n \n Radial starting at the Top Left corner.\n \n \n \n \n Radial starting at the Top Right corner.\n \n \n \n \n Origin for the Image.FillMethod.Horizontal.\n \n \n \n \n Origin at the Left side.\n \n \n \n \n Origin at the Right side.\n \n \n \n \n Origin for the Image.FillMethod.Vertical.\n \n \n \n \n Origin at the Bottom edge.\n \n \n \n \n Origin at the Top edge.\n \n \n \n \n Adjusts the image size to make it pixel-perfect.\n \n \n \n \n Image Type.\n \n \n \n \n Displays only a portion of the Image.\n \n \n \n \n Displays the full Image.\n \n \n \n \n Displays the Image as a 9-sliced graphic.\n \n \n \n \n Displays a sliced Sprite with its resizable sections tiled instead of stretched.\n \n \n \n \n Is this element a mask.\n \n \n \n \n Return the RectTransform associated with this mask.\n \n \n \n \n Is the mask enabled.\n \n \n \n \n This element is capable of being masked out.\n \n \n \n \n Recalculate masking for this element and all children elements.\n \n \n \n \n Interface which allows for the modification of the Material used to render a Graphic before they are passed to the CanvasRenderer.\n \n \n \n \n Perform material modification in this function.\n \n Configured Material.\n \n Modified material.\n \n \n \n \n Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer.\n \n \n \n \n Call used to modify mesh.\n \n \n \n \n \n Turn a simple label into a interactable input field.\n \n \n \n \n The character used for password fields.\n \n \n \n \n The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second.\n \n \n \n \n The custom caret color used if customCaretColor is set.\n \n \n \n \n Current InputField caret position (also selection tail).\n \n \n \n \n Current InputField selection head.\n \n \n \n \n The width of the caret in pixels.\n \n \n \n \n How many characters the input field is limited to. 0 = infinite.\n \n \n \n \n The type of validation to perform on a character.\n \n \n \n \n Specifies the type of the input text content.\n \n \n \n \n Should a custom caret color be used or should the textComponent.color be used.\n \n \n \n \n The type of input expected. See InputField.InputType.\n \n \n \n \n Does the InputField currently have focus and is able to process events.\n \n \n \n \n They type of mobile keyboard that will be used.\n \n \n \n \n The LineType used by the InputField.\n \n \n \n \n If the input field supports multiple lines.\n \n \n \n \n The Unity Event to call when editing has ended.\n \n \n \n \n The function to call to validate the input characters.\n \n \n \n \n Accessor to the OnChangeEvent.\n \n \n \n \n Accessor to the OnChangeEvent.\n \n \n \n \n This is an optional ‘empty’ graphic to show that the InputField text field is empty. Note that this ‘empty' graphic still displays even when the InputField is selected (that is; when there is focus on it).\n\nA placeholder graphic can be used to show subtle hints or make it more obvious that the control is an InputField.\n \n \n \n \n Set the InputField to be read only.\n \n \n \n \n The beginning point of the selection.\n \n \n \n \n The color of the highlight to show which characters are selected.\n \n \n \n \n The end point of the selection.\n \n \n \n \n Should the mobile keyboard input be hidden.\n \n \n \n \n The current value of the input field.\n \n \n \n \n The Text component that is going to be used to render the text to screen.\n \n \n \n \n If the UI.InputField was canceled and will revert back to the original text upon DeactivateInputField.\n \n \n \n \n Function to activate the InputField to begin processing Events.\n \n \n \n \n Append a character to the input field.\n \n Character / string to append.\n \n \n \n Append a character to the input field.\n \n Character / string to append.\n \n \n \n The type of characters that are allowed to be added to the string.\n \n \n \n \n Allows letters A-Z, a-z and numbers 0-9.\n \n \n \n \n Allows decimal numbers (positive or negative).\nCharacters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only allowed as the first character. Only one dot in the string is allowed.\n \n \n \n \n Allows the characters that are allowed in an email address.\n \n \n \n \n Allow whole numbers (positive or negative).\n \n \n \n \n Only allow names and enforces capitalization.\n \n \n \n \n No validation. Any input is valid.\n \n \n \n \n Clamp a value (by reference) between 0 and the current text length.\n \n The value to be clamped.\n \n \n \n Specifies the type of the input text content.\n \n \n \n \n Allows letters A-Z, a-z and numbers 0-9.\n \n \n \n \n Allows all input and performs auto-correction on platforms that support it.\n \n \n \n \n Custom types that allows user-defined settings.\n \n \n \n \n Allows decimal numbers (positive or negative).\n \n \n \n \n The input is used for typing in an email address.\n \n \n \n \n Allow whole numbers (positive or negative).\n \n \n \n \n The InputField is used for typing in a name, and enforces capitalization of the first letter of each word. Note that the user can circumvent the first letter capitalization rules by deleting automatically-capitalized letters.\n \n \n \n \n Allows all input and hides the typed characters by showing them as asterisks characters.\n \n \n \n \n Allows integer numbers and hides the typed characters by showing them as asterisks characters.\n \n \n \n \n Allows all input.\n \n \n \n \n Function to deactivate the InputField to stop the processing of Events and send OnSubmit if not canceled.\n \n \n \n \n Force the label to update immediatly. This will recalculate the positioning of the caret and the visible text.\n \n \n \n \n The character that is under the mouse.\n \n Mouse position.\n \n Character index with in value.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n Type of data expected by the input field.\n \n \n \n \n The mobile autocorrect keyboard.\n \n \n \n \n The mobile password keyboard.\n \n \n \n \n The standard mobile keyboard.\n \n \n \n \n Process the Event and perform the appropriate action for that key.\n \n The Event that is currently being processed.\n \n If we should continue processing events or we have hit an end condition.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n The LineType is used to describe the behavior of the InputField.\n \n \n \n \n Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will insert a new line character.\n \n \n \n \n Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will submit.\n \n \n \n \n Only allows 1 line to be entered. Has horizontal scrolling and no word wrap. Pressing enter will submit the InputField.\n \n \n \n \n Move the caret index to end of text.\n \n Only move the selectionPosition.\n \n \n \n Move the caret index to start of text.\n \n Only move the selectionPosition.\n \n \n \n Capture the OnBeginDrag callback from the EventSystem and ensure we should listen to the drag events to follow.\n \n The data passed by the EventSystem.\n \n \n \n The callback sent anytime the Inputfield is updated.\n \n \n \n \n What to do when the event system sends a Deselect Event.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n What to do when the event system sends a Drag Event.\n \n \n \n \n \n Capture the OnEndDrag callback from the EventSystem and cancel the listening of drag events.\n \n The eventData sent by the EventSystem.\n \n \n \n Focus the input field initializing properties.\n \n \n \n \n What to do when the event system sends a pointer click Event.\n \n \n \n \n \n What to do when the event system sends a pointer down Event.\n \n \n \n \n \n What to do when the event system sends a submit Event.\n \n \n \n \n \n What to do when the event system sends a Update selected Event.\n \n \n \n \n \n Custom validation callback.\n \n \n \n \n \n \n \n Helper function to allow separate events to be processed by the InputField.\n \n The Event to be processed.\n \n \n \n Rebuild the input fields geometry. (caret and highlight).\n \n \n \n \n \n Convert screen space into input field local space.\n \n \n \n \n \n Highlight the whole InputField.\n \n \n \n \n Convenience function to make functionality to send the SubmitEvent easier.\n \n \n \n \n Unity Event with a inputfield as a param.\n \n \n \n \n Update the Text associated with this input field.\n \n \n \n \n Predefined validation functionality for different characterValidation types.\n \n The whole text string to validate.\n The position at which the current character is being inserted.\n The character that is being inserted.\n \n The character that should be inserted.\n \n \n \n \n Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer.\n \n \n \n \n Call used to modify vertices.\n \n To modify.\n \n \n \n Add this component to a GameObject to make it into a layout element or override values on an existing layout element.\n \n \n \n \n The extra relative height this layout element should be allocated if there is additional available space.\n \n \n \n \n The extra relative width this layout element should be allocated if there is additional available space.\n \n \n \n \n Should this RectTransform be ignored by the layout system?\n \n \n \n \n Called by the layout system.\n \n \n \n \n The minimum height this layout element may be allocated.\n \n \n \n \n The minimum width this layout element may be allocated.\n \n \n \n \n The preferred height this layout element should be allocated if there is sufficient space.\n \n \n \n \n The preferred width this layout element should be allocated if there is sufficient space.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Mark the LayoutElement as dirty.\n \n \n \n \n Abstract base class to use for layout groups.\n \n \n \n \n The alignment to use for the child layout elements in the layout group.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n The padding to add around the child layout elements.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Returns the alignment on the specified axis as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom.\n \n The axis to get alignment along. 0 is horizontal and 1 is vertical.\n \n The alignment as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom.\n \n \n \n \n Returns the calculated position of the first child layout element along the given axis.\n \n The axis index. 0 is horizontal and 1 is vertical.\n The total space required on the given axis for all the layout elements including spacing and excluding padding.\n \n The position of the first child along the given axis.\n \n \n \n \n The flexible size for the layout group on the given axis.\n \n The axis index. 0 is horizontal and 1 is vertical.\n \n The flexible size.\n \n \n \n \n The min size for the layout group on the given axis.\n \n The axis index. 0 is horizontal and 1 is vertical.\n \n The min size.\n \n \n \n \n The preferred size for the layout group on the given axis.\n \n The axis index. 0 is horizontal and 1 is vertical.\n \n The preferred size.\n \n \n \n \n Callback for when properties have been changed by animation.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Set the position and size of a child layout element along the given axis.\n \n The RectTransform of the child layout element.\n The axis to set the position and size along. 0 is horizontal and 1 is vertical.\n The position from the left side or top.\n The size.\n \n \n \n Mark the LayoutGroup as dirty.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Used to set the calculated layout properties for the given axis.\n \n The min size for the layout group.\n The preferred size for the layout group.\n The flexible size for the layout group.\n The axis to set sizes for. 0 is horizontal and 1 is vertical.\n \n \n \n Called by the layout system.\n \n \n \n \n Helper method used to set a given property if it has changed.\n \n A reference to the member value.\n The new value.\n \n \n \n Wrapper class for managing layout rebuilding of CanvasElement.\n \n \n \n \n See ICanvasElement.\n \n \n \n \n Does the passed rebuilder point to the same CanvasElement.\n \n Other.\n \n Equal.\n \n \n \n \n Forces an immediate rebuild of the layout element and child layout elements affected by the calculations.\n \n The layout element to perform the layout rebuild on.\n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n Has the native representation of this LayoutRebuilder been destroyed?\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n Mark the given RectTransform as needing it's layout to be recalculated during the next layout pass.\n \n Rect to rebuild.\n \n \n \n See ICanvasElement.Rebuild.\n \n \n \n \n \n Utility functions for querying layout elements for their minimum, preferred, and flexible sizes.\n \n \n \n \n Returns the flexible height of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n Returns the flexible size of the layout element.\n \n The RectTransform of the layout element to query.\n The axis to query. This can be 0 or 1.\n \n \n \n Returns the flexible width of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n Gets a calculated layout property for the layout element with the given RectTransform.\n \n The RectTransform of the layout element to get a property for.\n The property to calculate.\n The default value to use if no component on the layout element supplies the given property.\n Optional out parameter to get the component that supplied the calculated value.\n \n The calculated value of the layout property.\n \n \n \n \n Gets a calculated layout property for the layout element with the given RectTransform.\n \n The RectTransform of the layout element to get a property for.\n The property to calculate.\n The default value to use if no component on the layout element supplies the given property.\n Optional out parameter to get the component that supplied the calculated value.\n \n The calculated value of the layout property.\n \n \n \n \n Returns the minimum height of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n Returns the minimum size of the layout element.\n \n The RectTransform of the layout element to query.\n The axis to query. This can be 0 or 1.\n \n \n \n Returns the minimum width of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n Returns the preferred height of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n Returns the preferred size of the layout element.\n \n The RectTransform of the layout element to query.\n The axis to query. This can be 0 or 1.\n \n \n \n Returns the preferred width of the layout element.\n \n The RectTransform of the layout element to query.\n \n \n \n A component for masking children elements.\n \n \n \n \n The graphic associated with the Mask.\n \n \n \n \n Cached RectTransform.\n \n \n \n \n Show the graphic that is associated with the Mask render area.\n \n \n \n \n See: IMaterialModifier.\n \n \n \n \n \n See:ICanvasRaycastFilter.\n \n \n \n \n \n \n See:IMask.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n See:IGraphicEnabledDisabled.\n \n \n \n \n A Graphic that is capable of being masked out.\n \n \n \n \n Does this graphic allow masking.\n \n \n \n \n Callback issued when culling changes.\n \n \n \n \n See IClippable.Cull.\n \n \n \n \n \n \n See IMaterialModifier.GetModifiedMaterial.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n See: IMaskable.\n \n \n \n \n See: IClippable.RecalculateClipping.\n \n \n \n \n See: IMaskable.RecalculateMasking.\n \n \n \n \n See IClippable.SetClipRect.\n \n \n \n \n \n \n Mask related utility class.\n \n \n \n \n Find a root Canvas.\n \n Search start.\n \n Canvas transform.\n \n \n \n \n Find the correct RectMask2D for a given IClippable.\n \n Clippable to search from.\n \n \n \n \n Search for all RectMask2D that apply to the given RectMask2D (includes self).\n \n \n \n \n \n \n Find the stencil depth for a given element.\n \n \n \n \n \n \n Helper function to determine if the child is a descendant of father or is father.\n \n The transform to compare against.\n The starting transform to search up the hierarchy.\n \n Is child equal to father or is a descendant.\n \n \n \n \n Notify all IClippables under the given component that they need to recalculate clipping.\n \n \n \n \n \n Notify all IMaskable under the given component that they need to recalculate masking.\n \n \n \n \n \n Structure storing details related to navigation.\n \n \n \n \n Return a Navigation with sensible default values.\n \n \n \n \n Navigation mode.\n \n \n \n \n Specify a Selectable UI GameObject to highlight when the down arrow key is pressed.\n \n \n \n \n Specify a Selectable UI GameObject to highlight when the left arrow key is pressed.\n \n \n \n \n Specify a Selectable UI GameObject to highlight when the right arrow key is pressed.\n \n \n \n \n Specify a Selectable UI GameObject to highlight when the Up arrow key is pressed.\n \n \n \n \n Navigation mode. Used by Selectable.\n \n \n \n \n Automatic navigation.\n \n \n \n \n Explicit navigaion.\n \n \n \n \n Horizontal Navigation.\n \n \n \n \n No navigation.\n \n \n \n \n Vertical navigation.\n \n \n \n \n Adds an outline to a graphic using IVertexModifier.\n \n \n \n \n An IVertexModifier which sets the raw vertex position into UV1 of the generated verts.\n \n \n \n \n Displays a Texture2D for the UI System.\n \n \n \n \n The RawImage's texture. (ReadOnly).\n \n \n \n \n The RawImage's texture.\n \n \n \n \n The RawImage texture coordinates.\n \n \n \n \n Adjusts the raw image size to make it pixel-perfect.\n \n \n \n \n A 2D rectangular mask that allows for clipping / masking of areas outside the mask.\n \n \n \n \n Get the Rect for the mask in canvas space.\n \n \n \n \n Get the RectTransform for the mask.\n \n \n \n \n Add a [IClippable]] to be tracked by the mask.\n \n \n \n \n \n See:ICanvasRaycastFilter.\n \n \n \n \n \n \n See: IClipper.PerformClipping.\n \n \n \n \n Remove an IClippable from being tracked by the mask.\n \n \n \n \n \n A standard scrollbar with a variable sized handle that can be dragged between 0 and 1.\n \n \n \n \n The direction of the scrollbar from minimum to maximum value.\n \n \n \n \n The RectTransform to use for the handle.\n \n \n \n \n The number of steps to use for the value. A value of 0 disables use of steps.\n \n \n \n \n Handling for when the scrollbar value is changed.\n \n \n \n \n The size of the scrollbar handle where 1 means it fills the entire scrollbar.\n \n \n \n \n The current value of the scrollbar, between 0 and 1.\n \n \n \n \n Coroutine function for handling continual press during Scrollbar.OnPointerDown.\n \n \n \n \n \n Setting that indicates one of four directions.\n \n \n \n \n From bottom to top.\n \n \n \n \n From left to right.\n \n \n \n \n From right to left.\n \n \n \n \n From top to bottom.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n Handling for when the scrollbar value is begin being dragged.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Handling for when the scrollbar value is dragged.\n \n \n \n \n \n See: IInitializePotentialDragHandler.OnInitializePotentialDrag.\n \n \n \n \n \n Handling for movement events.\n \n \n \n \n \n Event triggered when pointer is pressed down on the scrollbar.\n \n \n \n \n \n Event triggered when pointer is released after pressing on the scrollbar.\n \n \n \n \n \n Handling for when the canvas is rebuilt.\n \n \n \n \n \n UnityEvent callback for when a scrollbar is scrolled.\n \n \n \n \n Set the direction of the scrollbar, optionally setting the layout as well.\n \n The direction of the scrollbar.\n Should the layout be flipped together with the direction?\n \n \n \n A component for making a child RectTransform scroll.\n \n \n \n \n The content that can be scrolled. It should be a child of the GameObject with ScrollRect on it.\n \n \n \n \n The rate at which movement slows down.\n \n \n \n \n The amount of elasticity to use when the content moves beyond the scroll rect.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Should horizontal scrolling be enabled?\n \n \n \n \n The horizontal scroll position as a value between 0 and 1, with 0 being at the left.\n \n \n \n \n Optional Scrollbar object linked to the horizontal scrolling of the ScrollRect.\n \n \n \n \n The space between the scrollbar and the viewport.\n \n \n \n \n The mode of visibility for the horizontal scrollbar.\n \n \n \n \n Should movement inertia be enabled?\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n The behavior to use when the content moves beyond the scroll rect.\n \n \n \n \n The scroll position as a Vector2 between (0,0) and (1,1) with (0,0) being the lower left corner.\n \n \n \n \n Callback executed when the position of the child changes.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n The sensitivity to scroll wheel and track pad scroll events.\n \n \n \n \n The current velocity of the content.\n \n \n \n \n Should vertical scrolling be enabled?\n \n \n \n \n The vertical scroll position as a value between 0 and 1, with 0 being at the bottom.\n \n \n \n \n Optional Scrollbar object linked to the vertical scrolling of the ScrollRect.\n \n \n \n \n The space between the scrollbar and the viewport.\n \n \n \n \n The mode of visibility for the vertical scrollbar.\n \n \n \n \n Reference to the viewport RectTransform that is the parent of the content RectTransform.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n See member in base class.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n A setting for which behavior to use when content moves beyond the confines of its container.\n \n \n \n \n Clamped movement. The content can not be moved beyond its container.\n \n \n \n \n Elastic movement. The content is allowed to temporarily move beyond the container, but is pulled back elastically.\n \n \n \n \n Unrestricted movement. The content can move forever.\n \n \n \n \n Handling for when the content is beging being dragged.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Handling for when the content is dragged.\n \n \n \n \n \n Handling for when the content has finished being dragged.\n \n \n \n \n \n See: IInitializePotentialDragHandler.OnInitializePotentialDrag.\n \n \n \n \n \n See IScrollHandler.OnScroll.\n \n \n \n \n \n Rebuilds the scroll rect data after initialization.\n \n The current step of the rendering CanvasUpdate cycle.\n \n \n \n Enum for which behavior to use for scrollbar visibility.\n \n \n \n \n Automatically hide the scrollbar when no scrolling is needed on this axis. The viewport rect will not be changed.\n \n \n \n \n Automatically hide the scrollbar when no scrolling is needed on this axis, and expand the viewport rect accordingly.\n \n \n \n \n Always show the scrollbar.\n \n \n \n \n Event type used by the ScrollRect.\n \n \n \n \n Sets the anchored position of the content.\n \n \n \n \n \n Override to alter or add to the code that keeps the appearance of the scroll rect synced with its data.\n \n \n \n \n Override to alter or add to the code that caches data to avoid repeated heavy operations.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Set the horizontal or vertical scroll position as a value between 0 and 1, with 0 being at the left or at the bottom.\n \n The position to set, between 0 and 1.\n The axis to set: 0 for horizontal, 1 for vertical.\n \n \n \n Sets the velocity to zero on both axes so the content stops moving.\n \n \n \n \n Calculate the bounds the ScrollRect should be using.\n \n \n \n \n Helper function to update the previous data fields on a ScrollRect. Call this before you change data in the ScrollRect.\n \n \n \n \n Simple selectable object - derived from to create a selectable control.\n \n \n \n \n List of all the selectable objects currently active in the scene.\n \n \n \n \n The AnimationTriggers for this selectable object.\n \n \n \n \n Convenience function to get the Animator component on the GameObject.\n \n \n \n \n The ColorBlock for this selectable object.\n \n \n \n \n Convenience function that converts the referenced Graphic to a Image, if possible.\n \n \n \n \n UI.Selectable.interactable.\n \n \n \n \n The Navigation setting for this selectable object.\n \n \n \n \n The SpriteState for this selectable object.\n \n \n \n \n Graphic that will be transitioned upon.\n \n \n \n \n The type of transition that will be applied to the targetGraphic when the state changes.\n \n \n \n \n Transition the Selectable to the entered state.\n \n State to transition to.\n Should the transition occur instantly.\n \n \n \n Finds the selectable object next to this one.\n \n The direction in which to search for a neighbouring Selectable object.\n \n The neighbouring Selectable object. Null if none found.\n \n \n \n \n Find the selectable object below this one.\n \n \n The Selectable object below current.\n \n \n \n \n Find the selectable object to the left of this one.\n \n \n The Selectable object to the left of current.\n \n \n \n \n Find the selectable object to the right of this one.\n \n \n The Selectable object to the right of current.\n \n \n \n \n Find the selectable object above this one.\n \n \n The Selectable object above current.\n \n \n \n \n Clear any internal state from the Selectable (used when disabling).\n \n \n \n \n Is the selectable currently 'highlighted'.\n \n \n \n \n \n UI.Selectable.IsInteractable.\n \n \n \n \n Whether the current selectable is being pressed.\n \n \n \n \n \n Whether the current selectable is being pressed.\n \n \n \n \n \n Unset selection and transition to appropriate state.\n \n The eventData usually sent by the EventSystem.\n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Determine in which of the 4 move directions the next selectable object should be found.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Evaluate current state and transition to pressed state.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Evaluate current state and transition to appropriate state.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Evaluate current state and transition to normal state.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Evaluate eventData and transition to appropriate state.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Set selection and transition to appropriate state.\n \n The EventData usually sent by the EventSystem.\n \n \n \n Selects this Selectable.\n \n \n \n \n An enumeration of selected states of objects.\n \n \n \n \n The UI object cannot be selected.\n \n \n \n \n The UI object is highlighted.\n \n \n \n \n The UI object can be selected.\n \n \n \n \n The UI object is pressed.\n \n \n \n \n Transition mode for a Selectable.\n \n \n \n \n Use an animation transition.\n \n \n \n \n Use an color tint transition.\n \n \n \n \n No Transition.\n \n \n \n \n Use a sprite swap transition.\n \n \n \n \n Internally update the selection state of the Selectable.\n \n \n \n \n \n Adds an outline to a graphic using IVertexModifier.\n \n \n \n \n Color for the effect.\n \n \n \n \n How far is the shadow from the graphic.\n \n \n \n \n Should the shadow inherit the alpha from the graphic?\n \n \n \n \n Duplicate vertices from start to end and turn them into shadows with the given offset.\n \n Verts List.\n Shadow Color.\n Start Index.\n End Index.\n Shadow x offset.\n Shadow y offset.\n \n \n \n See: IMeshModifier.\n \n \n \n \n A standard slider that can be moved between a minimum and maximum value.\n \n \n \n \n The direction of the slider, from minimum to maximum value.\n \n \n \n \n Optional RectTransform to use as fill for the slider.\n \n \n \n \n Optional RectTransform to use as a handle for the slider.\n \n \n \n \n The maximum allowed value of the slider.\n \n \n \n \n The minimum allowed value of the slider.\n \n \n \n \n The current value of the slider normalized into a value between 0 and 1.\n \n \n \n \n Callback executed when the value of the slider is changed.\n \n \n \n \n The current value of the slider.\n \n \n \n \n Should the value only be allowed to be whole numbers?\n \n \n \n \n Setting that indicates one of four directions.\n \n \n \n \n From bottom to top.\n \n \n \n \n From left to right.\n \n \n \n \n From right to left.\n \n \n \n \n From top to bottom.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See member in base class.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Handling for when the slider is dragged.\n \n \n \n \n \n See: IInitializePotentialDragHandler.OnInitializePotentialDrag.\n \n \n \n \n \n Handling for movement events.\n \n \n \n \n \n Handling for when the canvas is rebuilt.\n \n \n \n \n \n Set the value of the slider.\n \n The new value for the slider.\n If the OnValueChanged callback should be invoked.\n \n \n \n Sets the direction of this slider, optionally changing the layout as well.\n \n The direction of the slider.\n Should the layout be flipped together with the slider direction?\n \n \n \n Event type used by the UI.Slider.\n \n \n \n \n Structure to store the state of a sprite transition on a Selectable.\n \n \n \n \n Disabled sprite.\n \n \n \n \n Highlighted sprite.\n \n \n \n \n Pressed sprite.\n \n \n \n \n The default Graphic to draw font data to screen.\n \n \n \n \n Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.\n \n \n \n \n The positioning of the text reliative to its RectTransform.\n \n \n \n \n The cached TextGenerator used when generating visible Text.\n \n \n \n \n The cached TextGenerator used when determine Layout.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n The Font used by the text.\n \n \n \n \n The size that the Font should render at.\n \n \n \n \n FontStyle used by the text.\n \n \n \n \n Horizontal overflow mode.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Line spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing.\n \n \n \n \n The Texture that comes from the Font.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n (Read Only) Provides information about how fonts are scale to the screen.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Should the text be allowed to auto resized.\n \n \n \n \n The maximum size the text is allowed to be. 1 = infinitly large.\n \n \n \n \n The minimum size the text is allowed to be.\n \n \n \n \n Whether this Text will support rich text.\n \n \n \n \n The string value this text will display.\n \n \n \n \n Vertical overflow mode.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the [FontUpdateTracker] when the texture associated with a font is modified.\n \n \n \n \n Convenience function to populate the generation setting for the text.\n \n The extents the text can draw in.\n \n Generated settings.\n \n \n \n \n Convenience function to determine the vector offset of the anchor.\n \n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n A standard toggle that has an on / off state.\n \n \n \n \n Graphic affected by the toggle.\n \n \n \n \n Group the toggle belongs to.\n \n \n \n \n Is the toggle on.\n \n \n \n \n Callback executed when the value of the toggle is changed.\n \n \n \n \n Transition mode for the toggle.\n \n \n \n \n See ICanvasElement.GraphicUpdateComplete.\n \n \n \n \n See ICanvasElement.LayoutComplete.\n \n \n \n \n See MonoBehaviour.OnDisable.\n \n \n \n \n Handling for when the toggle is 'clicked'.\n \n Current event.\n \n \n \n Handling for when the submit key is pressed.\n \n Current event.\n \n \n \n Handling for when the canvas is rebuilt.\n \n \n \n \n \n UnityEvent callback for when a toggle is toggled.\n \n \n \n \n Display settings for when a toggle is activated or deactivated.\n \n \n \n \n Fade the toggle in / out.\n \n \n \n \n Show / hide the toggle instantly.\n \n \n \n \n A component that represents a group of UI.Toggles.\n \n \n \n \n Is it allowed that no toggle is switched on?\n \n \n \n \n Returns the toggles in this group that are active.\n \n \n The active toggles in the group.\n \n \n \n \n Are any of the toggles on?\n \n \n \n \n Notify the group that the given toggle is enabled.\n \n \n \n \n Register a toggle with the group.\n \n To register.\n \n \n \n Switch all toggles off.\n \n \n \n \n Toggle to unregister.\n \n Unregister toggle.\n \n \n \n A utility class that can aid in the generation of meshes for the UI.\n \n \n \n \n Get the number of indices set on the VertexHelper.\n \n \n \n \n Current number of vertices in the buffer.\n \n \n \n \n Add a triangle to the buffer.\n \n Index 0.\n Index 1.\n Index 2.\n \n \n \n Add a quad to the stream.\n \n 4 Vertices representing the quad.\n \n \n \n Add a stream of custom UIVertex and corresponding indices.\n \n The custom stream of verts to add to the helpers internal data.\n The custom stream of indices to add to the helpers internal data.\n \n \n \n Add a list of triangles to the stream.\n \n Vertices to add. Length should be divisible by 3.\n \n \n \n Add a single vertex to the stream.\n \n \n \n \n \n \n \n \n \n \n \n Add a single vertex to the stream.\n \n \n \n \n \n \n \n \n \n \n \n Add a single vertex to the stream.\n \n \n \n \n \n \n \n \n \n \n \n Clear all vertices from the stream.\n \n \n \n \n Cleanup allocated memory.\n \n \n \n \n Fill the given mesh with the stream data.\n \n \n \n \n \n Create a stream of UI vertex (in triangles) from the stream.\n \n \n \n \n \n Fill a UIVertex with data from index i of the stream.\n \n Vertex to populate.\n Index to populate from.\n \n \n \n Set a UIVertex at the given index.\n \n \n \n \n \n \n Layout child layout elements below each other.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n \n Called by the layout system.\n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076415,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine.Analytics\n \n \n \n Automatically create and send analytics events based on a variety of triggers.\n \n \n \n \n Name of the event.\n \n \n \n \n Trigger the instrumented event.\n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076416,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine.HoloLens\n \n \n \n This component enables control over properties attached to AudioSource components for spatial sound in Unity.\n \n \n \n \n Describes room size to for audio effects.\n \n \n \n \n Describes room size to for audio effects.\n \n \n \n \n A BaseInputModule designed for HoloLens input.\n \n \n \n \n Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.\n \n \n \n \n Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n See BaseInputModule.\n \n \n \n \n The base class for all spatial mapping components.\n \n \n \n \n This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only)\n \n \n \n \n Specifies if the component should listen and respond to spatial surface changes.\n \n \n \n \n The half extents of the bounding box from its center.\n \n \n \n \n The level of detail that should be used when generating surface meshes.\n \n \n \n \n The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed.\n \n \n \n \n The time in seconds between system queries for changes in physical space.\n \n \n \n \n The radius of the bounding sphere volume.\n \n \n \n \n The GameObject that should be the parent of all the component's surface mesh game objects.\n \n \n \n \n The surface observer volume to use when querying the system for changes in physical space.\n \n \n \n \n The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh.\n \n \n \n \n Generates surface meshes with the maximum amount of triangles.\n \n \n \n \n Generates surface meshes with as few triangles as possible.\n \n \n \n \n Generates a medium quality surface mesh.\n \n \n \n \n This method is called when the system notifies the spatial mapping component that a surface has been removed.\n \n \n \n \n \n \n This method will be called by the system when the surface data has been generated.\n \n \n \n \n \n \n \n \n The surface observer volume type to use when querying the system for changes in physical space.\n \n \n \n \n An axis aligned bounding box volume.\n \n \n \n \n A sphere bounding volume.\n \n \n \n \n Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces.\n \n \n \n \n Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance.\n \n \n \n \n Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance.\n \n \n \n \n Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance.\n \n \n \n \n Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized.\n \n \n \n \n A Material applied to all surface meshes to enable occlusion of holograms by real world objects.\n \n \n \n \n Controls which Material will be used when rendering a surface mesh.\n \n \n \n \n A material that can be used to visualize the spatial surface.\n \n \n \n \n Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance.\n \n \n \n \n Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance.\n \n \n \n \n Indicates that the Occlusion material should be used to render the surfaces.\n \n \n \n \n Indicates that the Visualization material should be used to render the surfaces.\n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076417,"cells":{"text":{"kind":"string","value":"\n\n \n nunit.framework\n \n \n \n \n The different targets a test action attribute can be applied to\n \n \n \n \n Default target, which is determined by where the action attribute is attached\n \n \n \n \n Target a individual test case\n \n \n \n \n Target a suite of test cases\n \n \n \n \n FrameworkController provides a facade for use in loading, browsing \n and running tests without requiring a reference to the NUnit \n framework. All calls are encapsulated in constructors for\n this class and its nested classes, which only require the\n types of the Common Type System as arguments.\n \n The controller supports four actions: Load, Explore, Count and Run.\n They are intended to be called by a driver, which should allow for\n proper sequencing of calls. Load must be called before any of the \n other actions. The driver may support other actions, such as\n reload on run, by combining these calls.\n \n \n \n \n Construct a FrameworkController using the default builder and runner.\n \n The AssemblyName or path to the test assembly\n A prefix used for all test ids created under this controller.\n A Dictionary of settings to use in loading and running the tests\n \n \n \n Construct a FrameworkController using the default builder and runner.\n \n The test assembly\n A prefix used for all test ids created under this controller.\n A Dictionary of settings to use in loading and running the tests\n \n \n \n Construct a FrameworkController, specifying the types to be used\n for the runner and builder. This constructor is provided for\n purposes of development.\n \n The full AssemblyName or the path to the test assembly\n A prefix used for all test ids created under this controller.\n A Dictionary of settings to use in loading and running the tests\n The Type of the test runner\n The Type of the test builder\n \n \n \n Construct a FrameworkController, specifying the types to be used\n for the runner and builder. This constructor is provided for\n purposes of development.\n \n The test assembly\n A prefix used for all test ids created under this controller.\n A Dictionary of settings to use in loading and running the tests\n The Type of the test runner\n The Type of the test builder\n \n \n \n Gets the ITestAssemblyBuilder used by this controller instance.\n \n The builder.\n \n \n \n Gets the ITestAssemblyRunner used by this controller instance.\n \n The runner.\n \n \n \n Gets the AssemblyName or the path for which this FrameworkController was created\n \n \n \n \n Gets the Assembly for which this\n \n \n \n \n Gets a dictionary of settings for the FrameworkController\n \n \n \n \n Loads the tests in the assembly\n \n \n \n \n \n Returns info about the tests in an assembly\n \n A string containing the XML representation of the filter to use\n The XML result of exploring the tests\n \n \n \n Runs the tests in an assembly\n \n A string containing the XML representation of the filter to use\n The XML result of the test run\n \n \n \n Runs the tests in an assembly syncronously reporting back the test results through the callback\n or through the return value\n \n The callback that receives the test results\n A string containing the XML representation of the filter to use\n The XML result of the test run\n \n \n \n Runs the tests in an assembly asyncronously reporting back the test results through the callback\n \n The callback that receives the test results\n A string containing the XML representation of the filter to use\n \n \n \n Stops the test run\n \n True to force the stop, false for a cooperative stop\n \n \n \n Counts the number of test cases in the loaded TestSuite\n \n A string containing the XML representation of the filter to use\n The number of tests\n \n \n \n Inserts environment element\n \n Target node\n The new node\n \n \n \n Inserts settings element\n \n Target node\n Settings dictionary\n The new node\n \n \n \n FrameworkControllerAction is the base class for all actions\n performed against a FrameworkController.\n \n \n \n \n LoadTestsAction loads a test into the FrameworkController\n \n \n \n \n LoadTestsAction loads the tests in an assembly.\n \n The controller.\n The callback handler.\n \n \n \n ExploreTestsAction returns info about the tests in an assembly\n \n \n \n \n Initializes a new instance of the class.\n \n The controller for which this action is being performed.\n Filter used to control which tests are included (NYI)\n The callback handler.\n \n \n \n CountTestsAction counts the number of test cases in the loaded TestSuite\n held by the FrameworkController.\n \n \n \n \n Construct a CountsTestAction and perform the count of test cases.\n \n A FrameworkController holding the TestSuite whose cases are to be counted\n A string containing the XML representation of the filter to use\n A callback handler used to report results\n \n \n \n RunTestsAction runs the loaded TestSuite held by the FrameworkController.\n \n \n \n \n Construct a RunTestsAction and run all tests in the loaded TestSuite.\n \n A FrameworkController holding the TestSuite to run\n A string containing the XML representation of the filter to use\n A callback handler used to report results\n \n \n \n RunAsyncAction initiates an asynchronous test run, returning immediately\n \n \n \n \n Construct a RunAsyncAction and run all tests in the loaded TestSuite.\n \n A FrameworkController holding the TestSuite to run\n A string containing the XML representation of the filter to use\n A callback handler used to report results\n \n \n \n StopRunAction stops an ongoing run.\n \n \n \n \n Construct a StopRunAction and stop any ongoing run. If no\n run is in process, no error is raised.\n \n The FrameworkController for which a run is to be stopped.\n True the stop should be forced, false for a cooperative stop.\n >A callback handler used to report results\n A forced stop will cause threads and processes to be killed as needed.\n \n \n \n Implementation of ITestAssemblyRunner\n \n \n \n \n Initializes a new instance of the class.\n \n The builder.\n \n \n \n The tree of tests that was loaded by the builder\n \n \n \n \n The test result, if a run has completed\n \n \n \n \n Indicates whether a test is loaded\n \n \n \n \n Indicates whether a test is running\n \n \n \n \n Indicates whether a test run is complete\n \n \n \n \n Our settings, specified when loading the assembly\n \n \n \n \n The top level WorkItem created for the assembly as a whole\n \n \n \n \n The TestExecutionContext for the top level WorkItem\n \n \n \n \n Loads the tests found in an Assembly\n \n File name of the assembly to load\n Dictionary of option settings for loading the assembly\n True if the load was successful\n \n \n \n Loads the tests found in an Assembly\n \n The assembly to load\n Dictionary of option settings for loading the assembly\n True if the load was successful\n \n \n \n Count Test Cases using a filter\n \n The filter to apply\n The number of test cases found\n \n \n \n Run selected tests and return a test result. The test is run synchronously,\n and the listener interface is notified as it progresses.\n \n Interface to receive EventListener notifications.\n A test filter used to select tests to be run\n \n \n \n \n Run selected tests asynchronously, notifying the listener interface as it progresses.\n \n Interface to receive EventListener notifications.\n A test filter used to select tests to be run\n \n RunAsync is a template method, calling various abstract and\n virtual methods to be overridden by derived classes.\n \n \n \n \n Wait for the ongoing run to complete.\n \n Time to wait in milliseconds\n True if the run completed, otherwise false\n \n \n \n Signal any test run that is in process to stop. Return without error if no test is running.\n \n If true, kill any tests that are currently running\n \n \n \n Initiate the test run.\n \n \n \n \n Create the initial TestExecutionContext used to run tests\n \n The ITestListener specified in the RunAsync call\n \n \n \n Handle the the Completed event for the top level work item\n \n \n \n \n The ITestAssemblyBuilder interface is implemented by a class\n that is able to build a suite of tests given an assembly or \n an assembly filename.\n \n \n \n \n Build a suite of tests from a provided assembly\n \n The assembly from which tests are to be built\n A dictionary of options to use in building the suite\n A TestSuite containing the tests found in the assembly\n \n \n \n Build a suite of tests given the filename of an assembly\n \n The filename of the assembly from which tests are to be built\n A dictionary of options to use in building the suite\n A TestSuite containing the tests found in the assembly\n \n \n \n The ITestAssemblyRunner interface is implemented by classes\n that are able to execute a suite of tests loaded\n from an assembly.\n \n \n \n \n Gets the tree of loaded tests, or null if\n no tests have been loaded.\n \n \n \n \n Gets the tree of test results, if the test\n run is completed, otherwise null.\n \n \n \n \n Indicates whether a test has been loaded\n \n \n \n \n Indicates whether a test is currently running\n \n \n \n \n Indicates whether a test run is complete\n \n \n \n \n Loads the tests found in an Assembly, returning an\n indication of whether or not the load succeeded.\n \n File name of the assembly to load\n Dictionary of options to use in loading the test\n An ITest representing the loaded tests\n \n \n \n Loads the tests found in an Assembly, returning an\n indication of whether or not the load succeeded.\n \n The assembly to load\n Dictionary of options to use in loading the test\n An ITest representing the loaded tests\n \n \n \n Count Test Cases using a filter\n \n The filter to apply\n The number of test cases found\n \n \n \n Run selected tests and return a test result. The test is run synchronously,\n and the listener interface is notified as it progresses.\n \n Interface to receive ITestListener notifications.\n A test filter used to select tests to be run\n \n \n \n Run selected tests asynchronously, notifying the listener interface as it progresses.\n \n Interface to receive EventListener notifications.\n A test filter used to select tests to be run\n \n \n \n Wait for the ongoing run to complete.\n \n Time to wait in milliseconds\n True if the run completed, otherwise false\n \n \n \n Signal any test run that is in process to stop. Return without error if no test is running.\n \n If true, kill any test-running threads\n \n \n \n DefaultTestAssemblyBuilder loads a single assembly and builds a TestSuite\n containing test fixtures present in the assembly.\n \n \n \n \n The default suite builder used by the test assembly builder.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Build a suite of tests from a provided assembly\n \n The assembly from which tests are to be built\n A dictionary of options to use in building the suite\n \n A TestSuite containing the tests found in the assembly\n \n \n \n \n Build a suite of tests given the filename of an assembly\n \n The filename of the assembly from which tests are to be built\n A dictionary of options to use in building the suite\n \n A TestSuite containing the tests found in the assembly\n \n \n \n \n Marks a test that must run in a particular threading apartment state, causing it\n to run in a separate thread if necessary.\n \n \n \n \n Construct an ApartmentAttribute\n \n The apartment state that this test must be run under. You must pass in a valid apartment state.\n \n \n \n Provides the Author of a test or test fixture. \n \n \n \n \n Initializes a new instance of the class.\n \n The name of the author.\n \n \n \n Initializes a new instance of the class.\n \n The name of the author.\n The email address of the author.\n \n \n \n Marks a test to use a particular CombiningStrategy to join\n any parameter data provided. Since this is the default, the\n attribute is optional.\n \n \n \n \n Construct a CombiningStrategyAttribute incorporating an\n ICombiningStrategy and an IParamterDataProvider.\n \n Combining strategy to be used in combining data\n An IParameterDataProvider to supply data\n \n \n \n Construct a CombiningStrategyAttribute incorporating an object\n that implements ICombiningStrategy and an IParameterDataProvider.\n This constructor is provided for CLS compliance.\n \n Combining strategy to be used in combining data\n An IParameterDataProvider to supply data\n \n \n \n Construct one or more TestMethods from a given MethodInfo,\n using available parameter data.\n \n The MethodInfo for which tests are to be constructed.\n The suite to which the tests will be added.\n One or more TestMethods\n \n \n \n Modify the test by adding the name of the combining strategy\n to the properties.\n \n The test to modify\n \n \n \n SingleThreadedAttribute applies to a test fixture and indicates\n that all the child tests must be run on the same thread as the\n OneTimeSetUp and OneTimeTearDown. It sets a flag in the\n TestExecutionContext and forces all tests to be run sequentially\n on the current thread. Any ParallelScope setting is ignored.\n \n \n \n \n Apply changes to the TestExecutionContext\n \n The TestExecutionContext\n \n \n \n TestAssemblyDirectoryResolveAttribute is used to mark a test assembly as needing a\n special assembly resolution hook that will explicitly search the test assembly's\n directory for dependent assemblies. This works around a conflict between mixed-mode\n assembly initialization and tests running in their own AppDomain in some cases.\n \n \n \n \n Defines the order that the test will run in\n \n \n \n \n Defines the order that the test will run in\n \n \n \n \n Defines the order that the test will run in\n \n \n \n \n \n Modifies a test as defined for the specific attribute.\n \n The test to modify\n \n \n \n RepeatAttribute may be applied to test case in order\n to run it multiple times.\n \n \n \n \n Construct a RepeatAttribute\n \n The number of times to run the test\n \n \n \n Wrap a command and return the result.\n \n The command to be wrapped\n The wrapped command\n \n \n \n The test command for the RetryAttribute\n \n \n \n \n Initializes a new instance of the class.\n \n The inner command.\n The number of repetitions\n \n \n \n Runs the test, saving a TestResult in the supplied TestExecutionContext.\n \n The context in which the test should run.\n A TestResult\n \n \n \n Attribute used to identify a method that is called once\n after all the child tests have run. The method is \n guaranteed to be called, even if an exception is thrown.\n \n \n \n \n Attribute used to identify a method that is called once\n to perform setup before any child tests are run.\n \n \n \n \n LevelOfParallelismAttribute is used to set the number of worker threads\n that may be allocated by the framework for running tests.\n \n \n \n \n Construct a LevelOfParallelismAttribute.\n \n The number of worker threads to be created by the framework.\n \n \n \n ParallelizableAttribute is used to mark tests that may be run in parallel.\n \n \n \n \n Construct a ParallelizableAttribute using default ParallelScope.Self.\n \n \n \n \n Construct a ParallelizableAttribute with a specified scope.\n \n The ParallelScope associated with this attribute.\n \n \n \n Modify the context to be used for child tests\n \n The current TestExecutionContext\n \n \n \n The ParallelScope enumeration permits specifying the degree to\n which a test and its descendants may be run in parallel.\n \n \n \n \n No Parallelism is permitted\n \n \n \n \n The test itself may be run in parallel with others at the same level\n \n \n \n \n Descendants of the test may be run in parallel with one another\n \n \n \n \n Descendants of the test down to the level of TestFixtures may be run in parallel\n \n \n \n \n Provide actions to execute before and after tests.\n \n \n \n \n Executed before each test is run\n \n The test that is going to be run.\n \n \n \n Executed after each test is run\n \n The test that has just been run.\n \n \n \n Provides the target for the action attribute\n \n \n \n \n TestCaseSourceAttribute indicates the source to be used to\n provide test fixture instances for a test class.\n \n \n \n \n Error message string is public so the tests can use it\n \n \n \n \n Construct with the name of the method, property or field that will provide data\n \n The name of a static method, property or field that will provide data.\n \n \n \n Construct with a Type and name\n \n The Type that will provide data\n The name of a static method, property or field that will provide data.\n \n \n \n Construct with a Type\n \n The type that will provide data\n \n \n \n The name of a the method, property or fiend to be used as a source\n \n \n \n \n A Type to be used as a source\n \n \n \n \n Gets or sets the category associated with every fixture created from \n this attribute. May be a single category or a comma-separated list.\n \n \n \n \n Construct one or more TestFixtures from a given Type,\n using available parameter data.\n \n The TypeInfo for which fixures are to be constructed.\n One or more TestFixtures as TestSuite\n \n \n \n Returns a set of ITestFixtureData items for use as arguments\n to a parameterized test fixture.\n \n The type for which data is needed.\n \n \n \n \n Indicates which class the test or test fixture is testing\n \n \n \n \n Initializes a new instance of the class.\n \n The type that is being tested.\n \n \n \n Initializes a new instance of the class.\n \n The type that is being tested.\n \n \n \n CollectionSupersetConstraint is used to determine whether\n one collection is a superset of another\n \n \n \n \n Construct a CollectionSupersetConstraint\n \n The collection that the actual value is expected to be a superset of\n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the actual collection is a superset of \n the expected collection provided.\n \n \n \n \n \n \n Flag the constraint to use the supplied predicate function\n \n The comparison function to use.\n Self.\n \n \n \n DictionaryContainsValueConstraint is used to test whether a dictionary\n contains an expected object as a value.\n \n \n \n \n Construct a DictionaryContainsValueConstraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the expected value is contained in the dictionary\n \n \n \n \n The EqualConstraintResult class is tailored for formatting\n and displaying the result of an EqualConstraint. \n \n \n \n \n Construct an EqualConstraintResult\n \n \n \n \n Write a failure message. Overridden to provide custom \n failure messages for EqualConstraint.\n \n The MessageWriter to write to\n \n \n \n Display the failure information for two collections that did not match.\n \n The MessageWriter on which to display\n The expected collection.\n The actual collection\n The depth of this failure in a set of nested collections\n \n \n \n Displays a single line showing the types and sizes of the expected\n and actual collections or arrays. If both are identical, the value is \n only shown once.\n \n The MessageWriter on which to display\n The expected collection or array\n The actual collection or array\n The indentation level for the message line\n \n \n \n Displays a single line showing the point in the expected and actual\n arrays at which the comparison failed. If the arrays have different\n structures or dimensions, both _values are shown.\n \n The MessageWriter on which to display\n The expected array\n The actual array\n Index of the failure point in the underlying collections\n The indentation level for the message line\n \n \n \n Display the failure information for two IEnumerables that did not match.\n \n The MessageWriter on which to display\n The expected enumeration.\n The actual enumeration\n The depth of this failure in a set of nested collections\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n FileExistsConstraint is used to determine if a file exists\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n FileOrDirectoryExistsConstraint is used to determine if a file or directory exists\n \n \n \n \n If true, the constraint will only check if files exist, not directories\n \n \n \n \n If true, the constraint will only check if directories exist, not files\n \n \n \n \n Initializes a new instance of the class that\n will check files and directories.\n \n \n \n \n Initializes a new instance of the class that\n will only check files if ignoreDirectories is true.\n \n if set to true [ignore directories].\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n Interface for all constraints\n \n \n \n \n The display name of this Constraint for use by ToString().\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Arguments provided to this Constraint, for use in\n formatting the description.\n \n \n \n \n The ConstraintBuilder holding this constraint\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n Applies the constraint to an ActualValueDelegate that returns \n the value to be tested. The default implementation simply evaluates \n the delegate but derived classes may override it to provide for \n delayed processing.\n \n An ActualValueDelegate\n A ConstraintResult\n \n \n \n Test whether the constraint is satisfied by a given reference.\n The default implementation simply dereferences the value but\n derived classes may override it to provide for delayed processing.\n \n A reference to the value to be tested\n A ConstraintResult\n \n \n \n Represents a constraint that succeeds if all the \n members of a collection match a base constraint.\n \n \n \n \n Returns a constraint that will apply the argument\n to the members of a collection, succeeding if\n they all succeed.\n \n \n \n \n Represents a constraint that succeeds if none of the \n members of a collection match a base constraint.\n \n \n \n \n Returns a constraint that will apply the argument\n to the members of a collection, succeeding if\n none of them succeed.\n \n \n \n \n Represents a constraint that succeeds if any of the \n members of a collection match a base constraint.\n \n \n \n \n Returns a constraint that will apply the argument\n to the members of a collection, succeeding if\n any of them succeed.\n \n \n \n \n SubPathConstraint tests that the actual path is under the expected path\n \n \n \n \n Initializes a new instance of the class.\n \n The expected path\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n ThrowsExceptionConstraint tests that an exception has\n been thrown, without any further tests.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Executes the code and returns success if an exception is thrown.\n \n A delegate representing the code to be tested\n True if an exception is thrown, otherwise false\n \n \n \n Returns the ActualValueDelegate itself as the value to be tested.\n \n A delegate representing the code to be tested\n The delegate itself\n \n \n \n AllItemsConstraint applies another constraint to each\n item in a collection, succeeding if they all succeed.\n \n \n \n \n Construct an AllItemsConstraint on top of an existing constraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n Apply the item constraint to each item in the collection,\n failing if any item fails.\n \n \n \n \n \n \n AndConstraint succeeds only if both members succeed.\n \n \n \n \n Create an AndConstraint from two other constraints\n \n The first constraint\n The second constraint\n \n \n \n Gets text describing a constraint\n \n \n \n \n Apply both member constraints to an actual value, succeeding \n succeeding only if both of them succeed.\n \n The actual value\n True if the constraints both succeeded\n \n \n \n Write the actual value for a failing constraint test to a\n MessageWriter. The default implementation simply writes\n the raw value of actual, leaving it to the writer to\n perform any formatting.\n \n The writer on which the actual value is displayed\n \n \n \n AssignableFromConstraint is used to test that an object\n can be assigned from a given Type.\n \n \n \n \n Construct an AssignableFromConstraint for the type provided\n \n \n \n \n \n Apply the constraint to an actual value, returning true if it succeeds\n \n The actual argument\n True if the constraint succeeds, otherwise false.\n \n \n \n AssignableToConstraint is used to test that an object\n can be assigned to a given Type.\n \n \n \n \n Construct an AssignableToConstraint for the type provided\n \n \n \n \n \n Apply the constraint to an actual value, returning true if it succeeds\n \n The actual argument\n True if the constraint succeeds, otherwise false.\n \n \n \n AttributeConstraint tests that a specified attribute is present\n on a Type or other provider and that the value of the attribute\n satisfies some other constraint.\n \n \n \n \n Constructs an AttributeConstraint for a specified attribute\n Type and base constraint.\n \n \n \n \n \n \n Determines whether the Type or other provider has the \n expected attribute and if its value matches the\n additional constraint specified.\n \n \n \n \n Returns a string representation of the constraint.\n \n \n \n \n AttributeExistsConstraint tests for the presence of a\n specified attribute on a Type.\n \n \n \n \n Constructs an AttributeExistsConstraint for a specific attribute Type\n \n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Tests whether the object provides the expected attribute.\n \n A Type, MethodInfo, or other ICustomAttributeProvider\n True if the expected attribute is present, otherwise false\n \n \n \n BinaryConstraint is the abstract base of all constraints\n that combine two other constraints in some fashion.\n \n \n \n \n The first constraint being combined\n \n \n \n \n The second constraint being combined\n \n \n \n \n Construct a BinaryConstraint from two other constraints\n \n The first constraint\n The second constraint\n \n \n \n BinarySerializableConstraint tests whether \n an object is serializable in binary format.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Returns the string representation\n \n \n \n \n CollectionConstraint is the abstract base class for\n constraints that operate on collections.\n \n \n \n \n Construct an empty CollectionConstraint\n \n \n \n \n Construct a CollectionConstraint\n \n \n \n \n \n Determines whether the specified enumerable is empty.\n \n The enumerable.\n \n true if the specified enumerable is empty; otherwise, false.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Protected method to be implemented by derived classes\n \n \n \n \n \n \n CollectionContainsConstraint is used to test whether a collection\n contains an expected object as a member.\n \n \n \n \n Construct a CollectionContainsConstraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Gets the expected object\n \n \n \n \n Test whether the expected item is contained in the collection\n \n \n \n \n \n \n Flag the constraint to use the supplied predicate function\n \n The comparison function to use.\n Self.\n \n \n \n CollectionEquivalentConstraint is used to determine whether two\n collections are equivalent.\n \n \n \n \n Construct a CollectionEquivalentConstraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether two collections are equivalent\n \n \n \n \n \n \n Flag the constraint to use the supplied predicate function\n \n The comparison function to use.\n Self.\n \n \n \n CollectionItemsEqualConstraint is the abstract base class for all\n collection constraints that apply some notion of item equality\n as a part of their operation.\n \n \n \n \n Construct an empty CollectionConstraint\n \n \n \n \n Construct a CollectionConstraint\n \n \n \n \n \n Flag the constraint to ignore case and return self.\n \n \n \n \n Flag the constraint to use the supplied IComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied Comparison object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IEqualityComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IEqualityComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Compares two collection members for equality\n \n \n \n \n Return a new CollectionTally for use in making tests\n \n The collection to be included in the tally\n \n \n \n CollectionOrderedConstraint is used to test whether a collection is ordered.\n \n \n \n \n Construct a CollectionOrderedConstraint\n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n If used performs a default ascending comparison\n \n \n \n \n If used performs a reverse comparison\n \n \n \n \n Modifies the constraint to use an and returns self.\n \n \n \n \n Modifies the constraint to use an and returns self.\n \n \n \n \n Modifies the constraint to use a and returns self.\n \n \n \n \n Modifies the constraint to test ordering by the value of\n a specified property and returns self.\n \n \n \n \n Then signals a break between two ordering steps\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the collection is ordered\n \n \n \n \n \n \n Returns the string representation of the constraint.\n \n \n \n \n \n An OrderingStep represents one stage of the sort\n \n \n \n \n CollectionSubsetConstraint is used to determine whether\n one collection is a subset of another\n \n \n \n \n Construct a CollectionSubsetConstraint\n \n The collection that the actual value is expected to be a subset of\n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the actual collection is a subset of \n the expected collection provided.\n \n \n \n \n \n \n Flag the constraint to use the supplied predicate function\n \n The comparison function to use.\n Self.\n \n \n \n CollectionTally counts (tallies) the number of\n occurrences of each object in one or more enumerations.\n \n \n \n \n Construct a CollectionTally object from a comparer and a collection\n \n \n \n \n The number of objects remaining in the tally\n \n \n \n \n Try to remove an object from the tally\n \n The object to remove\n True if successful, false if the object was not found\n \n \n \n Try to remove a set of objects from the tally\n \n The objects to remove\n True if successful, false if any object was not found\n \n \n \n ComparisonAdapter class centralizes all comparisons of\n _values in NUnit, adapting to the use of any provided\n , \n or .\n \n \n \n \n Gets the default ComparisonAdapter, which wraps an\n NUnitComparer object.\n \n \n \n \n Returns a ComparisonAdapter that wraps an \n \n \n \n \n Returns a ComparisonAdapter that wraps an \n \n \n \n \n Returns a ComparisonAdapter that wraps a \n \n \n \n \n Compares two objects\n \n \n \n \n Construct a default ComparisonAdapter\n \n \n \n \n Construct a ComparisonAdapter for an \n \n \n \n \n Compares two objects\n \n \n \n \n \n \n \n ComparerAdapter extends and\n allows use of an or \n to actually perform the comparison.\n \n \n \n \n Construct a ComparisonAdapter for an \n \n \n \n \n Compare a Type T to an object\n \n \n \n \n Construct a ComparisonAdapter for a \n \n \n \n \n Compare a Type T to an object\n \n \n \n \n Abstract base class for constraints that compare _values to\n determine if one is greater than, equal to or less than\n the other.\n \n \n \n \n The value against which a comparison is to be made\n \n \n \n \n If true, less than returns success\n \n \n \n \n if true, equal returns success\n \n \n \n \n if true, greater than returns success\n \n \n \n \n ComparisonAdapter to be used in making the comparison\n \n \n \n \n Initializes a new instance of the class.\n \n The value against which to make a comparison.\n if set to true less succeeds.\n if set to true equal succeeds.\n if set to true greater succeeds.\n String used in describing the constraint.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Modifies the constraint to use an and returns self\n \n The comparer used for comparison tests\n A constraint modified to use the given comparer\n \n \n \n Modifies the constraint to use an and returns self\n \n The comparer used for comparison tests\n A constraint modified to use the given comparer\n \n \n \n Modifies the constraint to use a and returns self\n \n The comparer used for comparison tests\n A constraint modified to use the given comparer\n \n \n \n Delegate used to delay evaluation of the actual value\n to be used in evaluating a constraint\n \n \n \n \n The Constraint class is the base of all built-in constraints\n within NUnit. It provides the operator overloads used to combine \n constraints.\n \n \n \n \n Construct a constraint with optional arguments\n \n Arguments to be saved\n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Arguments provided to this Constraint, for use in\n formatting the description.\n \n \n \n \n The ConstraintBuilder holding this constraint\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n Applies the constraint to an ActualValueDelegate that returns \n the value to be tested. The default implementation simply evaluates \n the delegate but derived classes may override it to provide for \n delayed processing.\n \n An ActualValueDelegate\n A ConstraintResult\n \n \n \n Test whether the constraint is satisfied by a given reference.\n The default implementation simply dereferences the value but\n derived classes may override it to provide for delayed processing.\n \n A reference to the value to be tested\n A ConstraintResult\n \n \n \n Retrieves the value to be tested from an ActualValueDelegate.\n The default implementation simply evaluates the delegate but derived\n classes may override it to provide for delayed processing.\n \n An ActualValueDelegate\n Delegate evaluation result\n \n \n \n Default override of ToString returns the constraint DisplayName\n followed by any arguments within angle brackets.\n \n \n \n \n \n Returns the string representation of this constraint\n \n \n \n \n This operator creates a constraint that is satisfied only if both \n argument constraints are satisfied.\n \n \n \n \n This operator creates a constraint that is satisfied if either \n of the argument constraints is satisfied.\n \n \n \n \n This operator creates a constraint that is satisfied if the \n argument constraint is not satisfied.\n \n \n \n \n Returns a ConstraintExpression by appending And\n to the current constraint.\n \n \n \n \n Returns a ConstraintExpression by appending And\n to the current constraint.\n \n \n \n \n Returns a ConstraintExpression by appending Or\n to the current constraint.\n \n \n \n \n Returns a DelayedConstraint with the specified delay time.\n \n The delay in milliseconds.\n \n \n \n \n Returns a DelayedConstraint with the specified delay time\n and polling interval.\n \n The delay in milliseconds.\n The interval at which to test the constraint.\n \n \n \n \n Resolves any pending operators and returns the resolved constraint.\n \n \n \n \n ConstraintBuilder maintains the stacks that are used in\n processing a ConstraintExpression. An OperatorStack\n is used to hold operators that are waiting for their\n operands to be reorganized. a ConstraintStack holds \n input constraints as well as the results of each\n operator applied.\n \n \n \n \n OperatorStack is a type-safe stack for holding ConstraintOperators\n \n \n \n \n Initializes a new instance of the class.\n \n The ConstraintBuilder using this stack.\n \n \n \n Gets a value indicating whether this is empty.\n \n true if empty; otherwise, false.\n \n \n \n Gets the topmost operator without modifying the stack.\n \n \n \n \n Pushes the specified operator onto the stack.\n \n The operator to put onto the stack.\n \n \n \n Pops the topmost operator from the stack.\n \n The topmost operator on the stack\n \n \n \n ConstraintStack is a type-safe stack for holding Constraints\n \n \n \n \n Initializes a new instance of the class.\n \n The ConstraintBuilder using this stack.\n \n \n \n Gets a value indicating whether this is empty.\n \n true if empty; otherwise, false.\n \n \n \n Pushes the specified constraint. As a side effect,\n the constraint's Builder field is set to the \n ConstraintBuilder owning this stack.\n \n The constraint to put onto the stack\n \n \n \n Pops this topmost constraint from the stack.\n As a side effect, the constraint's Builder\n field is set to null.\n \n The topmost contraint on the stack\n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Appends the specified operator to the expression by first\n reducing the operator stack and then pushing the new\n operator on the stack.\n \n The operator to push.\n \n \n \n Appends the specified constraint to the expression by pushing\n it on the constraint stack.\n \n The constraint to push.\n \n \n \n Sets the top operator right context.\n \n The right context.\n \n \n \n Reduces the operator stack until the topmost item\n precedence is greater than or equal to the target precedence.\n \n The target precedence.\n \n \n \n Resolves this instance, returning a Constraint. If the Builder\n is not currently in a resolvable state, an exception is thrown.\n \n The resolved constraint\n \n \n \n Gets a value indicating whether this instance is resolvable.\n \n \n \ttrue if this instance is resolvable; otherwise, false.\n \n \n \n \n ConstraintExpression represents a compound constraint in the \n process of being constructed from a series of syntactic elements.\n \n Individual elements are appended to the expression as they are\n reorganized. When a constraint is appended, it is returned as the\n value of the operation so that modifiers may be applied. However,\n any partially built expression is attached to the constraint for\n later resolution. When an operator is appended, the partial\n expression is returned. If it's a self-resolving operator, then\n a ResolvableConstraintExpression is returned.\n \n \n \n \n The ConstraintBuilder holding the elements recognized so far\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the \n class passing in a ConstraintBuilder, which may be pre-populated.\n \n The builder.\n \n \n \n Returns a string representation of the expression as it\n currently stands. This should only be used for testing,\n since it has the side-effect of resolving the expression.\n \n \n \n \n \n Appends an operator to the expression and returns the\n resulting expression itself.\n \n \n \n \n Appends a self-resolving operator to the expression and\n returns a new ResolvableConstraintExpression.\n \n \n \n \n Appends a constraint to the expression and returns that\n constraint, which is associated with the current state\n of the expression being built. Note that the constraint\n is not reduced at this time. For example, if there \n is a NotOperator on the stack we don't reduce and\n return a NotConstraint. The original constraint must\n be returned because it may support modifiers that\n are yet to be applied.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them succeed.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if at least one of them succeeds.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them fail.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding only if a specified number of them succeed.\n \n \n \n \n Returns a new PropertyConstraintExpression, which will either\n test for the existence of the named property on the object\n being tested or apply any following constraint to that property.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Length property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Count property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Message property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the InnerException property of the object being tested.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n With is currently a NOP - reserved for future use.\n \n \n \n \n Returns the constraint provided as an argument - used to allow custom\n custom constraints to easily participate in the syntax.\n \n \n \n \n Returns the constraint provided as an argument - used to allow custom\n custom constraints to easily participate in the syntax.\n \n \n \n \n Returns a constraint that tests for null\n \n \n \n \n Returns a constraint that tests for True\n \n \n \n \n Returns a constraint that tests for False\n \n \n \n \n Returns a constraint that tests for a positive value\n \n \n \n \n Returns a constraint that tests for a negative value\n \n \n \n \n Returns a constraint that tests if item is equal to zero\n \n \n \n \n Returns a constraint that tests for NaN\n \n \n \n \n Returns a constraint that tests for empty\n \n \n \n \n Returns a constraint that tests whether a collection \n contains all unique items.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in binary format.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in xml format.\n \n \n \n \n Returns a constraint that tests two items for equality\n \n \n \n \n Returns a constraint that tests that two references are the same object\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a collection containing the same elements as the \n collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a subset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a superset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether a collection is ordered\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new ContainsConstraint. This constraint\n will, in turn, make use of the appropriate second-level\n constraint, depending on the type of the actual argument. \n This overload is only used if the item sought is a string,\n since any other type implies that we are looking for a \n collection member.\n \n \n \n \n Returns a new ContainsConstraint. This constraint\n will, in turn, make use of the appropriate second-level\n constraint, depending on the type of the actual argument. \n This overload is only used if the item sought is a string,\n since any other type implies that we are looking for a \n collection member.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same as an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the a subpath of the expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same path or under an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the actual value falls \n within a specified range.\n \n \n \n \n Returns a constraint that succeeds if the value\n is a file or directory and it exists.\n \n \n \n \n Helper class with properties and methods that supply\n a number of constraints used in Asserts.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them succeed.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if at least one of them succeeds.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them fail.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding only if a specified number of them succeed.\n \n \n \n \n Returns a new PropertyConstraintExpression, which will either\n test for the existence of the named property on the object\n being tested or apply any following constraint to that property.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Length property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Count property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Message property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the InnerException property of the object being tested.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n Returns a constraint that tests for null\n \n \n \n \n Returns a constraint that tests for True\n \n \n \n \n Returns a constraint that tests for False\n \n \n \n \n Returns a constraint that tests for a positive value\n \n \n \n \n Returns a constraint that tests for a negative value\n \n \n \n \n Returns a constraint that tests for equality with zero\n \n \n \n \n Returns a constraint that tests for NaN\n \n \n \n \n Returns a constraint that tests for empty\n \n \n \n \n Returns a constraint that tests whether a collection \n contains all unique items.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in binary format.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in xml format.\n \n \n \n \n Returns a constraint that tests two items for equality\n \n \n \n \n Returns a constraint that tests that two references are the same object\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a collection containing the same elements as the \n collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a subset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a superset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether a collection is ordered\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new ContainsConstraint. This constraint\n will, in turn, make use of the appropriate second-level\n constraint, depending on the type of the actual argument. \n This overload is only used if the item sought is a string,\n since any other type implies that we are looking for a \n collection member.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that fails if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that fails if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that fails if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that fails if the actual\n value matches the pattern supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same as an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is a subpath of the expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same path or under an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the actual value falls \n within a specified range.\n \n \n \n \n ContainsConstraint tests a whether a string contains a substring\n or a collection contains an object. It postpones the decision of\n which test to use until the type of the actual argument is known.\n This allows testing whether a string is contained in a collection\n or as a substring of another string using the same syntax.\n \n \n \n \n Initializes a new instance of the class.\n \n The _expected.\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Flag the constraint to ignore case and return self.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Applies a delay to the match so that a match can be evaluated in the future.\n \n \n \n \n Creates a new DelayedConstraint\n \n The inner constraint to decorate\n The time interval after which the match is performed\n If the value of is less than 0\n \n \n \n Creates a new DelayedConstraint\n \n The inner constraint to decorate\n The time interval after which the match is performed, in milliseconds\n The time interval used for polling, in milliseconds\n If the value of is less than 0\n \n \n \n Gets text describing a constraint\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for if the base constraint fails, false if it succeeds\n \n \n \n Test whether the constraint is satisfied by a delegate\n \n The delegate whose value is to be tested\n A ConstraintResult\n \n \n \n Test whether the constraint is satisfied by a given reference.\n Overridden to wait for the specified delay period before\n calling the base constraint with the dereferenced value.\n \n A reference to the value to be tested\n True for success, false for failure\n \n \n \n Returns the string representation of the constraint.\n \n \n \n \n Adjusts a Timestamp by a given TimeSpan\n \n \n \n \n \n \n \n Returns the difference between two Timestamps as a TimeSpan\n \n \n \n \n \n \n \n DictionaryContainsKeyConstraint is used to test whether a dictionary\n contains an expected object as a key.\n \n \n \n \n Construct a DictionaryContainsKeyConstraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the expected key is contained in the dictionary\n \n \n \n \n EmptyCollectionConstraint tests whether a collection is empty. \n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Check that the collection is empty\n \n \n \n \n \n \n EmptyConstraint tests a whether a string or collection is empty,\n postponing the decision about which test is applied until the\n type of the actual argument is known.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n EmptyDirectoryConstraint is used to test that a directory is empty\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n EmptyStringConstraint tests whether a string is empty.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n EndsWithConstraint can test whether a string ends\n with an expected substring.\n \n \n \n \n Initializes a new instance of the class.\n \n The expected string\n \n \n \n Test whether the constraint is matched by the actual value.\n This is a template method, which calls the IsMatch method\n of the derived class.\n \n \n \n \n \n \n EqualConstraint is able to compare an actual value with the\n expected value provided in its constructor. Two objects are \n considered equal if both are null, or if both have the same \n value. NUnit has special semantics for some object types.\n \n \n \n \n NUnitEqualityComparer used to test equality.\n \n \n \n \n Initializes a new instance of the class.\n \n The expected value.\n \n \n \n Gets the tolerance for this comparison.\n \n \n The tolerance.\n \n \n \n \n Gets a value indicating whether to compare case insensitive.\n \n \n true if comparing case insensitive; otherwise, false.\n \n \n \n \n Gets a value indicating whether or not to clip strings.\n \n \n true if set to clip strings otherwise, false.\n \n \n \n \n Gets the failure points.\n \n \n The failure points.\n \n \n \n \n Flag the constraint to ignore case and return self.\n \n \n \n \n Flag the constraint to suppress string clipping \n and return self.\n \n \n \n \n Flag the constraint to compare arrays as collections\n and return self.\n \n \n \n \n Flag the constraint to use a tolerance when determining equality.\n \n Tolerance value to be used\n Self.\n \n \n \n Flags the constraint to include \n property in comparison of two values.\n \n \n Using this modifier does not allow to use the \n constraint modifier.\n \n \n \n \n Switches the .Within() modifier to interpret its tolerance as\n a distance in representable _values (see remarks).\n \n Self.\n \n Ulp stands for \"unit in the last place\" and describes the minimum\n amount a given value can change. For any integers, an ulp is 1 whole\n digit. For floating point _values, the accuracy of which is better\n for smaller numbers and worse for larger numbers, an ulp depends\n on the size of the number. Using ulps for comparison of floating\n point results instead of fixed tolerances is safer because it will\n automatically compensate for the added inaccuracy of larger numbers.\n \n \n \n \n Switches the .Within() modifier to interpret its tolerance as\n a percentage that the actual _values is allowed to deviate from\n the expected value.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in days.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in hours.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in minutes.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in seconds.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in milliseconds.\n \n Self\n \n \n \n Causes the tolerance to be interpreted as a TimeSpan in clock ticks.\n \n Self\n \n \n \n Flag the constraint to use the supplied IComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied Comparison object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IEqualityComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Flag the constraint to use the supplied IEqualityComparer object.\n \n The IComparer object to use.\n Self.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n EqualityAdapter class handles all equality comparisons\n that use an , \n or a .\n \n \n \n \n Compares two objects, returning true if they are equal\n \n \n \n \n Returns true if the two objects can be compared by this adapter.\n The base adapter cannot handle IEnumerables except for strings.\n \n \n \n \n Returns an that wraps an .\n \n \n \n \n that wraps an .\n \n \n \n \n Returns an that wraps an .\n \n \n \n \n Returns an EqualityAdapter that uses a predicate function for items comparison.\n \n \n \n \n \n \n \n \n Returns true if the two objects can be compared by this adapter.\n The base adapter cannot handle IEnumerables except for strings.\n \n \n \n \n Compares two objects, returning true if they are equal\n \n \n \n \n Returns true if the two objects can be compared by this adapter.\n Generic adapter requires objects of the specified type.\n \n \n \n \n Returns an that wraps an .\n \n \n \n \n Returns an that wraps an .\n \n \n \n \n that wraps an .\n \n \n \n \n Returns an that wraps a .\n \n \n \n \n ExactTypeConstraint is used to test that an object\n is of the exact type provided in the constructor\n \n \n \n \n Construct an ExactTypeConstraint for a given Type\n \n The expected Type.\n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n Apply the constraint to an actual value, returning true if it succeeds\n \n The actual argument\n True if the constraint succeeds, otherwise false.\n \n \n \n FalseConstraint tests that the actual value is false\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n Helper routines for working with floating point numbers\n \n \n The floating point comparison code is based on this excellent article:\n http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm\n \n \n \"ULP\" means Unit in the Last Place and in the context of this library refers to\n the distance between two adjacent floating point numbers. IEEE floating point\n numbers can only represent a finite subset of natural numbers, with greater\n accuracy for smaller numbers and lower accuracy for very large numbers.\n \n \n If a comparison is allowed \"2 ulps\" of deviation, that means the _values are\n allowed to deviate by up to 2 adjacent floating point _values, which might be\n as low as 0.0000001 for small numbers or as high as 10.0 for large numbers.\n \n \n \n \n Union of a floating point variable and an integer\n \n \n The union's value as a floating point variable\n \n \n The union's value as an integer\n \n \n The union's value as an unsigned integer\n \n \n Union of a double precision floating point variable and a long\n \n \n The union's value as a double precision floating point variable\n \n \n The union's value as a long\n \n \n The union's value as an unsigned long\n \n \n Compares two floating point _values for equality\n First floating point value to be compared\n Second floating point value t be compared\n \n Maximum number of representable floating point _values that are allowed to\n be between the left and the right floating point _values\n \n True if both numbers are equal or close to being equal\n \n \n Floating point _values can only represent a finite subset of natural numbers.\n For example, the _values 2.00000000 and 2.00000024 can be stored in a float,\n but nothing inbetween them.\n \n \n This comparison will count how many possible floating point _values are between\n the left and the right number. If the number of possible _values between both\n numbers is less than or equal to maxUlps, then the numbers are considered as\n being equal.\n \n \n Implementation partially follows the code outlined here:\n http://www.anttirt.net/2007/08/19/proper-floating-point-comparisons/\n \n \n \n \n Compares two double precision floating point _values for equality\n First double precision floating point value to be compared\n Second double precision floating point value t be compared\n \n Maximum number of representable double precision floating point _values that are\n allowed to be between the left and the right double precision floating point _values\n \n True if both numbers are equal or close to being equal\n \n \n Double precision floating point _values can only represent a limited series of\n natural numbers. For example, the _values 2.0000000000000000 and 2.0000000000000004\n can be stored in a double, but nothing inbetween them.\n \n \n This comparison will count how many possible double precision floating point\n _values are between the left and the right number. If the number of possible\n _values between both numbers is less than or equal to maxUlps, then the numbers\n are considered as being equal.\n \n \n Implementation partially follows the code outlined here:\n http://www.anttirt.net/2007/08/19/proper-floating-point-comparisons/\n \n \n \n \n \n Reinterprets the memory contents of a floating point value as an integer value\n \n \n Floating point value whose memory contents to reinterpret\n \n \n The memory contents of the floating point value interpreted as an integer\n \n \n \n \n Reinterprets the memory contents of a double precision floating point\n value as an integer value\n \n \n Double precision floating point value whose memory contents to reinterpret\n \n \n The memory contents of the double precision floating point value\n interpreted as an integer\n \n \n \n \n Reinterprets the memory contents of an integer as a floating point value\n \n Integer value whose memory contents to reinterpret\n \n The memory contents of the integer value interpreted as a floating point value\n \n \n \n \n Reinterprets the memory contents of an integer value as a double precision\n floating point value\n \n Integer whose memory contents to reinterpret\n \n The memory contents of the integer interpreted as a double precision\n floating point value\n \n \n \n \n Tests whether a value is greater than the value supplied to its constructor\n \n \n \n \n Initializes a new instance of the class.\n \n The expected value.\n \n \n \n Tests whether a value is greater than or equal to the value supplied to its constructor\n \n \n \n \n Initializes a new instance of the class.\n \n The expected value.\n \n \n \n ConstraintStatus represents the status of a ConstraintResult\n returned by a Constraint being applied to an actual value.\n \n \n \n \n The status has not yet been set\n \n \n \n \n The constraint succeeded\n \n \n \n \n The constraint failed\n \n \n \n \n An error occured in applying the constraint (reserved for future use)\n \n \n \n \n Contain the result of matching a against an actual value.\n \n \n \n \n Constructs a for a particular .\n \n The Constraint to which this result applies.\n The actual value to which the Constraint was applied.\n \n \n \n Constructs a for a particular .\n \n The Constraint to which this result applies.\n The actual value to which the Constraint was applied.\n The status of the new ConstraintResult.\n \n \n \n Constructs a for a particular .\n \n The Constraint to which this result applies.\n The actual value to which the Constraint was applied.\n If true, applies a status of Success to the result, otherwise Failure.\n \n \n \n The actual value that was passed to the method.\n \n \n \n \n Gets and sets the ResultStatus for this result.\n \n \n \n \n True if actual value meets the Constraint criteria otherwise false.\n \n \n \n \n Display friendly name of the constraint.\n \n \n \n \n Description of the constraint may be affected by the state the constraint had\n when was performed against the actual value.\n \n \n \n \n Write the failure message to the MessageWriter provided\n as an argument. The default implementation simply passes\n the result and the actual value to the writer, which\n then displays the constraint description and the value.\n \n Constraints that need to provide additional details,\n such as where the error occured can override this.\n \n The MessageWriter on which to display the message\n \n \n \n Write the actual value for a failing constraint test to a\n MessageWriter. The default implementation simply writes\n the raw value of actual, leaving it to the writer to\n perform any formatting.\n \n The writer on which the actual value is displayed\n \n \n \n InstanceOfTypeConstraint is used to test that an object\n is of the same type provided or derived from it.\n \n \n \n \n Construct an InstanceOfTypeConstraint for the type provided\n \n The expected Type\n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n Apply the constraint to an actual value, returning true if it succeeds\n \n The actual argument\n True if the constraint succeeds, otherwise false.\n \n \n \n The IResolveConstraint interface is implemented by all\n complete and resolvable constraints and expressions.\n \n \n \n \n Return the top-level constraint for this expression\n \n \n \n \n \n Tests whether a value is less than the value supplied to its constructor\n \n \n \n \n Initializes a new instance of the class.\n \n The expected value.\n \n \n \n Tests whether a value is less than or equal to the value supplied to its constructor\n \n \n \n \n Initializes a new instance of the class.\n \n The expected value.\n \n \n \n MessageWriter is the abstract base for classes that write\n constraint descriptions and messages in some form. The\n class has separate methods for writing various components\n of a message, allowing implementations to tailor the\n presentation as needed.\n \n \n \n \n Construct a MessageWriter given a culture\n \n \n \n \n Abstract method to get the max line length\n \n \n \n \n Method to write single line message with optional args, usually\n written to precede the general failure message.\n \n The message to be written\n Any arguments used in formatting the message\n \n \n \n Method to write single line message with optional args, usually\n written to precede the general failure message, at a givel \n indentation level.\n \n The indentation level of the message\n The message to be written\n Any arguments used in formatting the message\n \n \n \n Display Expected and Actual lines for a constraint. This\n is called by MessageWriter's default implementation of \n WriteMessageTo and provides the generic two-line display. \n \n The failing constraint result\n \n \n \n Display Expected and Actual lines for given _values. This\n method may be called by constraints that need more control over\n the display of actual and expected _values than is provided\n by the default implementation.\n \n The expected value\n The actual value causing the failure\n \n \n \n Display Expected and Actual lines for given _values, including\n a tolerance value on the Expected line.\n \n The expected value\n The actual value causing the failure\n The tolerance within which the test was made\n \n \n \n Display the expected and actual string _values on separate lines.\n If the mismatch parameter is >=0, an additional line is displayed\n line containing a caret that points to the mismatch point.\n \n The expected string value\n The actual string value\n The point at which the strings don't match or -1\n If true, case is ignored in locating the point where the strings differ\n If true, the strings should be clipped to fit the line\n \n \n \n Writes the text for an actual value.\n \n The actual value.\n \n \n \n Writes the text for a generalized value.\n \n The value.\n \n \n \n Writes the text for a collection value,\n starting at a particular point, to a max length\n \n The collection containing elements to write.\n The starting point of the elements to write\n The maximum number of elements to write\n \n \n \n Custom value formatter function\n \n The value\n \n \n \n \n Custom value formatter factory function\n \n The next formatter function\n ValueFormatter\n If the given formatter is unable to handle a certain format, it must call the next formatter in the chain\n \n \n \n Static methods used in creating messages\n \n \n \n \n Static string used when strings are clipped\n \n \n \n \n Formatting strings used for expected and actual _values\n \n \n \n \n Current head of chain of value formatters. Public for testing.\n \n \n \n \n Add a formatter to the chain of responsibility.\n \n \n \n \n \n Formats text to represent a generalized value.\n \n The value\n The formatted text\n \n \n \n Formats text for a collection value,\n starting at a particular point, to a max length\n \n The collection containing elements to write.\n The starting point of the elements to write\n The maximum number of elements to write\n \n \n \n Returns the representation of a type as used in NUnitLite.\n This is the same as Type.ToString() except for arrays,\n which are displayed with their declared sizes.\n \n \n \n \n \n \n Converts any control characters in a string \n to their escaped representation.\n \n The string to be converted\n The converted string\n \n \n \n Converts any null characters in a string \n to their escaped representation.\n \n The string to be converted\n The converted string\n \n \n \n Return the a string representation for a set of indices into an array\n \n Array of indices for which a string is needed\n \n \n \n Get an array of indices representing the point in a collection or\n array corresponding to a single int index into the collection.\n \n The collection to which the indices apply\n Index in the collection\n Array of indices\n \n \n \n Clip a string to a given length, starting at a particular offset, returning the clipped\n string with ellipses representing the removed parts\n \n The string to be clipped\n The maximum permitted length of the result string\n The point at which to start clipping\n The clipped string\n \n \n \n Clip the expected and actual strings in a coordinated fashion, \n so that they may be displayed together.\n \n \n \n \n \n \n \n \n Shows the position two strings start to differ. Comparison \n starts at the start index.\n \n The expected string\n The actual string\n The index in the strings at which comparison should start\n Boolean indicating whether case should be ignored\n -1 if no mismatch found, or the index where mismatch found\n \n \n \n NaNConstraint tests that the actual value is a double or float NaN\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test that the actual value is an NaN\n \n \n \n \n \n \n NoItemConstraint applies another constraint to each\n item in a collection, failing if any of them succeeds.\n \n \n \n \n Construct a SomeItemsConstraint on top of an existing constraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n Apply the item constraint to each item in the collection,\n failing if any item fails.\n \n \n \n \n \n \n NotConstraint negates the effect of some other constraint\n \n \n \n \n Initializes a new instance of the class.\n \n The base constraint to be negated.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for if the base constraint fails, false if it succeeds\n \n \n \n NullConstraint tests that the actual value is null\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n The Numerics class contains common operations on numeric _values.\n \n \n \n \n Checks the type of the object, returning true if\n the object is a numeric type.\n \n The object to check\n true if the object is a numeric type\n \n \n \n Checks the type of the object, returning true if\n the object is a floating point numeric type.\n \n The object to check\n true if the object is a floating point numeric type\n \n \n \n Checks the type of the object, returning true if\n the object is a fixed point numeric type.\n \n The object to check\n true if the object is a fixed point numeric type\n \n \n \n Test two numeric _values for equality, performing the usual numeric \n conversions and using a provided or default tolerance. If the tolerance \n provided is Empty, this method may set it to a default tolerance.\n \n The expected value\n The actual value\n A reference to the tolerance in effect\n True if the _values are equal\n \n \n \n Compare two numeric _values, performing the usual numeric conversions.\n \n The expected value\n The actual value\n The relationship of the _values to each other\n \n \n \n NUnitComparer encapsulates NUnit's default behavior\n in comparing two objects.\n \n \n \n \n Returns the default NUnitComparer.\n \n \n \n \n Compares two objects\n \n \n \n \n \n \n \n NUnitEqualityComparer encapsulates NUnit's handling of\n equality tests between objects.\n \n \n \n \n If true, all string comparisons will ignore case\n \n \n \n \n If true, arrays will be treated as collections, allowing\n those of different dimensions to be compared\n \n \n \n \n Comparison objects used in comparisons for some constraints.\n \n \n \n \n List of points at which a failure occurred.\n \n \n \n \n Returns the default NUnitEqualityComparer\n \n \n \n \n Gets and sets a flag indicating whether case should\n be ignored in determining equality.\n \n \n \n \n Gets and sets a flag indicating that arrays should be\n compared as collections, without regard to their shape.\n \n \n \n \n Gets the list of external comparers to be used to\n test for equality. They are applied to members of\n collections, in place of NUnit's own logic.\n \n \n \n \n Gets the list of failure points for the last Match performed.\n The list consists of objects to be interpreted by the caller.\n This generally means that the caller may only make use of\n objects it has placed on the list at a particular depthy.\n \n \n \n \n Flags the comparer to include \n property in comparison of two values.\n \n \n Using this modifier does not allow to use the \n modifier.\n \n \n \n \n Compares two objects for equality within a tolerance.\n \n \n \n \n Helper method to compare two arrays\n \n \n \n \n Method to compare two DirectoryInfo objects\n \n first directory to compare\n second directory to compare\n true if equivalent, false if not\n \n \n \n FailurePoint class represents one point of failure\n in an equality test.\n \n \n \n \n The location of the failure\n \n \n \n \n The expected value\n \n \n \n \n The actual value\n \n \n \n \n Indicates whether the expected value is valid\n \n \n \n \n Indicates whether the actual value is valid\n \n \n \n \n Operator that requires both it's arguments to succeed\n \n \n \n \n Construct an AndOperator\n \n \n \n \n Apply the operator to produce an AndConstraint\n \n \n \n \n Operator that tests for the presence of a particular attribute\n on a type and optionally applies further tests to the attribute.\n \n \n \n \n Construct an AttributeOperator for a particular Type\n \n The Type of attribute tested\n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n Abstract base class for all binary operators\n \n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n \n Gets the left precedence of the operator\n \n \n \n \n Gets the right precedence of the operator\n \n \n \n \n Abstract method that produces a constraint by applying\n the operator to its left and right constraint arguments.\n \n \n \n \n Abstract base for operators that indicate how to\n apply a constraint to items in a collection.\n \n \n \n \n Constructs a CollectionOperator\n \n \n \n \n The ConstraintOperator class is used internally by a\n ConstraintBuilder to represent an operator that \n modifies or combines constraints. \n \n Constraint operators use left and right precedence\n _values to determine whether the top operator on the\n stack should be reduced before pushing a new operator.\n \n \n \n \n The precedence value used when the operator\n is about to be pushed to the stack.\n \n \n \n \n The precedence value used when the operator\n is on the top of the stack.\n \n \n \n \n The syntax element preceding this operator\n \n \n \n \n The syntax element following this operator\n \n \n \n \n The precedence value used when the operator\n is about to be pushed to the stack.\n \n \n \n \n The precedence value used when the operator\n is on the top of the stack.\n \n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n \n Negates the test of the constraint it wraps.\n \n \n \n \n Constructs a new NotOperator\n \n \n \n \n Returns a NotConstraint applied to its argument.\n \n \n \n \n Operator that requires at least one of it's arguments to succeed\n \n \n \n \n Construct an OrOperator\n \n \n \n \n Apply the operator to produce an OrConstraint\n \n \n \n \n PrefixOperator takes a single constraint and modifies\n it's action in some way.\n \n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n \n Returns the constraint created by applying this\n prefix to another constraint.\n \n \n \n \n \n \n Operator used to test for the presence of a named Property\n on an object and optionally apply further tests to the\n value of that property.\n \n \n \n \n Gets the name of the property to which the operator applies\n \n \n \n \n Constructs a PropOperator for a particular named property\n \n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n \n Abstract base class for operators that are able to reduce to a \n constraint whether or not another syntactic element follows.\n \n \n \n \n Operator that tests that an exception is thrown and\n optionally applies further tests to the exception.\n \n \n \n \n Construct a ThrowsOperator\n \n \n \n \n Reduce produces a constraint from the operator and \n any arguments. It takes the arguments from the constraint \n stack and pushes the resulting constraint on it.\n \n \n \n \n Represents a constraint that simply wraps the\n constraint provided as an argument, without any\n further functionality, but which modifies the\n order of evaluation because of its precedence.\n \n \n \n \n Constructor for the WithOperator\n \n \n \n \n Returns a constraint that wraps its argument\n \n \n \n \n OrConstraint succeeds if either member succeeds\n \n \n \n \n Create an OrConstraint from two other constraints\n \n The first constraint\n The second constraint\n \n \n \n Gets text describing a constraint\n \n \n \n \n Apply the member constraints to an actual value, succeeding \n succeeding as soon as one of them succeeds.\n \n The actual value\n True if either constraint succeeded\n \n \n \n PathConstraint serves as the abstract base of constraints\n that operate on paths and provides several helper methods.\n \n \n \n \n Construct a PathConstraint for a give expected path\n \n The expected path\n \n \n \n Modifies the current instance to be case-sensitive\n and returns it.\n \n \n \n \n Returns the string representation of this constraint\n \n \n \n \n Canonicalize the provided path\n \n \n The path in standardized form\n \n \n \n Test whether one path in canonical form is a subpath of another path\n \n The first path - supposed to be the parent path\n The second path - supposed to be the child path\n \n \n \n \n Predicate constraint wraps a Predicate in a constraint,\n returning success if the predicate is true.\n \n \n \n \n Construct a PredicateConstraint from a predicate\n \n \n \n \n Gets text describing a constraint\n \n \n \n \n Determines whether the predicate succeeds when applied\n to the actual value.\n \n \n \n \n Abstract base class used for prefixes\n \n \n \n \n The base constraint\n \n \n \n \n Prefix used in forming the constraint description\n \n \n \n \n Construct given a base constraint\n \n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n PropertyConstraint extracts a named property and uses\n its value as the actual value for a chained constraint.\n \n \n \n \n Initializes a new instance of the class.\n \n The name.\n The constraint to apply to the property.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Returns the string representation of the constraint.\n \n \n \n \n \n PropertyExistsConstraint tests that a named property\n exists on the object provided through Match.\n \n Originally, PropertyConstraint provided this feature\n in addition to making optional tests on the value\n of the property. The two constraints are now separate.\n \n \n \n \n Initializes a new instance of the class.\n \n The name of the property.\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the property exists for a given object\n \n The object to be tested\n True for success, false for failure\n \n \n \n Returns the string representation of the constraint.\n \n \n \n \n \n RangeConstraint tests whether two _values are within a \n specified range.\n \n \n \n \n Initializes a new instance of the class.\n \n from must be less than or equal to true \n Inclusive beginning of the range. Must be less than or equal to to.\n Inclusive end of the range. Must be greater than or equal to from.\n \n \n \n Gets text describing a constraint\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Modifies the constraint to use an and returns self.\n \n \n \n \n Modifies the constraint to use an and returns self.\n \n \n \n \n Modifies the constraint to use a and returns self.\n \n \n \n \n RegexConstraint can test whether a string matches\n the pattern provided.\n \n \n \n \n Initializes a new instance of the class.\n \n The pattern.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n ResolvableConstraintExpression is used to represent a compound\n constraint being constructed at a point where the last operator\n may either terminate the expression or may have additional \n qualifying constraints added to it. \n \n It is used, for example, for a Property element or for\n an Exception element, either of which may be optionally\n followed by constraints that apply to the property or \n exception.\n \n \n \n \n Create a new instance of ResolvableConstraintExpression\n \n \n \n \n Create a new instance of ResolvableConstraintExpression,\n passing in a pre-populated ConstraintBuilder.\n \n \n \n \n Appends an And Operator to the expression\n \n \n \n \n Appends an Or operator to the expression.\n \n \n \n \n Resolve the current expression to a Constraint\n \n \n \n \n ReusableConstraint wraps a constraint expression after\n resolving it so that it can be reused consistently.\n \n \n \n \n Construct a ReusableConstraint from a constraint expression\n \n The expression to be resolved and reused\n \n \n \n Converts a constraint to a ReusableConstraint\n \n The constraint to be converted\n A ReusableConstraint\n \n \n \n Returns a that represents this instance.\n \n \n A that represents this instance.\n \n \n \n \n Return the top-level constraint for this expression\n \n \n \n \n \n SameAsConstraint tests whether an object is identical to\n the object passed to its constructor\n \n \n \n \n Initializes a new instance of the class.\n \n The expected object.\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Summary description for SamePathConstraint.\n \n \n \n \n Initializes a new instance of the class.\n \n The expected path\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n SamePathOrUnderConstraint tests that one path is under another\n \n \n \n \n Initializes a new instance of the class.\n \n The expected path\n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n SomeItemsConstraint applies another constraint to each\n item in a collection, succeeding if any of them succeeds.\n \n \n \n \n Construct a SomeItemsConstraint on top of an existing constraint\n \n \n \n \n \n The display name of this Constraint for use by ToString().\n The default value is the name of the constraint with\n trailing \"Constraint\" removed. Derived classes may set\n this to another name in their constructors.\n \n \n \n \n Apply the item constraint to each item in the collection,\n succeeding if any item succeeds.\n \n \n \n \n \n \n StartsWithConstraint can test whether a string starts\n with an expected substring.\n \n \n \n \n Initializes a new instance of the class.\n \n The expected string\n \n \n \n Test whether the constraint is matched by the actual value.\n This is a template method, which calls the IsMatch method\n of the derived class.\n \n \n \n \n \n \n StringConstraint is the abstract base for constraints\n that operate on strings. It supports the IgnoreCase\n modifier for string operations.\n \n \n \n \n The expected value\n \n \n \n \n Indicates whether tests should be case-insensitive\n \n \n \n \n Description of this constraint\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Constructs a StringConstraint without an expected value\n \n \n \n \n Constructs a StringConstraint given an expected value\n \n The expected value\n \n \n \n Modify the constraint to ignore case in matching.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Test whether the constraint is satisfied by a given string\n \n The string to be tested\n True for success, false for failure\n \n \n \n SubstringConstraint can test whether a string contains\n the expected substring.\n \n \n \n \n Initializes a new instance of the class.\n \n The expected.\n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n ThrowsConstraint is used to test the exception thrown by \n a delegate by applying a constraint to it.\n \n \n \n \n Initializes a new instance of the class,\n using a constraint to be applied to the exception.\n \n A constraint to apply to the caught exception.\n \n \n \n Get the actual exception thrown - used by Assert.Throws.\n \n \n \n \n Gets text describing a constraint\n \n \n \n \n Executes the code of the delegate and captures any exception.\n If a non-null base constraint was provided, it applies that\n constraint to the exception.\n \n A delegate representing the code to be tested\n True if an exception is thrown and the constraint succeeds, otherwise false\n \n \n \n Converts an ActualValueDelegate to a TestDelegate\n before calling the primary overload.\n \n \n \n \n \n \n Write the actual value for a failing constraint test to a\n MessageWriter. This override only handles the special message\n used when an exception is expected but none is thrown.\n \n The writer on which the actual value is displayed\n \n \n \n ThrowsNothingConstraint tests that a delegate does not\n throw an exception.\n \n \n \n \n Gets text describing a constraint\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True if no exception is thrown, otherwise false\n \n \n \n Applies the constraint to an ActualValueDelegate that returns \n the value to be tested. The default implementation simply evaluates \n the delegate but derived classes may override it to provide for \n delayed processing.\n \n An ActualValueDelegate\n A ConstraintResult\n \n \n \n The Tolerance class generalizes the notion of a tolerance\n within which an equality test succeeds. Normally, it is\n used with numeric types, but it can be used with any\n type that supports taking a difference between two \n objects and comparing that difference to a value.\n \n \n \n \n Returns a default Tolerance object, equivalent to \n specifying an exact match unless \n is set, in which case, the \n will be used.\n \n \n \n \n Returns an empty Tolerance object, equivalent to \n specifying an exact match even if \n is set.\n \n \n \n \n Constructs a linear tolerance of a specified amount\n \n \n \n \n Constructs a tolerance given an amount and \n \n \n \n \n Gets the for the current Tolerance\n \n \n \n \n Tests that the current Tolerance is linear with a \n numeric value, throwing an exception if it is not.\n \n \n \n \n Gets the value of the current Tolerance instance.\n \n \n \n \n Returns a new tolerance, using the current amount as a percentage.\n \n \n \n \n Returns a new tolerance, using the current amount in Ulps\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of days.\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of hours.\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of minutes.\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of seconds.\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of milliseconds.\n \n \n \n \n Returns a new tolerance with a as the amount, using \n the current amount as a number of clock ticks.\n \n \n \n \n Returns true if the current tolerance has not been set or is using the .\n \n \n \n \n Modes in which the tolerance value for a comparison can be interpreted.\n \n \n \n \n The tolerance was created with a value, without specifying \n how the value would be used. This is used to prevent setting\n the mode more than once and is generally changed to Linear\n upon execution of the test.\n \n \n \n \n The tolerance is used as a numeric range within which\n two compared _values are considered to be equal.\n \n \n \n \n Interprets the tolerance as the percentage by which\n the two compared _values my deviate from each other.\n \n \n \n \n Compares two _values based in their distance in\n representable numbers.\n \n \n \n \n TrueConstraint tests that the actual value is true\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n TypeConstraint is the abstract base for constraints\n that take a Type as their expected value.\n \n \n \n \n The expected Type used by the constraint\n \n \n \n \n The type of the actual argument to which the constraint was applied\n \n \n \n \n Construct a TypeConstraint for a given Type\n \n The expected type for the constraint\n Prefix used in forming the constraint description\n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n Apply the constraint to an actual value, returning true if it succeeds\n \n The actual argument\n True if the constraint succeeds, otherwise false.\n \n \n \n UniqueItemsConstraint tests whether all the items in a \n collection are unique.\n \n \n \n \n The Description of what this constraint tests, for\n use in messages and in the ConstraintResult.\n \n \n \n \n Check that all items are unique.\n \n \n \n \n \n \n XmlSerializableConstraint tests whether \n an object is serializable in xml format.\n \n \n \n \n Gets text describing a constraint\n \n \n \n \n Test whether the constraint is satisfied by a given value\n \n The value to be tested\n True for success, false for failure\n \n \n \n Returns the string representation of this constraint\n \n \n \n \n ExactCountConstraint applies another constraint to each\n item in a collection, succeeding only if a specified\n number of items succeed.\n \n \n \n \n Construct an ExactCountConstraint on top of an existing constraint\n \n \n \n \n \n \n Apply the item constraint to each item in the collection,\n succeeding only if the expected number of items pass.\n \n \n \n \n \n \n Represents a constraint that succeeds if the specified \n count of members of a collection match a base constraint.\n \n \n \n \n Construct an ExactCountOperator for a specified count\n \n The expected count\n \n \n \n Returns a constraint that will apply the argument\n to the members of a collection, succeeding if\n none of them succeed.\n \n \n \n \n ExceptionTypeConstraint is a special version of ExactTypeConstraint\n used to provided detailed info about the exception thrown in\n an error message.\n \n \n \n \n Constructs an ExceptionTypeConstraint\n \n \n \n \n Applies the constraint to an actual value, returning a ConstraintResult.\n \n The value to be tested\n A ConstraintResult\n \n \n \n The Assert class contains a collection of static methods that\n implement the most common assertions used in NUnit.\n \n \n The Assert class contains a collection of static methods that\n implement the most common assertions used in NUnit.\n \n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n A constraint to be satisfied by the exception\n A TestSnippet delegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n A constraint to be satisfied by the exception\n A TestSnippet delegate\n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n The exception Type expected\n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n The exception Type expected\n A TestDelegate\n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n Type of the expected exception\n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws a particular exception when called.\n \n Type of the expected exception\n A TestDelegate\n \n \n \n Verifies that a delegate throws an exception when called\n and returns it.\n \n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws an exception when called\n and returns it.\n \n A TestDelegate\n \n \n \n Verifies that a delegate throws an exception of a certain Type\n or one derived from it when called and returns it.\n \n The expected Exception Type\n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws an exception of a certain Type\n or one derived from it when called and returns it.\n \n The expected Exception Type\n A TestDelegate\n \n \n \n Verifies that a delegate throws an exception of a certain Type\n or one derived from it when called and returns it.\n \n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate throws an exception of a certain Type\n or one derived from it when called and returns it.\n \n A TestDelegate\n \n \n \n Verifies that a delegate does not throw an exception\n \n A TestDelegate\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that a delegate does not throw an exception.\n \n A TestDelegate\n \n \n \n Verifies that two doubles are equal considering a delta. If the\n expected value is infinity then the delta value is ignored. If \n they are not equal then an is\n thrown.\n \n The expected value\n The actual value\n The maximum acceptable difference between the\n the expected and the actual\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that two doubles are equal considering a delta. If the\n expected value is infinity then the delta value is ignored. If \n they are not equal then an is\n thrown.\n \n The expected value\n The actual value\n The maximum acceptable difference between the\n the expected and the actual\n \n \n \n Verifies that two doubles are equal considering a delta. If the\n expected value is infinity then the delta value is ignored. If \n they are not equal then an is\n thrown.\n \n The expected value\n The actual value\n The maximum acceptable difference between the\n the expected and the actual\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that two doubles are equal considering a delta. If the\n expected value is infinity then the delta value is ignored. If \n they are not equal then an is\n thrown.\n \n The expected value\n The actual value\n The maximum acceptable difference between the\n the expected and the actual\n \n \n \n Verifies that two objects are equal. Two objects are considered\n equal if both are null, or if both have the same value. NUnit\n has special semantics for some object types.\n If they are not equal an is thrown.\n \n The value that is expected\n The actual value\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that two objects are equal. Two objects are considered\n equal if both are null, or if both have the same value. NUnit\n has special semantics for some object types.\n If they are not equal an is thrown.\n \n The value that is expected\n The actual value\n \n \n \n Verifies that two objects are not equal. Two objects are considered\n equal if both are null, or if both have the same value. NUnit\n has special semantics for some object types.\n If they are equal an is thrown.\n \n The value that is expected\n The actual value\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that two objects are not equal. Two objects are considered\n equal if both are null, or if both have the same value. NUnit\n has special semantics for some object types.\n If they are equal an is thrown.\n \n The value that is expected\n The actual value\n \n \n \n Asserts that two objects refer to the same object. If they\n are not the same an is thrown.\n \n The expected object\n The actual object\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that two objects refer to the same object. If they\n are not the same an is thrown.\n \n The expected object\n The actual object\n \n \n \n Asserts that two objects do not refer to the same object. If they\n are the same an is thrown.\n \n The expected object\n The actual object\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that two objects do not refer to the same object. If they\n are the same an is thrown.\n \n The expected object\n The actual object\n \n \n \n Helper for Assert.AreEqual(double expected, double actual, ...)\n allowing code generation to work consistently.\n \n The expected value\n The actual value\n The maximum acceptable difference between the\n the expected and the actual\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object may be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object may be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n \n \n \n Asserts that an object may be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object may be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n \n \n \n Asserts that an object may not be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object may not be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n \n \n \n Asserts that an object may not be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object may not be assigned a value of a given Type.\n \n The expected Type.\n The object under examination\n \n \n \n Asserts that an object is an instance of a given type.\n \n The expected Type\n The object being examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object is an instance of a given type.\n \n The expected Type\n The object being examined\n \n \n \n Asserts that an object is an instance of a given type.\n \n The expected Type\n The object being examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object is an instance of a given type.\n \n The expected Type\n The object being examined\n \n \n \n Asserts that an object is not an instance of a given type.\n \n The expected Type\n The object being examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object is not an instance of a given type.\n \n The expected Type\n The object being examined\n \n \n \n Asserts that an object is not an instance of a given type.\n \n The expected Type\n The object being examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object is not an instance of a given type.\n \n The expected Type\n The object being examined\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display if the condition is false\n Arguments to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n A function to build the message included with the Exception\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n The message to display if the condition is false\n Arguments to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n A function to build the message included with the Exception\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n A function to build the message included with the Exception\n \n \n \n Asserts that the code represented by a delegate throws an exception\n that satisfies the constraint provided.\n \n A TestDelegate to be executed\n A ThrowsConstraint used in the test\n \n \n \n Asserts that the code represented by a delegate throws an exception\n that satisfies the constraint provided.\n \n A TestDelegate to be executed\n A ThrowsConstraint used in the test\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the code represented by a delegate throws an exception\n that satisfies the constraint provided.\n \n A TestDelegate to be executed\n A ThrowsConstraint used in the test\n A function to build the message included with the Exception\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint to be applied\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint expression to be applied\n A function to build the message included with the Exception\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n Used as a synonym for That in rare cases where a private setter \n causes a Visual Basic compilation error.\n \n The actual value to test\n A Constraint to be applied\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure. \n Used as a synonym for That in rare cases where a private setter \n causes a Visual Basic compilation error.\n \n \n This method is provided for use by VB developers needing to test\n the value of properties with private setters.\n \n The actual value to test\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Verifies that the first int is greater than the second\n int. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first int is greater than the second\n int. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is greater than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be greater\n The second value, expected to be less\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the first value is less than or equal to the second\n value. If it is not, then an\n is thrown. \n \n The first value, expected to be less\n The second value, expected to be greater\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is false. If the condition is true the method throws\n an .\n \n The evaluated condition\n \n \n \n Verifies that the object that is passed in is not equal to null\n If the object is null then an \n is thrown.\n \n The object that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the object that is passed in is not equal to null\n If the object is null then an \n is thrown.\n \n The object that is to be tested\n \n \n \n Verifies that the object that is passed in is not equal to null\n If the object is null then an \n is thrown.\n \n The object that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the object that is passed in is not equal to null\n If the object is null then an \n is thrown.\n \n The object that is to be tested\n \n \n \n Verifies that the object that is passed in is equal to null\n If the object is not null then an \n is thrown.\n \n The object that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the object that is passed in is equal to null\n If the object is not null then an \n is thrown.\n \n The object that is to be tested\n \n \n \n Verifies that the object that is passed in is equal to null\n If the object is not null then an \n is thrown.\n \n The object that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the object that is passed in is equal to null\n If the object is not null then an \n is thrown.\n \n The object that is to be tested\n \n \n \n Verifies that the double that is passed in is an NaN value.\n If the object is not NaN then an \n is thrown.\n \n The value that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the double that is passed in is an NaN value.\n If the object is not NaN then an \n is thrown.\n \n The value that is to be tested\n \n \n \n Verifies that the double that is passed in is an NaN value.\n If the object is not NaN then an \n is thrown.\n \n The value that is to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Verifies that the double that is passed in is an NaN value.\n If the object is not NaN then an \n is thrown.\n \n The value that is to be tested\n \n \n \n Assert that a string is empty - that is equal to string.Empty\n \n The string to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Assert that a string is empty - that is equal to string.Empty\n \n The string to be tested\n \n \n \n Assert that an array, list or other collection is empty\n \n An array, list or other collection implementing ICollection\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Assert that an array, list or other collection is empty\n \n An array, list or other collection implementing ICollection\n \n \n \n Assert that a string is not empty - that is not equal to string.Empty\n \n The string to be tested\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Assert that a string is not empty - that is not equal to string.Empty\n \n The string to be tested\n \n \n \n Assert that an array, list or other collection is not empty\n \n An array, list or other collection implementing ICollection\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Assert that an array, list or other collection is not empty\n \n An array, list or other collection implementing ICollection\n \n \n \n Asserts that an int is zero.\n \n The number to be examined\n \n \n \n Asserts that an int is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned int is zero.\n \n The number to be examined\n \n \n \n Asserts that an unsigned int is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a Long is zero.\n \n The number to be examined\n \n \n \n Asserts that a Long is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned Long is zero.\n \n The number to be examined\n \n \n \n Asserts that an unsigned Long is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a decimal is zero.\n \n The number to be examined\n \n \n \n Asserts that a decimal is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a double is zero.\n \n The number to be examined\n \n \n \n Asserts that a double is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a float is zero.\n \n The number to be examined\n \n \n \n Asserts that a float is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an int is not zero.\n \n The number to be examined\n \n \n \n Asserts that an int is not zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned int is not zero.\n \n The number to be examined\n \n \n \n Asserts that an unsigned int is not zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a Long is not zero.\n \n The number to be examined\n \n \n \n Asserts that a Long is not zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned Long is not zero.\n \n The number to be examined\n \n \n \n Asserts that an unsigned Long is not zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a decimal is zero.\n \n The number to be examined\n \n \n \n Asserts that a decimal is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a double is zero.\n \n The number to be examined\n \n \n \n Asserts that a double is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a float is zero.\n \n The number to be examined\n \n \n \n Asserts that a float is zero.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an int is negative.\n \n The number to be examined\n \n \n \n Asserts that an int is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned int is negative.\n \n The number to be examined\n \n \n \n Asserts that an unsigned int is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a Long is negative.\n \n The number to be examined\n \n \n \n Asserts that a Long is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned Long is negative.\n \n The number to be examined\n \n \n \n Asserts that an unsigned Long is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a decimal is negative.\n \n The number to be examined\n \n \n \n Asserts that a decimal is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a double is negative.\n \n The number to be examined\n \n \n \n Asserts that a double is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a float is negative.\n \n The number to be examined\n \n \n \n Asserts that a float is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an int is negative.\n \n The number to be examined\n \n \n \n Asserts that an int is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned int is negative.\n \n The number to be examined\n \n \n \n Asserts that an unsigned int is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a Long is negative.\n \n The number to be examined\n \n \n \n Asserts that a Long is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an unsigned Long is negative.\n \n The number to be examined\n \n \n \n Asserts that an unsigned Long is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a decimal is negative.\n \n The number to be examined\n \n \n \n Asserts that a decimal is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a double is negative.\n \n The number to be examined\n \n \n \n Asserts that a double is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that a float is negative.\n \n The number to be examined\n \n \n \n Asserts that a float is negative.\n \n The number to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n We don't actually want any instances of this object, but some people\n like to inherit from it to add other static methods. Hence, the\n protected constructor disallows any instances of this object. \n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n \n \n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n \n \n \n \n \n Throws a with the message and arguments \n that are passed in. This allows a test to be cut short, with a result\n of success returned to NUnit.\n \n The message to initialize the with.\n Arguments to be used in formatting the message\n \n \n \n Throws a with the message and arguments \n that are passed in. This allows a test to be cut short, with a result\n of success returned to NUnit.\n \n The message to initialize the with.\n \n \n \n Throws a with the message and arguments \n that are passed in. This allows a test to be cut short, with a result\n of success returned to NUnit.\n \n \n \n \n Throws an with the message and arguments \n that are passed in. This is used by the other Assert functions. \n \n The message to initialize the with.\n Arguments to be used in formatting the message\n \n \n \n Throws an with the message that is \n passed in. This is used by the other Assert functions. \n \n The message to initialize the with.\n \n \n \n Throws an . \n This is used by the other Assert functions. \n \n \n \n \n Throws an with the message and arguments \n that are passed in. This causes the test to be reported as ignored.\n \n The message to initialize the with.\n Arguments to be used in formatting the message\n \n \n \n Throws an with the message that is \n passed in. This causes the test to be reported as ignored. \n \n The message to initialize the with.\n \n \n \n Throws an . \n This causes the test to be reported as ignored. \n \n \n \n \n Throws an with the message and arguments \n that are passed in. This causes the test to be reported as inconclusive.\n \n The message to initialize the with.\n Arguments to be used in formatting the message\n \n \n \n Throws an with the message that is \n passed in. This causes the test to be reported as inconclusive. \n \n The message to initialize the with.\n \n \n \n Throws an . \n This causes the test to be reported as Inconclusive. \n \n \n \n \n Asserts that an object is contained in a list.\n \n The expected object\n The list to be examined\n The message to display in case of failure\n Array of objects to be used in formatting the message\n \n \n \n Asserts that an object is contained in a list.\n \n The expected object\n The list to be examined\n \n \n \n Class used to guard against unexpected argument values\n or operations by throwing an appropriate exception.\n \n \n \n \n Throws an exception if an argument is null\n \n The value to be tested\n The name of the argument\n \n \n \n Throws an exception if a string argument is null or empty\n \n The value to be tested\n The name of the argument\n \n \n \n Throws an ArgumentOutOfRangeException if the specified condition is not met.\n \n The condition that must be met\n The exception message to be used\n The name of the argument\n \n \n \n Throws an ArgumentException if the specified condition is not met.\n \n The condition that must be met\n The exception message to be used\n The name of the argument\n \n \n \n Throws an InvalidOperationException if the specified condition is not met.\n \n The condition that must be met\n The exception message to be used\n \n \n \n Any ITest that implements this interface is at a level that the implementing\n class should be disposed at the end of the test run\n \n \n \n \n The IMethodInfo class is used to encapsulate information\n about a method in a platform-independent manner.\n \n \n \n \n Gets the Type from which this method was reflected.\n \n \n \n \n Gets the MethodInfo for this method.\n \n \n \n \n Gets the name of the method.\n \n \n \n \n Gets a value indicating whether the method is abstract.\n \n \n \n \n Gets a value indicating whether the method is public.\n \n \n \n \n Gets a value indicating whether the method contains unassigned generic type parameters.\n \n \n \n \n Gets a value indicating whether the method is a generic method.\n \n \n \n \n Gets a value indicating whether the MethodInfo represents the definition of a generic method.\n \n \n \n \n Gets the return Type of the method.\n \n \n \n \n Gets the parameters of the method.\n \n \n \n \n \n Returns the Type arguments of a generic method or the Type parameters of a generic method definition.\n \n \n \n \n Replaces the type parameters of the method with the array of types provided and returns a new IMethodInfo.\n \n The type arguments to be used\n A new IMethodInfo with the type arguments replaced\n \n \n \n Invokes the method, converting any TargetInvocationException to an NUnitException.\n \n The object on which to invoke the method\n The argument list for the method\n The return value from the invoked method\n \n \n \n The IParameterInfo interface is an abstraction of a .NET parameter.\n \n \n \n \n Gets a value indicating whether the parameter is optional\n \n \n \n \n Gets an IMethodInfo representing the method for which this is a parameter\n \n \n \n \n Gets the underlying .NET ParameterInfo\n \n \n \n \n Gets the Type of the parameter\n \n \n \n \n The IReflectionInfo interface is implemented by NUnit wrapper objects that perform reflection.\n \n \n \n \n Returns an array of custom attributes of the specified type applied to this object\n \n \n \n \n Returns a value indicating whether an attribute of the specified type is defined on this object.\n \n \n \n \n The ITypeInfo interface is an abstraction of a .NET Type\n \n \n \n \n Gets the underlying Type on which this ITypeInfo is based\n \n \n \n \n Gets the base type of this type as an ITypeInfo\n \n \n \n \n Returns true if the Type wrapped is equal to the argument\n \n \n \n \n Gets the Name of the Type\n \n \n \n \n Gets the FullName of the Type\n \n \n \n \n Gets the assembly in which the type is declared\n \n \n \n \n Gets the Namespace of the Type\n \n \n \n \n Gets a value indicating whether the type is abstract.\n \n \n \n \n Gets a value indicating whether the Type is a generic Type\n \n \n \n \n Gets a value indicating whether the Type has generic parameters that have not been replaced by specific Types.\n \n \n \n \n Gets a value indicating whether the Type is a generic Type definition\n \n \n \n \n Gets a value indicating whether the type is sealed.\n \n \n \n \n Gets a value indicating whether this type is a static class.\n \n \n \n \n Get the display name for this typeInfo.\n \n \n \n \n Get the display name for an oject of this type, constructed with specific arguments\n \n \n \n \n Returns a Type representing a generic type definition from which this Type can be constructed.\n \n \n \n \n Returns a new ITypeInfo representing an instance of this generic Type using the supplied Type arguments\n \n \n \n \n Returns a value indicating whether this type has a method with a specified public attribute\n \n \n \n \n Returns an array of IMethodInfos for methods of this Type\n that match the specified flags.\n \n \n \n \n Gets the public constructor taking the specified argument Types\n \n \n \n \n Returns a value indicating whether this Type has a public constructor taking the specified argument Types.\n \n \n \n \n Construct an object of this Type, using the specified arguments.\n \n \n \n \n The TestOutput class holds a unit of output from \n a test to a specific output stream\n \n \n \n \n Construct with text, ouput destination type and\n the name of the test that produced the output.\n \n Text to be output\n Name of the stream or channel to which the text should be written\n FullName of test that produced the output\n \n \n \n Return string representation of the object for debugging\n \n \n \n \n \n Get the text \n \n \n \n \n Get the output type\n \n \n \n \n Get the name of the test that created the output\n \n \n \n \n Convert the TestOutput object to an XML string\n \n \n \n \n CombiningStrategy is the abstract base for classes that\n know how to combine values provided for individual test\n parameters to create a set of test cases.\n \n \n \n \n Gets the test cases generated by the CombiningStrategy.\n \n The test cases.\n \n \n \n The ISimpleTestBuilder interface is exposed by a class that knows how to\n build a single TestMethod from a suitable MethodInfo Types. In general, \n it is exposed by an attribute, but may be implemented in a helper class \n used by the attribute in some cases.\n \n \n \n \n Build a TestMethod from the provided MethodInfo.\n \n The method to be used as a test\n The TestSuite to which the method will be added\n A TestMethod object\n \n \n \n The ITestBuilder interface is exposed by a class that knows how to\n build one or more TestMethods from a MethodInfo. In general, it is exposed\n by an attribute, which has additional information available to provide\n the necessary test parameters to distinguish the test cases built.\n \n \n \n \n Build one or more TestMethods from the provided MethodInfo.\n \n The method to be used as a test\n The TestSuite to which the method will be added\n A TestMethod object\n \n \n \n The IDataPointProvider interface is used by extensions\n that provide data for a single test parameter.\n \n \n \n \n Determine whether any data is available for a parameter.\n \n An IParameterInfo representing one\n argument to a parameterized test\n True if any data is available, otherwise false.\n \n \n \n Return an IEnumerable providing data for use with the\n supplied parameter.\n \n An IParameterInfo representing one\n argument to a parameterized test\n An IEnumerable providing the required data\n \n \n \n The IParameterDataSource interface is implemented by types\n that can provide data for a test method parameter.\n \n \n \n \n Gets an enumeration of data items for use as arguments\n for a test method parameter.\n \n The parameter for which data is needed\n An enumeration containing individual data items\n \n \n \n A PropertyBag represents a collection of name/value pairs\n that allows duplicate entries with the same key. Methods\n are provided for adding a new pair as well as for setting\n a key to a single value. All keys are strings but _values\n may be of any type. Null _values are not permitted, since\n a null entry represents the absence of the key.\n \n The entries in a PropertyBag are of two kinds: those that\n take a single value and those that take multiple _values.\n However, the PropertyBag has no knowledge of which entries\n fall into each category and the distinction is entirely\n up to the code using the PropertyBag.\n \n When working with multi-valued properties, client code\n should use the Add method to add name/value pairs and \n indexing to retrieve a list of all _values for a given\n key. For example:\n \n bag.Add(\"Tag\", \"one\");\n bag.Add(\"Tag\", \"two\");\n Assert.That(bag[\"Tag\"],\n Is.EqualTo(new string[] { \"one\", \"two\" })); \n \n When working with single-valued propeties, client code\n should use the Set method to set the value and Get to\n retrieve the value. The GetSetting methods may also be\n used to retrieve the value in a type-safe manner while\n also providing default. For example:\n \n bag.Set(\"Priority\", \"low\");\n bag.Set(\"Priority\", \"high\"); // replaces value\n Assert.That(bag.Get(\"Priority\"),\n Is.EqualTo(\"high\"));\n Assert.That(bag.GetSetting(\"Priority\", \"low\"),\n Is.EqualTo(\"high\"));\n \n \n \n \n Adds a key/value pair to the property bag\n \n The key\n The value\n \n \n \n Sets the value for a key, removing any other\n _values that are already in the property set.\n \n \n \n \n \n \n Gets a single value for a key, using the first\n one if multiple _values are present and returning\n null if the value is not found.\n \n \n \n \n Gets a flag indicating whether the specified key has\n any entries in the property set.\n \n The key to be checked\n True if their are _values present, otherwise false\n \n \n \n Gets or sets the list of _values for a particular key\n \n The key for which the _values are to be retrieved or set\n \n \n \n Gets a collection containing all the keys in the property set\n \n \n \n \n Common interface supported by all representations\n of a test. Only includes informational fields.\n The Run method is specifically excluded to allow\n for data-only representations of a test.\n \n \n \n \n Gets the id of the test\n \n \n \n \n Gets the name of the test\n \n \n \n \n Gets the fully qualified name of the test\n \n \n \n \n Gets the name of the class containing this test. Returns\n null if the test is not associated with a class.\n \n \n \n \n Gets the name of the method implementing this test.\n Returns null if the test is not implemented as a method.\n \n \n \n \n Gets the Type of the test fixture, if applicable, or\n null if no fixture type is associated with this test.\n \n \n \n \n Gets an IMethod for the method implementing this test.\n Returns null if the test is not implemented as a method.\n \n \n \n \n Gets the RunState of the test, indicating whether it can be run.\n \n \n \n \n Count of the test cases ( 1 if this is a test case )\n \n \n \n \n Gets the properties of the test\n \n \n \n \n Gets the parent test, if any.\n \n The parent test or null if none exists.\n \n \n \n Returns true if this is a test suite\n \n \n \n \n Gets a bool indicating whether the current test\n has any descendant tests.\n \n \n \n \n Gets this test's child tests\n \n A list of child tests\n \n \n \n Gets a fixture object for running this test.\n \n \n \n \n The ITestData interface is implemented by a class that\n represents a single instance of a parameterized test.\n \n \n \n \n Gets the name to be used for the test\n \n \n \n \n Gets the RunState for this test case.\n \n \n \n \n Gets the argument list to be provided to the test\n \n \n \n \n Gets the property dictionary for the test case\n \n \n \n \n The ITestCaseData interface is implemented by a class\n that is able to return the data required to create an\n instance of a parameterized test fixture.\n \n \n \n \n Get the TypeArgs if separately set\n \n \n \n \n The ITestCaseData interface is implemented by a class\n that is able to return complete testcases for use by\n a parameterized test method.\n \n \n \n \n Gets the expected result of the test case\n \n \n \n \n Returns true if an expected result has been set\n \n \n \n \n Interface to be implemented by filters applied to tests.\n The filter applies when running the test, after it has been\n loaded, since this is the only time an ITest exists.\n \n \n \n \n Determine if a particular test passes the filter criteria. Pass\n may examine the parents and/or descendants of a test, depending\n on the semantics of the particular filter\n \n The test to which the filter is applied\n True if the test passes the filter, otherwise false\n \n \n \n Determine if a test matches the filter expicitly. That is, it must\n be a direct match of the test itself or one of it's children.\n \n The test to which the filter is applied\n True if the test matches the filter explicityly, otherwise false\n \n \n \n The ITestListener interface is used internally to receive \n notifications of significant events while a test is being \n run. The events are propagated to clients by means of an\n AsyncCallback. NUnit extensions may also monitor these events.\n \n \n \n \n Called when a test has just started\n \n The test that is starting\n \n \n \n Called when a test has finished\n \n The result of the test\n \n \n \n Called when a test produces output for immediate display\n \n A TestOutput object containing the text to display\n \n \n \n The ITestResult interface represents the result of a test.\n \n \n \n \n Gets the ResultState of the test result, which \n indicates the success or failure of the test.\n \n \n \n \n Gets the name of the test result\n \n \n \n \n Gets the full name of the test result\n \n \n \n \n Gets the elapsed time for running the test in seconds\n \n \n \n \n Gets or sets the time the test started running.\n \n \n \n \n Gets or sets the time the test finished running.\n \n \n \n \n Gets the message associated with a test\n failure or with not running the test\n \n \n \n \n Gets any stacktrace associated with an\n error or failure. Not available in\n the Compact Framework 1.0.\n \n \n \n \n Gets the number of asserts executed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that failed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that passed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were skipped\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were inconclusive\n when running the test and all its children.\n \n \n \n \n Indicates whether this result has any child results.\n Accessing HasChildren should not force creation of the\n Children collection in classes implementing this interface.\n \n \n \n \n Gets the the collection of child results.\n \n \n \n \n Gets the Test to which this result applies.\n \n \n \n \n Gets any text output written to this result.\n \n \n \n \n An object implementing IXmlNodeBuilder is able to build \n an XML representation of itself and any children.\n \n \n \n \n Returns a TNode representing the current object.\n \n If true, children are included where applicable\n A TNode representing the result\n \n \n \n Returns a TNode representing the current object after \n adding it as a child of the supplied parent node.\n \n The parent node.\n If true, children are included, where applicable\n \n \n \n \n The ResultState class represents the outcome of running a test.\n It contains two pieces of information. The Status of the test\n is an enum indicating whether the test passed, failed, was\n skipped or was inconclusive. The Label provides a more\n detailed breakdown for use by client runners.\n \n \n \n \n Initializes a new instance of the class.\n \n The TestStatus.\n \n \n \n Initializes a new instance of the class.\n \n The TestStatus.\n The label.\n \n \n \n Initializes a new instance of the class.\n \n The TestStatus.\n The stage at which the result was produced\n \n \n \n Initializes a new instance of the class.\n \n The TestStatus.\n The label.\n The stage at which the result was produced\n \n \n \n The result is inconclusive\n \n \n \n \n The test has been skipped. \n \n \n \n \n The test has been ignored.\n \n \n \n \n The test was skipped because it is explicit\n \n \n \n \n The test succeeded\n \n \n \n \n The test failed\n \n \n \n \n The test encountered an unexpected exception\n \n \n \n \n The test was cancelled by the user\n \n \n \n \n The test was not runnable.\n \n \n \n \n A suite failed because one or more child tests failed or had errors\n \n \n \n \n A suite failed in its OneTimeSetUp\n \n \n \n \n A suite had an unexpected exception in its OneTimeSetUp\n \n \n \n \n A suite had an unexpected exception in its OneTimeDown\n \n \n \n \n Gets the TestStatus for the test.\n \n The status.\n \n \n \n Gets the label under which this test result is\n categorized, if any.\n \n \n \n \n Gets the stage of test execution in which\n the failure or other result took place.\n \n \n \n \n Get a new ResultState, which is the same as the current\n one but with the FailureSite set to the specified value.\n \n The FailureSite to use\n A new ResultState\n \n \n \n Determines whether the specified , is equal to this instance.\n \n The to compare with this instance.\n \n true if the specified is equal to this instance; otherwise, false.\n \n \n \n \n Returns a hash code for this instance.\n \n \n A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. \n \n \n \n \n Returns a that represents this instance.\n \n \n A that represents this instance.\n \n \n \n \n The FailureSite enum indicates the stage of a test\n in which an error or failure occurred.\n \n \n \n \n Failure in the test itself\n \n \n \n \n Failure in the SetUp method\n \n \n \n \n Failure in the TearDown method\n \n \n \n \n Failure of a parent test\n \n \n \n \n Failure of a child test\n \n \n \n \n The RunState enum indicates whether a test can be executed. \n \n \n \n \n The test is not runnable.\n \n \n \n \n The test is runnable. \n \n \n \n \n The test can only be run explicitly\n \n \n \n \n The test has been skipped. This value may\n appear on a Test when certain attributes\n are used to skip the test.\n \n \n \n \n The test has been ignored. May appear on\n a Test, when the IgnoreAttribute is used.\n \n \n \n \n The TestStatus enum indicates the result of running a test\n \n \n \n \n The test was inconclusive\n \n \n \n \n The test has skipped \n \n \n \n \n The test succeeded\n \n \n \n \n The test failed\n \n \n \n \n TNode represents a single node in the XML representation\n of a Test or TestResult. It replaces System.Xml.XmlNode and\n System.Xml.Linq.XElement, providing a minimal set of methods \n for operating on the XML in a platform-independent manner.\n \n \n \n \n Constructs a new instance of TNode\n \n The name of the node\n \n \n \n Constructs a new instance of TNode with a value\n \n The name of the node\n The text content of the node\n \n \n \n Constructs a new instance of TNode with a value\n \n The name of the node\n The text content of the node\n Flag indicating whether to use CDATA when writing the text\n \n \n \n Gets the name of the node\n \n \n \n \n Gets the value of the node\n \n \n \n \n Gets a flag indicating whether the value should be output using CDATA.\n \n \n \n \n Gets the dictionary of attributes\n \n \n \n \n Gets a list of child nodes\n \n \n \n \n Gets the first ChildNode\n \n \n \n \n Gets the XML representation of this node.\n \n \n \n \n Create a TNode from it's XML text representation\n \n The XML text to be parsed\n A TNode\n \n \n \n Adds a new element as a child of the current node and returns it.\n \n The element name.\n The newly created child element\n \n \n \n Adds a new element with a value as a child of the current node and returns it.\n \n The element name\n The text content of the new element\n The newly created child element\n \n \n \n Adds a new element with a value as a child of the current node and returns it.\n The value will be output using a CDATA section.\n \n The element name\n The text content of the new element\n The newly created child element\n \n \n \n Adds an attribute with a specified name and value to the XmlNode.\n \n The name of the attribute.\n The value of the attribute.\n \n \n \n Finds a single descendant of this node matching an xpath\n specification. The format of the specification is\n limited to what is needed by NUnit and its tests.\n \n \n \n \n \n \n Finds all descendants of this node matching an xpath\n specification. The format of the specification is\n limited to what is needed by NUnit and its tests.\n \n \n \n \n Writes the XML representation of the node to an XmlWriter\n \n \n \n \n \n Class used to represent a list of XmlResults\n \n \n \n \n Class used to represent the attributes of a node\n \n \n \n \n Gets or sets the value associated with the specified key.\n Overridden to return null if attribute is not found.\n \n The key.\n Value of the attribute or null\n \n \n \n The IFixtureBuilder interface is exposed by a class that knows how to\n build a TestFixture from one or more Types. In general, it is exposed\n by an attribute, but may be implemented in a helper class used by the\n attribute in some cases.\n \n \n \n \n Build one or more TestFixtures from type provided. At least one\n non-null TestSuite must always be returned, since the method is \n generally called because the user has marked the target class as \n a fixture. If something prevents the fixture from being used, it\n will be returned nonetheless, labelled as non-runnable.\n \n The type info of the fixture to be used.\n A TestSuite object or one derived from TestSuite.\n \n \n \n IImplyFixture is an empty marker interface used by attributes like\n TestAttribute that cause the class where they are used to be treated\n as a TestFixture even without a TestFixtureAttribute.\n \n Marker interfaces are not usually considered a good practice, but\n we use it here to avoid cluttering the attribute hierarchy with \n classes that don't contain any extra implementation.\n \n \n \n \n The IApplyToContext interface is implemented by attributes\n that want to make changes to the execution context before\n a test is run.\n \n \n \n \n Apply changes to the execution context\n \n The execution context\n \n \n \n The IApplyToTest interface is implemented by self-applying\n attributes that modify the state of a test in some way.\n \n \n \n \n Modifies a test as defined for the specific attribute.\n \n The test to modify\n \n \n \n The ISuiteBuilder interface is exposed by a class that knows how to\n build a suite from one or more Types. \n \n \n \n \n Examine the type and determine if it is suitable for\n this builder to use in building a TestSuite.\n \n Note that returning false will cause the type to be ignored \n in loading the tests. If it is desired to load the suite\n but label it as non-runnable, ignored, etc., then this\n method must return true.\n \n The type of the fixture to be used\n True if the type can be used to build a TestSuite\n \n \n \n Build a TestSuite from type provided.\n \n The type of the fixture to be used\n A TestSuite\n \n \n \n The ITestCaseBuilder interface is exposed by a class that knows how to\n build a test case from certain methods. \n \n \n This interface is not the same as the ITestCaseBuilder interface in NUnit 2.x.\n We have reused the name because the two products don't interoperate at all.\n \n \n \n \n Examine the method and determine if it is suitable for\n this builder to use in building a TestCase to be\n included in the suite being populated.\n \n Note that returning false will cause the method to be ignored \n in loading the tests. If it is desired to load the method\n but label it as non-runnable, ignored, etc., then this\n method must return true.\n \n The test method to examine\n The suite being populated\n True is the builder can use this method\n \n \n \n Build a TestCase from the provided MethodInfo for\n inclusion in the suite being constructed.\n \n The method to be used as a test case\n The test suite being populated, or null\n A TestCase or null\n \n \n \n ICommandWrapper is implemented by attributes and other\n objects able to wrap a TestCommand with another command.\n \n \n Attributes or other objects should implement one of the\n derived interfaces, rather than this one, since they\n indicate in which part of the command chain the wrapper\n should be applied.\n \n \n \n \n Wrap a command and return the result.\n \n The command to be wrapped\n The wrapped command\n \n \n \n Objects implementing this interface are used to wrap\n the TestMethodCommand itself. They apply after SetUp\n has been run and before TearDown.\n \n \n \n \n Objects implementing this interface are used to wrap\n the entire test, including SetUp and TearDown.\n \n \n \n \n AssemblyHelper provides static methods for working\n with assemblies.\n \n \n \n \n Gets the path from which an assembly was loaded.\n For builds where this is not possible, returns\n the name of the assembly.\n \n The assembly.\n The path.\n \n \n \n Gets the path to the directory from which an assembly was loaded.\n \n The assembly.\n The path.\n \n \n \n Gets the AssemblyName of an assembly.\n \n The assembly\n An AssemblyName\n \n \n \n Loads an assembly given a string, which may be the \n path to the assembly or the AssemblyName\n \n \n \n \n \n \n Gets the assembly path from code base.\n \n Public for testing purposes\n The code base.\n \n \n \n \n The ParameterDataProvider class implements IParameterDataProvider\n and hosts one or more individual providers.\n \n \n \n \n Construct with a collection of individual providers\n \n \n \n \n Determine whether any data is available for a parameter.\n \n An IParameterInfo representing one\n argument to a parameterized test\n True if any data is available, otherwise false.\n \n \n \n Return an IEnumerable providing data for use with the\n supplied parameter.\n \n An IParameterInfo representing one\n argument to a parameterized test\n An IEnumerable providing the required data\n \n \n \n Built-in SuiteBuilder for all types of test classes.\n \n \n \n \n Checks to see if the provided Type is a fixture.\n To be considered a fixture, it must be a non-abstract\n class with one or more attributes implementing the\n IFixtureBuilder interface or one or more methods\n marked as tests.\n \n The fixture type to check\n True if the fixture can be built, false if not\n \n \n \n Build a TestSuite from TypeInfo provided.\n \n The fixture type to build\n A TestSuite built from that type\n \n \n \n We look for attributes implementing IFixtureBuilder at one level \n of inheritance at a time. Attributes on base classes are not used \n unless there are no fixture builder attributes at all on the derived\n class. This is by design.\n \n The type being examined for attributes\n A list of the attributes found.\n \n \n \n NUnitTestCaseBuilder is a utility class used by attributes\n that build test cases.\n \n \n \n \n Constructs an \n \n \n \n \n Builds a single NUnitTestMethod, either as a child of the fixture\n or as one of a set of test cases under a ParameterizedTestMethodSuite.\n \n The MethodInfo from which to construct the TestMethod\n The suite or fixture to which the new test will be added\n The ParameterSet to be used, or null\n \n \n \n \n Helper method that checks the signature of a TestMethod and\n any supplied parameters to determine if the test is valid.\n \n Currently, NUnitTestMethods are required to be public,\n non-abstract methods, either static or instance,\n returning void. They may take arguments but the _values must\n be provided or the TestMethod is not considered runnable.\n \n Methods not meeting these criteria will be marked as\n non-runnable and the method will return false in that case.\n \n The TestMethod to be checked. If it\n is found to be non-runnable, it will be modified.\n Parameters to be used for this test, or null\n True if the method signature is valid, false if not\n \n The return value is no longer used internally, but is retained\n for testing purposes.\n \n \n \n \n Class that can build a tree of automatic namespace\n suites from a group of fixtures.\n \n \n \n \n NamespaceDictionary of all test suites we have created to represent \n namespaces. Used to locate namespace parent suites for fixtures.\n \n \n \n \n The root of the test suite being created by this builder.\n \n \n \n \n Initializes a new instance of the class.\n \n The root suite.\n \n \n \n Gets the root entry in the tree created by the NamespaceTreeBuilder.\n \n The root suite.\n \n \n \n Adds the specified fixtures to the tree.\n \n The fixtures to be added.\n \n \n \n Adds the specified fixture to the tree.\n \n The fixture to be added.\n \n \n \n CombinatorialStrategy creates test cases by using all possible\n combinations of the parameter data.\n \n \n \n \n Gets the test cases generated by the CombiningStrategy.\n \n The test cases.\n \n \n \n Provides data from fields marked with the DatapointAttribute or the\n DatapointsAttribute.\n \n \n \n \n Determine whether any data is available for a parameter.\n \n A ParameterInfo representing one\n argument to a parameterized test\n \n True if any data is available, otherwise false.\n \n \n \n \n Return an IEnumerable providing data for use with the\n supplied parameter.\n \n A ParameterInfo representing one\n argument to a parameterized test\n \n An IEnumerable providing the required data\n \n \n \n \n Class to build ether a parameterized or a normal NUnitTestMethod.\n There are four cases that the builder must deal with:\n 1. The method needs no params and none are provided\n 2. The method needs params and they are provided\n 3. The method needs no params but they are provided in error\n 4. The method needs params but they are not provided\n This could have been done using two different builders, but it\n turned out to be simpler to have just one. The BuildFrom method\n takes a different branch depending on whether any parameters are\n provided, but all four cases are dealt with in lower-level methods\n \n \n \n \n Determines if the method can be used to build an NUnit test\n test method of some kind. The method must normally be marked\n with an identifying attribute for this to be true.\n \n Note that this method does not check that the signature\n of the method for validity. If we did that here, any\n test methods with invalid signatures would be passed\n over in silence in the test run. Since we want such\n methods to be reported, the check for validity is made\n in BuildFrom rather than here.\n \n An IMethodInfo for the method being used as a test method\n True if the builder can create a test case from this method\n \n \n \n Build a Test from the provided MethodInfo. Depending on\n whether the method takes arguments and on the availability\n of test case data, this method may return a single test\n or a group of tests contained in a ParameterizedMethodSuite.\n \n The method for which a test is to be built\n A Test representing one or more method invocations\n \n \n \n Determines if the method can be used to build an NUnit test\n test method of some kind. The method must normally be marked\n with an identifying attribute for this to be true.\n \n Note that this method does not check that the signature\n of the method for validity. If we did that here, any\n test methods with invalid signatures would be passed\n over in silence in the test run. Since we want such\n methods to be reported, the check for validity is made\n in BuildFrom rather than here.\n \n An IMethodInfo for the method being used as a test method\n The test suite being built, to which the new test would be added\n True if the builder can create a test case from this method\n \n \n \n Build a Test from the provided MethodInfo. Depending on\n whether the method takes arguments and on the availability\n of test case data, this method may return a single test\n or a group of tests contained in a ParameterizedMethodSuite.\n \n The method for which a test is to be built\n The test fixture being populated, or null\n A Test representing one or more method invocations\n \n \n \n Builds a ParameterizedMethodSuite containing individual test cases.\n \n The method for which a test is to be built.\n The list of test cases to include.\n A ParameterizedMethodSuite populated with test cases\n \n \n \n Build a simple, non-parameterized TestMethod for this method.\n \n The MethodInfo for which a test is to be built\n The test suite for which the method is being built\n A TestMethod.\n \n \n \n NUnitTestFixtureBuilder is able to build a fixture given\n a class marked with a TestFixtureAttribute or an unmarked\n class containing test methods. In the first case, it is\n called by the attribute and in the second directly by\n NUnitSuiteBuilder.\n \n \n \n \n Build a TestFixture from type provided. A non-null TestSuite\n must always be returned, since the method is generally called\n because the user has marked the target class as a fixture.\n If something prevents the fixture from being used, it should\n be returned nonetheless, labelled as non-runnable.\n \n An ITypeInfo for the fixture to be used.\n A TestSuite object or one derived from TestSuite.\n \n \n \n Overload of BuildFrom called by tests that have arguments.\n Builds a fixture using the provided type and information \n in the ITestFixtureData object.\n \n The TypeInfo for which to construct a fixture.\n An object implementing ITestFixtureData or null.\n \n \n \n \n Method to add test cases to the newly constructed fixture.\n \n The fixture to which cases should be added\n \n \n \n Method to create a test case from a MethodInfo and add\n it to the fixture being built. It first checks to see if\n any global TestCaseBuilder addin wants to build the\n test case. If not, it uses the internal builder\n collection maintained by this fixture builder.\n \n The default implementation has no test case builders.\n Derived classes should add builders to the collection\n in their constructor.\n \n The method for which a test is to be created\n The test suite being built.\n A newly constructed Test\n \n \n \n PairwiseStrategy creates test cases by combining the parameter\n data so that all possible pairs of data items are used.\n \n \n \n The number of test cases that cover all possible pairs of test function\n parameters values is significantly less than the number of test cases\n that cover all possible combination of test function parameters values.\n And because different studies show that most of software failures are\n caused by combination of no more than two parameters, pairwise testing\n can be an effective ways to test the system when it's impossible to test\n all combinations of parameters.\n \n \n The PairwiseStrategy code is based on \"jenny\" tool by Bob Jenkins:\n http://burtleburtle.net/bob/math/jenny.html\n \n \n \n \n \n FleaRand is a pseudo-random number generator developed by Bob Jenkins:\n http://burtleburtle.net/bob/rand/talksmall.html#flea\n \n \n \n \n Initializes a new instance of the FleaRand class.\n \n The seed.\n \n \n \n FeatureInfo represents coverage of a single value of test function\n parameter, represented as a pair of indices, Dimension and Feature. In\n terms of unit testing, Dimension is the index of the test parameter and\n Feature is the index of the supplied value in that parameter's list of\n sources.\n \n \n \n \n Initializes a new instance of FeatureInfo class.\n \n Index of a dimension.\n Index of a feature.\n \n \n \n A FeatureTuple represents a combination of features, one per test\n parameter, which should be covered by a test case. In the\n PairwiseStrategy, we are only trying to cover pairs of features, so the\n tuples actually may contain only single feature or pair of features, but\n the algorithm itself works with triplets, quadruples and so on.\n \n \n \n \n Initializes a new instance of FeatureTuple class for a single feature.\n \n Single feature.\n \n \n \n Initializes a new instance of FeatureTuple class for a pair of features.\n \n First feature.\n Second feature.\n \n \n \n TestCase represents a single test case covering a list of features.\n \n \n \n \n Initializes a new instance of TestCaseInfo class.\n \n A number of features in the test case.\n \n \n \n PairwiseTestCaseGenerator class implements an algorithm which generates\n a set of test cases which covers all pairs of possible values of test\n function.\n \n \n \n The algorithm starts with creating a set of all feature tuples which we\n will try to cover (see method). This set\n includes every single feature and all possible pairs of features. We\n store feature tuples in the 3-D collection (where axes are \"dimension\",\n \"feature\", and \"all combinations which includes this feature\"), and for\n every two feature (e.g. \"A\" and \"B\") we generate both (\"A\", \"B\") and\n (\"B\", \"A\") pairs. This data structure extremely reduces the amount of\n time needed to calculate coverage for a single test case (this\n calculation is the most time-consuming part of the algorithm).\n \n \n Then the algorithm picks one tuple from the uncovered tuple, creates a\n test case that covers this tuple, and then removes this tuple and all\n other tuples covered by this test case from the collection of uncovered\n tuples.\n \n \n Picking a tuple to cover\n \n \n There are no any special rules defined for picking tuples to cover. We\n just pick them one by one, in the order they were generated.\n \n \n Test generation\n \n \n Test generation starts from creating a completely random test case which\n covers, nevertheless, previously selected tuple. Then the algorithm\n tries to maximize number of tuples which this test covers.\n \n \n Test generation and maximization process repeats seven times for every\n selected tuple and then the algorithm picks the best test case (\"seven\"\n is a magic number which provides good results in acceptable time).\n \n Maximizing test coverage\n \n To maximize tests coverage, the algorithm walks thru the list of mutable\n dimensions (mutable dimension is a dimension that are not included in\n the previously selected tuple). Then for every dimension, the algorithm\n walks thru the list of features and checks if this feature provides\n better coverage than randomly selected feature, and if yes keeps this\n feature.\n \n \n This process repeats while it shows progress. If the last iteration\n doesn't improve coverage, the process ends.\n \n \n In addition, for better results, before start every iteration, the\n algorithm \"scrambles\" dimensions - so for every iteration dimension\n probes in a different order.\n \n \n \n \n \n Creates a set of test cases for specified dimensions.\n \n \n An array which contains information about dimensions. Each element of\n this array represents a number of features in the specific dimension.\n \n \n A set of test cases.\n \n \n \n \n Gets the test cases generated by this strategy instance.\n \n A set of test cases.\n \n \n \n ParameterDataSourceProvider supplies individual argument _values for\n single parameters using attributes implementing IParameterDataSource.\n \n \n \n \n Determine whether any data is available for a parameter.\n \n A ParameterInfo representing one\n argument to a parameterized test\n \n True if any data is available, otherwise false.\n \n \n \n \n Return an IEnumerable providing data for use with the\n supplied parameter.\n \n An IParameterInfo representing one\n argument to a parameterized test\n \n An IEnumerable providing the required data\n \n \n \n \n SequentialStrategy creates test cases by using all of the\n parameter data sources in parallel, substituting null\n when any of them run out of data.\n \n \n \n \n Gets the test cases generated by the CombiningStrategy.\n \n The test cases.\n \n \n \n EventListenerTextWriter sends text output to the currently active\n ITestEventListener in the form of a TestOutput object. If no event \n listener is active in the contet, or if there is no context,\n the output is forwarded to the supplied default writer.\n \n \n \n \n Construct an EventListenerTextWriter\n \n The name of the stream to use for events\n The default writer to use if no listener is available\n \n \n \n Write a single char\n \n \n \n \n Write a string\n \n \n \n \n Write a string followed by a newline\n \n \n \n \n Get the Encoding for this TextWriter\n \n \n \n \n A utility class to create TestCommands\n \n \n \n \n Gets the command to be executed before any of\n the child tests are run.\n \n A TestCommand\n \n \n \n Gets the command to be executed after all of the\n child tests are run.\n \n A TestCommand\n \n \n \n Creates a test command for use in running this test.\n \n \n \n \n \n Creates a command for skipping a test. The result returned will\n depend on the test RunState.\n \n \n \n \n Builds the set up tear down list.\n \n Type of the fixture.\n Type of the set up attribute.\n Type of the tear down attribute.\n A list of SetUpTearDownItems\n \n \n \n An IWorkItemDispatcher handles execution of work items.\n \n \n \n \n Dispatch a single work item for execution. The first\n work item dispatched is saved as the top-level\n work item and used when stopping the run.\n \n The item to dispatch\n \n \n \n Cancel the ongoing run completely.\n If no run is in process, the call has no effect.\n \n true if the IWorkItemDispatcher should abort all currently running WorkItems, false if it should allow all currently running WorkItems to complete\n \n \n \n SimpleWorkItemDispatcher handles execution of WorkItems by\n directly executing them. It is provided so that a dispatcher\n is always available in the context, thereby simplifying the\n code needed to run child tests.\n \n \n \n \n Dispatch a single work item for execution. The first\n work item dispatched is saved as the top-level\n work item and a thread is created on which to\n run it. Subsequent calls come from the top level\n item or its descendants on the proper thread.\n \n The item to dispatch\n \n \n \n Cancel (abort or stop) the ongoing run.\n If no run is in process, the call has no effect.\n \n true if the run should be aborted, false if it should allow its currently running test to complete\n \n \n \n The TextCapture class intercepts console output and writes it\n to the current execution context, if one is present on the thread.\n If no execution context is found, the output is written to a\n default destination, normally the original destination of the\n intercepted output.\n \n \n \n \n Construct a TextCapture object\n \n The default destination for non-intercepted output\n \n \n \n Gets the Encoding in use by this TextWriter\n \n \n \n \n Writes a single character\n \n The char to write\n \n \n \n Writes a string\n \n The string to write\n \n \n \n Writes a string followed by a line terminator\n \n The string to write\n \n \n \n A CompositeWorkItem represents a test suite and\n encapsulates the execution of the suite as well\n as all its child tests.\n \n \n \n \n List of Child WorkItems\n \n \n \n \n A count of how many tests in the work item have a value for the Order Property\n \n \n \n \n Construct a CompositeWorkItem for executing a test suite\n using a filter to select child tests.\n \n The TestSuite to be executed\n A filter used to select child tests\n \n \n \n Method that actually performs the work. Overridden\n in CompositeWorkItem to do setup, run all child\n items and then do teardown.\n \n \n \n \n Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other.\n \n \n A signed integer that indicates the relative values of and , as shown in the following table.Value Meaning Less than zero is less than .Zero equals .Greater than zero is greater than .\n \n The first object to compare.The second object to compare.\n \n \n \n Sorts tests under this suite.\n \n \n \n \n Cancel (abort or stop) a CompositeWorkItem and all of its children\n \n true if the CompositeWorkItem and all of its children should be aborted, false if it should allow all currently running tests to complete\n \n \n \n A simplified implementation of .NET 4 CountdownEvent\n for use in earlier versions of .NET. Only the methods\n used by NUnit are implemented.\n \n \n \n \n Construct a CountdownEvent\n \n The initial count\n \n \n \n Gets the initial count established for the CountdownEvent\n \n \n \n \n Gets the current count remaining for the CountdownEvent\n \n \n \n \n Decrement the count by one\n \n \n \n \n Block the thread until the count reaches zero\n \n \n \n \n A SimpleWorkItem represents a single test case and is\n marked as completed immediately upon execution. This\n class is also used for skipped or ignored test suites.\n \n \n \n \n Construct a simple work item for a test.\n \n The test to be executed\n The filter used to select this test\n \n \n \n Method that performs actually performs the work.\n \n \n \n \n A WorkItem may be an individual test case, a fixture or\n a higher level grouping of tests. All WorkItems inherit\n from the abstract WorkItem class, which uses the template\n pattern to allow derived classes to perform work in\n whatever way is needed.\n \n A WorkItem is created with a particular TestExecutionContext\n and is responsible for re-establishing that context in the\n current thread before it begins or resumes execution.\n \n \n \n \n Creates a work item.\n \n The test for which this WorkItem is being created.\n The filter to be used in selecting any child Tests.\n \n \n \n \n Construct a WorkItem for a particular test.\n \n The test that the WorkItem will run\n \n \n \n Initialize the TestExecutionContext. This must be done\n before executing the WorkItem.\n \n \n Originally, the context was provided in the constructor\n but delaying initialization of the context until the item\n is about to be dispatched allows changes in the parent\n context during OneTimeSetUp to be reflected in the child.\n \n The TestExecutionContext to use\n \n \n \n Event triggered when the item is complete\n \n \n \n \n Gets the current state of the WorkItem\n \n \n \n \n The test being executed by the work item\n \n \n \n \n The execution context\n \n \n \n \n The unique id of the worker executing this item.\n \n \n \n \n The test actions to be performed before and after this test\n \n \n \n \n The test result\n \n \n \n \n Execute the current work item, including any\n child work items.\n \n \n \n \n Cancel (abort or stop) a WorkItem\n \n true if the WorkItem should be aborted, false if it should run to completion\n \n \n \n Method that performs actually performs the work. It should\n set the State to WorkItemState.Complete when done.\n \n \n \n \n Method called by the derived class when all work is complete\n \n \n \n \n The current state of a work item\n \n \n \n \n Ready to run or continue\n \n \n \n \n Work Item is executing\n \n \n \n \n Complete\n \n \n \n \n A base class for multi-part filters\n \n \n \n \n Constructs an empty CompositeFilter\n \n \n \n \n Constructs a CompositeFilter from an array of filters\n \n \n \n \n \n Adds a filter to the list of filters\n \n The filter to be added\n \n \n \n Return a list of the composing filters.\n \n \n \n \n Checks whether the CompositeFilter is matched by a test.\n \n The test to be matched\n \n \n \n Checks whether the CompositeFilter is matched by a test.\n \n The test to be matched\n \n \n \n Checks whether the CompositeFilter is explicit matched by a test.\n \n The test to be matched\n \n \n \n Adds an XML node\n \n Parent node\n True if recursive\n The added XML node\n \n \n \n Gets the element name\n \n Element name\n \n \n \n PropertyFilter is able to select or exclude tests\n based on their properties.\n \n \n \n \n \n Construct a PropertyFilter using a property name and expected value\n \n A property name\n The expected value of the property\n \n \n \n Check whether the filter matches a test\n \n The test to be matched\n \n \n \n \n Adds an XML node\n \n Parent node\n True if recursive\n The added XML node\n \n \n \n Gets the element name\n \n Element name\n \n \n \n TestName filter selects tests based on their Name\n \n \n \n \n Construct a TestNameFilter for a single name\n \n The name the filter will recognize.\n \n \n \n Match a test against a single value.\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n ClassName filter selects tests based on the class FullName\n \n \n \n \n Construct a FullNameFilter for a single name\n \n The name the filter will recognize.\n \n \n \n Match a test against a single value.\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n FullName filter selects tests based on their FullName\n \n \n \n \n Construct a MethodNameFilter for a single name\n \n The name the filter will recognize.\n \n \n \n Match a test against a single value.\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n IdFilter selects tests based on their id\n \n \n \n \n Construct an IdFilter for a single value\n \n The id the filter will recognize.\n \n \n \n Match a test against a single value.\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n ValueMatchFilter selects tests based on some value, which\n is expected to be contained in the test.\n \n \n \n \n Returns the value matched by the filter - used for testing\n \n \n \n \n Indicates whether the value is a regular expression\n \n \n \n \n Construct a ValueMatchFilter for a single value.\n \n The value to be included.\n \n \n \n Match the input provided by the derived class\n \n The value to be matchedT\n True for a match, false otherwise.\n \n \n \n Adds an XML node\n \n Parent node\n True if recursive\n The added XML node\n \n \n \n Gets the element name\n \n Element name\n \n \n \n Combines multiple filters so that a test must pass all \n of them in order to pass this filter.\n \n \n \n \n Constructs an empty AndFilter\n \n \n \n \n Constructs an AndFilter from an array of filters\n \n \n \n \n \n Checks whether the AndFilter is matched by a test\n \n The test to be matched\n True if all the component filters pass, otherwise false\n \n \n \n Checks whether the AndFilter is matched by a test\n \n The test to be matched\n True if all the component filters match, otherwise false\n \n \n \n Checks whether the AndFilter is explicit matched by a test.\n \n The test to be matched\n True if all the component filters explicit match, otherwise false\n \n \n \n Gets the element name\n \n Element name\n \n \n \n CategoryFilter is able to select or exclude tests\n based on their categories.\n \n \n \n \n \n Construct a CategoryFilter using a single category name\n \n A category name\n \n \n \n Check whether the filter matches a test\n \n The test to be matched\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n NotFilter negates the operation of another filter\n \n \n \n \n Construct a not filter on another filter\n \n The filter to be negated\n \n \n \n Gets the base filter\n \n \n \n \n Determine if a particular test passes the filter criteria. The default \n implementation checks the test itself, its parents and any descendants.\n \n Derived classes may override this method or any of the Match methods\n to change the behavior of the filter.\n \n The test to which the filter is applied\n True if the test passes the filter, otherwise false\n \n \n \n Check whether the filter matches a test\n \n The test to be matched\n True if it matches, otherwise false\n \n \n \n Determine if a test matches the filter expicitly. That is, it must\n be a direct match of the test itself or one of it's children.\n \n The test to which the filter is applied\n True if the test matches the filter explicityly, otherwise false\n \n \n \n Adds an XML node\n \n Parent node\n True if recursive\n The added XML node\n \n \n \n Combines multiple filters so that a test must pass one \n of them in order to pass this filter.\n \n \n \n \n Constructs an empty OrFilter\n \n \n \n \n Constructs an AndFilter from an array of filters\n \n \n \n \n \n Checks whether the OrFilter is matched by a test\n \n The test to be matched\n True if any of the component filters pass, otherwise false\n \n \n \n Checks whether the OrFilter is matched by a test\n \n The test to be matched\n True if any of the component filters match, otherwise false\n \n \n \n Checks whether the OrFilter is explicit matched by a test\n \n The test to be matched\n True if any of the component filters explicit match, otherwise false\n \n \n \n Gets the element name\n \n Element name\n \n \n \n FullName filter selects tests based on their FullName\n \n \n \n \n Construct a FullNameFilter for a single name\n \n The name the filter will recognize.\n \n \n \n Match a test against a single value.\n \n \n \n \n Gets the element name\n \n Element name\n \n \n \n Interface for logging within the engine\n \n \n \n \n Logs the specified message at the error level.\n \n The message.\n \n \n \n Logs the specified message at the error level.\n \n The message.\n The arguments.\n \n \n \n Logs the specified message at the warning level.\n \n The message.\n \n \n \n Logs the specified message at the warning level.\n \n The message.\n The arguments.\n \n \n \n Logs the specified message at the info level.\n \n The message.\n \n \n \n Logs the specified message at the info level.\n \n The message.\n The arguments.\n \n \n \n Logs the specified message at the debug level.\n \n The message.\n \n \n \n Logs the specified message at the debug level.\n \n The message.\n The arguments.\n \n \n \n InternalTrace provides facilities for tracing the execution\n of the NUnit framework. Tests and classes under test may make use \n of Console writes, System.Diagnostics.Trace or various loggers and\n NUnit itself traps and processes each of them. For that reason, a\n separate internal trace is needed.\n \n Note:\n InternalTrace uses a global lock to allow multiple threads to write\n trace messages. This can easily make it a bottleneck so it must be \n used sparingly. Keep the trace Level as low as possible and only\n insert InternalTrace writes where they are needed.\n TODO: add some buffering and a separate writer thread as an option.\n TODO: figure out a way to turn on trace in specific classes only.\n \n \n \n \n Gets a flag indicating whether the InternalTrace is initialized\n \n \n \n \n Initialize the internal trace facility using the name of the log\n to be written to and the trace level.\n \n The log name\n The trace level\n \n \n \n Initialize the internal trace using a provided TextWriter and level\n \n A TextWriter\n The InternalTraceLevel\n \n \n \n Get a named Logger\n \n \n \n \n \n Get a logger named for a particular Type.\n \n \n \n \n InternalTraceLevel is an enumeration controlling the\n level of detailed presented in the internal log.\n \n \n \n \n Use the default settings as specified by the user.\n \n \n \n \n Do not display any trace messages\n \n \n \n \n Display Error messages only\n \n \n \n \n Display Warning level and higher messages\n \n \n \n \n Display informational and higher messages\n \n \n \n \n Display debug messages and higher - i.e. all messages\n \n \n \n \n Display debug messages and higher - i.e. all messages\n \n \n \n \n A trace listener that writes to a separate file per domain\n and process using it.\n \n \n \n \n Construct an InternalTraceWriter that writes to a file.\n \n Path to the file to use\n \n \n \n Construct an InternalTraceWriter that writes to a \n TextWriter provided by the caller.\n \n \n \n \n \n Returns the character encoding in which the output is written.\n \n The character encoding in which the output is written.\n \n \n \n Writes a character to the text string or stream.\n \n The character to write to the text stream.\n \n \n \n Writes a string to the text string or stream.\n \n The string to write.\n \n \n \n Writes a string followed by a line terminator to the text string or stream.\n \n The string to write. If is null, only the line terminator is written.\n \n \n \n Releases the unmanaged resources used by the and optionally releases the managed resources.\n \n true to release both managed and unmanaged resources; false to release only unmanaged resources.\n \n \n \n Clears all buffers for the current writer and causes any buffered data to be written to the underlying device.\n \n \n \n \n Provides internal logging to the NUnit framework\n \n \n \n \n Initializes a new instance of the class.\n \n The name.\n The log level.\n The writer where logs are sent.\n \n \n \n Logs the message at error level.\n \n The message.\n \n \n \n Logs the message at error level.\n \n The message.\n The message arguments.\n \n \n \n Logs the message at warm level.\n \n The message.\n \n \n \n Logs the message at warning level.\n \n The message.\n The message arguments.\n \n \n \n Logs the message at info level.\n \n The message.\n \n \n \n Logs the message at info level.\n \n The message.\n The message arguments.\n \n \n \n Logs the message at debug level.\n \n The message.\n \n \n \n Logs the message at debug level.\n \n The message.\n The message arguments.\n \n \n \n The MethodWrapper class wraps a MethodInfo so that it may\n be used in a platform-independent manner.\n \n \n \n \n Construct a MethodWrapper for a Type and a MethodInfo.\n \n \n \n \n Construct a MethodInfo for a given Type and method name.\n \n \n \n \n Gets the Type from which this method was reflected.\n \n \n \n \n Gets the MethodInfo for this method.\n \n \n \n \n Gets the name of the method.\n \n \n \n \n Gets a value indicating whether the method is abstract.\n \n \n \n \n Gets a value indicating whether the method is public.\n \n \n \n \n Gets a value indicating whether the method contains unassigned generic type parameters.\n \n \n \n \n Gets a value indicating whether the method is a generic method.\n \n \n \n \n Gets a value indicating whether the MethodInfo represents the definition of a generic method.\n \n \n \n \n Gets the return Type of the method.\n \n \n \n \n Gets the parameters of the method.\n \n \n \n \n \n Returns the Type arguments of a generic method or the Type parameters of a generic method definition.\n \n \n \n \n Replaces the type parameters of the method with the array of types provided and returns a new IMethodInfo.\n \n The type arguments to be used\n A new IMethodInfo with the type arguments replaced\n \n \n \n Returns an array of custom attributes of the specified type applied to this method\n \n \n \n \n Gets a value indicating whether one or more attributes of the spcified type are defined on the method.\n \n \n \n \n Invokes the method, converting any TargetInvocationException to an NUnitException.\n \n The object on which to invoke the method\n The argument list for the method\n The return value from the invoked method\n \n \n \n Override ToString() so that error messages in NUnit's own tests make sense\n \n \n \n \n The ParameterWrapper class wraps a ParameterInfo so that it may\n be used in a platform-independent manner.\n \n \n \n \n Construct a ParameterWrapper for a given method and parameter\n \n \n \n \n \n \n Gets a value indicating whether the parameter is optional\n \n \n \n \n Gets an IMethodInfo representing the method for which this is a parameter.\n \n \n \n \n Gets the underlying ParameterInfo\n \n \n \n \n Gets the Type of the parameter\n \n \n \n \n Returns an array of custom attributes of the specified type applied to this method\n \n \n \n \n Gets a value indicating whether one or more attributes of the specified type are defined on the parameter.\n \n \n \n \n TestNameGenerator is able to create test names according to\n a coded pattern.\n \n \n \n \n Default pattern used to generate names\n \n \n \n \n Construct a TestNameGenerator\n \n \n \n \n Construct a TestNameGenerator\n \n The pattern used by this generator.\n \n \n \n Get the display name for a TestMethod and it's arguments\n \n A TestMethod\n The display name\n \n \n \n Get the display name for a TestMethod and it's arguments\n \n A TestMethod\n Arguments to be used\n The display name\n \n \n \n The TypeWrapper class wraps a Type so it may be used in\n a platform-independent manner.\n \n \n \n \n Construct a TypeWrapper for a specified Type.\n \n \n \n \n Gets the underlying Type on which this TypeWrapper is based.\n \n \n \n \n Gets the base type of this type as an ITypeInfo\n \n \n \n \n Gets the Name of the Type\n \n \n \n \n Gets the FullName of the Type\n \n \n \n \n Gets the assembly in which the type is declared\n \n \n \n \n Gets the namespace of the Type\n \n \n \n \n Gets a value indicating whether the type is abstract.\n \n \n \n \n Gets a value indicating whether the Type is a generic Type\n \n \n \n \n Returns true if the Type wrapped is T\n \n \n \n \n Gets a value indicating whether the Type has generic parameters that have not been replaced by specific Types.\n \n \n \n \n Gets a value indicating whether the Type is a generic Type definition\n \n \n \n \n Gets a value indicating whether the type is sealed.\n \n \n \n \n Gets a value indicating whether this type represents a static class.\n \n \n \n \n Get the display name for this type\n \n \n \n \n Get the display name for an object of this type, constructed with the specified args.\n \n \n \n \n Returns a new ITypeInfo representing an instance of this generic Type using the supplied Type arguments\n \n \n \n \n Returns a Type representing a generic type definition from which this Type can be constructed.\n \n \n \n \n Returns an array of custom attributes of the specified type applied to this type\n \n \n \n \n Returns a value indicating whether the type has an attribute of the specified type.\n \n \n \n \n \n \n \n Returns a flag indicating whether this type has a method with an attribute of the specified type.\n \n \n \n \n \n \n Returns an array of IMethodInfos for methods of this Type\n that match the specified flags.\n \n \n \n \n Gets the public constructor taking the specified argument Types\n \n \n \n \n Returns a value indicating whether this Type has a public constructor taking the specified argument Types.\n \n \n \n \n Construct an object of this Type, using the specified arguments.\n \n \n \n \n Override ToString() so that error messages in NUnit's own tests make sense\n \n \n \n \n SetUpTearDownItem holds the setup and teardown methods\n for a single level of the inheritance hierarchy.\n \n \n \n \n Construct a SetUpTearDownNode\n \n A list of setup methods for this level\n A list teardown methods for this level\n \n \n \n Returns true if this level has any methods at all.\n This flag is used to discard levels that do nothing.\n \n \n \n \n Run SetUp on this level.\n \n The execution context to use for running.\n \n \n \n Run TearDown for this level.\n \n \n \n \n \n TestActionCommand runs the BeforeTest actions for a test,\n then runs the test and finally runs the AfterTestActions.\n \n \n \n \n Initializes a new instance of the class.\n \n The inner command.\n \n \n \n Runs the test, saving a TestResult in the supplied TestExecutionContext.\n \n The context in which the test should run.\n A TestResult\n \n \n \n TestActionItem represents a single execution of an\n ITestAction. It is used to track whether the BeforeTest\n method has been called and suppress calling the\n AfterTest method if it has not.\n \n \n \n \n Construct a TestActionItem\n \n The ITestAction to be included\n \n \n \n Run the BeforeTest method of the action and remember that it has been run.\n \n The test to which the action applies\n \n \n \n Run the AfterTest action, but only if the BeforeTest\n action was actually run.\n \n The test to which the action applies\n \n \n \n ContextSettingsCommand applies specified changes to the\n TestExecutionContext prior to running a test. No special\n action is needed after the test runs, since the prior\n context will be restored automatically.\n \n \n \n \n TODO: Documentation needed for class\n \n \n \n TODO: Documentation needed for field\n \n \n \n TODO: Documentation needed for constructor\n \n \n \n \n \n TODO: Documentation needed for class\n \n \n \n \n Initializes a new instance of the class.\n \n The inner command.\n The max time allowed in milliseconds\n \n \n \n Runs the test, saving a TestResult in the supplied TestExecutionContext\n \n The context in which the test should run.\n A TestResult\n \n \n \n OneTimeSetUpCommand runs any one-time setup methods for a suite,\n constructing the user test object if necessary.\n \n \n \n \n Constructs a OneTimeSetUpCommand for a suite\n \n The suite to which the command applies\n A SetUpTearDownList for use by the command\n A List of TestActionItems to be run after Setup\n \n \n \n Overridden to run the one-time setup for a suite.\n \n The TestExecutionContext to be used.\n A TestResult\n \n \n \n OneTimeTearDownCommand performs any teardown actions\n specified for a suite and calls Dispose on the user\n test object, if any.\n \n \n \n \n Construct a OneTimeTearDownCommand\n \n The test suite to which the command applies\n A SetUpTearDownList for use by the command\n A List of TestActionItems to be run before teardown.\n \n \n \n Overridden to run the teardown methods specified on the test.\n \n The TestExecutionContext to be used.\n A TestResult\n \n \n \n SetUpTearDownCommand runs any SetUp methods for a suite,\n runs the test and then runs any TearDown methods.\n \n \n \n \n Initializes a new instance of the class.\n \n The inner command.\n \n \n \n Runs the test, saving a TestResult in the supplied TestExecutionContext.\n \n The context in which the test should run.\n A TestResult\n \n \n \n TODO: Documentation needed for class\n \n \n \n \n Initializes a new instance of the class.\n \n The test being skipped.\n \n \n \n Overridden to simply set the CurrentResult to the\n appropriate Skipped state.\n \n The execution context for the test\n A TestResult\n \n \n \n TestCommand is the abstract base class for all test commands\n in the framework. A TestCommand represents a single stage in\n the execution of a test, e.g.: SetUp/TearDown, checking for\n Timeout, verifying the returned result from a method, etc.\n \n TestCommands may decorate other test commands so that the\n execution of a lower-level command is nested within that\n of a higher level command. All nested commands are executed\n synchronously, as a single unit. Scheduling test execution\n on separate threads is handled at a higher level, using the\n task dispatcher.\n \n \n \n \n Construct a TestCommand for a test.\n \n The test to be executed\n \n \n \n Gets the test associated with this command.\n \n \n \n \n Runs the test in a specified context, returning a TestResult.\n \n The TestExecutionContext to be used for running the test.\n A TestResult\n \n \n \n TestMethodCommand is the lowest level concrete command\n used to run actual test cases.\n \n \n \n \n Initializes a new instance of the class.\n \n The test.\n \n \n \n Runs the test, saving a TestResult in the execution context, as\n well as returning it. If the test has an expected result, it\n is asserts on that value. Since failed tests and errors throw\n an exception, this command must be wrapped in an outer command,\n will handle that exception and records the failure. This role\n is usually played by the SetUpTearDown command.\n \n The execution context\n \n \n \n TheoryResultCommand adjusts the result of a Theory so that\n it fails if all the results were inconclusive.\n \n \n \n \n Constructs a TheoryResultCommand \n \n The command to be wrapped by this one\n \n \n \n Overridden to call the inner command and adjust the result\n in case all chlid results were inconclusive.\n \n \n \n \n \n \n The CommandStage enumeration represents the defined stages\n of execution for a series of TestCommands. The int _values\n of the enum are used to apply decorators in the proper \n order. Lower _values are applied first and are therefore\n \"closer\" to the actual test execution.\n \n \n No CommandStage is defined for actual invocation of the test or\n for creation of the context. Execution may be imagined as \n proceeding from the bottom of the list upwards, with cleanup\n after the test running in the opposite order.\n \n \n \n \n Use an application-defined default value.\n \n \n \n \n Make adjustments needed before and after running\n the raw test - that is, after any SetUp has run\n and before TearDown.\n \n \n \n \n Run SetUp and TearDown for the test. This stage is used\n internally by NUnit and should not normally appear\n in user-defined decorators.\n \n \n \n \n Make adjustments needed before and after running \n the entire test - including SetUp and TearDown.\n \n \n \n \n TextMessageWriter writes constraint descriptions and messages\n in displayable form as a text stream. It tailors the display\n of individual message components to form the standard message\n format of NUnit assertion failure messages.\n \n \n \n \n Prefix used for the expected value line of a message\n \n \n \n \n Prefix used for the actual value line of a message\n \n \n \n \n Length of a message prefix\n \n \n \n \n Construct a TextMessageWriter\n \n \n \n \n Construct a TextMessageWriter, specifying a user message\n and optional formatting arguments.\n \n \n \n \n \n \n Gets or sets the maximum line length for this writer\n \n \n \n \n Method to write single line message with optional args, usually\n written to precede the general failure message, at a given \n indentation level.\n \n The indentation level of the message\n The message to be written\n Any arguments used in formatting the message\n \n \n \n Display Expected and Actual lines for a constraint. This\n is called by MessageWriter's default implementation of \n WriteMessageTo and provides the generic two-line display. \n \n The result of the constraint that failed\n \n \n \n Display Expected and Actual lines for given _values. This\n method may be called by constraints that need more control over\n the display of actual and expected _values than is provided\n by the default implementation.\n \n The expected value\n The actual value causing the failure\n \n \n \n Display Expected and Actual lines for given _values, including\n a tolerance value on the expected line.\n \n The expected value\n The actual value causing the failure\n The tolerance within which the test was made\n \n \n \n Display the expected and actual string _values on separate lines.\n If the mismatch parameter is >=0, an additional line is displayed\n line containing a caret that points to the mismatch point.\n \n The expected string value\n The actual string value\n The point at which the strings don't match or -1\n If true, case is ignored in string comparisons\n If true, clip the strings to fit the max line length\n \n \n \n Writes the text for an actual value.\n \n The actual value.\n \n \n \n Writes the text for a generalized value.\n \n The value.\n \n \n \n Writes the text for a collection value,\n starting at a particular point, to a max length\n \n The collection containing elements to write.\n The starting point of the elements to write\n The maximum number of elements to write\n \n \n \n Write the generic 'Expected' line for a constraint\n \n The constraint that failed\n \n \n \n Write the generic 'Expected' line for a given value\n \n The expected value\n \n \n \n Write the generic 'Expected' line for a given value\n and tolerance.\n \n The expected value\n The tolerance within which the test was made\n \n \n \n Write the generic 'Actual' line for a constraint\n \n The ConstraintResult for which the actual value is to be written\n \n \n \n Write the generic 'Actual' line for a given value\n \n The actual value causing a failure\n \n \n \n GenericMethodHelper is able to deduce the Type arguments for\n a generic method from the actual arguments provided.\n \n \n \n \n Construct a GenericMethodHelper for a method\n \n MethodInfo for the method to examine\n \n \n \n Return the type argments for the method, deducing them\n from the arguments actually provided.\n \n The arguments to the method\n An array of type arguments.\n \n \n \n InvalidTestFixtureException is thrown when an appropriate test\n fixture constructor using the provided arguments cannot be found.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the class.\n \n The message.\n \n \n \n Initializes a new instance of the class.\n \n The message.\n The inner.\n \n \n \n Serialization Constructor\n \n \n \n \n Randomizer returns a set of random _values in a repeatable\n way, to allow re-running of tests if necessary. It extends\n the .NET Random class, providing random values for a much\n wider range of types.\n \n The class is used internally by the framework to generate \n test case data and is also exposed for use by users through \n the TestContext.Random property.\n \n \n For consistency with the underlying Random Type, methods \n returning a single value use the prefix \"Next...\" Those\n without an argument return a non-negative value up to\n the full positive range of the Type. Overloads are provided\n for specifying a maximum or a range. Methods that return\n arrays or strings use the prefix \"Get...\" to avoid \n confusion with the single-value methods.\n \n \n \n \n Initial seed used to create randomizers for this run\n \n \n \n \n Get a Randomizer for a particular member, returning\n one that has already been created if it exists.\n This ensures that the same _values are generated\n each time the tests are reloaded.\n \n \n \n \n Get a randomizer for a particular parameter, returning\n one that has already been created if it exists.\n This ensures that the same values are generated\n each time the tests are reloaded.\n \n \n \n \n Create a new Randomizer using the next seed\n available to ensure that each randomizer gives\n a unique sequence of values.\n \n \n \n \n \n Default constructor\n \n \n \n \n Construct based on seed value\n \n \n \n \n \n Returns a random unsigned int.\n \n \n \n \n Returns a random unsigned int less than the specified maximum.\n \n \n \n \n Returns a random unsigned int within a specified range.\n \n \n \n \n Returns a non-negative random short.\n \n \n \n \n Returns a non-negative random short less than the specified maximum.\n \n \n \n \n Returns a non-negative random short within a specified range.\n \n \n \n \n Returns a random unsigned short.\n \n \n \n \n Returns a random unsigned short less than the specified maximum.\n \n \n \n \n Returns a random unsigned short within a specified range.\n \n \n \n \n Returns a random long.\n \n \n \n \n Returns a random long less than the specified maximum.\n \n \n \n \n Returns a non-negative random long within a specified range.\n \n \n \n \n Returns a random ulong.\n \n \n \n \n Returns a random ulong less than the specified maximum.\n \n \n \n \n Returns a non-negative random long within a specified range.\n \n \n \n \n Returns a random Byte\n \n \n \n \n Returns a random Byte less than the specified maximum.\n \n \n \n \n Returns a random Byte within a specified range\n \n \n \n \n Returns a random SByte\n \n \n \n \n Returns a random sbyte less than the specified maximum.\n \n \n \n \n Returns a random sbyte within a specified range\n \n \n \n \n Returns a random bool\n \n \n \n \n Returns a random bool based on the probablility a true result\n \n \n \n \n Returns a random double between 0.0 and the specified maximum.\n \n \n \n \n Returns a random double within a specified range.\n \n \n \n \n Returns a random float.\n \n \n \n \n Returns a random float between 0.0 and the specified maximum.\n \n \n \n \n Returns a random float within a specified range.\n \n \n \n \n Returns a random enum value of the specified Type as an object.\n \n \n \n \n Returns a random enum value of the specified Type.\n \n \n \n \n Default characters for random functions.\n \n Default characters are the English alphabet (uppercase &amp; lowercase), arabic numerals, and underscore\n \n \n \n Generate a random string based on the characters from the input string.\n \n desired length of output string.\n string representing the set of characters from which to construct the resulting string\n A random string of arbitrary length\n \n \n \n Generate a random string based on the characters from the input string.\n \n desired length of output string.\n A random string of arbitrary length\n Uses DefaultStringChars as the input character set \n \n \n \n Generate a random string based on the characters from the input string.\n \n A random string of the default length\n Uses DefaultStringChars as the input character set \n \n \n \n Returns a random decimal.\n \n \n \n \n Returns a random decimal between positive zero and the specified maximum.\n \n \n \n \n Returns a random decimal within a specified range, which is not\n permitted to exceed decimal.MaxVal in the current implementation.\n \n \n A limitation of this implementation is that the range from min\n to max must not exceed decimal.MaxVal.\n \n \n \n \n StackFilter class is used to remove internal NUnit\n entries from a stack trace so that the resulting\n trace provides better information about the test.\n \n \n \n \n Filters a raw stack trace and returns the result.\n \n The original stack trace\n A filtered stack trace\n \n \n \n Provides methods to support legacy string comparison methods.\n \n \n \n \n Compares two strings for equality, ignoring case if requested.\n \n The first string.\n The second string..\n if set to true, the case of the letters in the strings is ignored.\n Zero if the strings are equivalent, a negative number if strA is sorted first, a positive number if\n strB is sorted first\n \n \n \n Compares two strings for equality, ignoring case if requested.\n \n The first string.\n The second string..\n if set to true, the case of the letters in the strings is ignored.\n True if the strings are equivalent, false if not.\n \n \n \n The TestCaseParameters class encapsulates method arguments and\n other selected parameters needed for constructing\n a parameterized test case.\n \n \n \n \n Default Constructor creates an empty parameter set\n \n \n \n \n Construct a non-runnable ParameterSet, specifying\n the provider exception that made it invalid.\n \n \n \n \n Construct a parameter set with a list of arguments\n \n \n \n \n \n Construct a ParameterSet from an object implementing ITestCaseData\n \n \n \n \n \n Type arguments used to create a generic fixture instance\n \n \n \n \n TestParameters is the abstract base class for all classes\n that know how to provide data for constructing a test.\n \n \n \n \n Default Constructor creates an empty parameter set\n \n \n \n \n Construct a parameter set with a list of arguments\n \n \n \n \n \n Construct a non-runnable ParameterSet, specifying\n the provider exception that made it invalid.\n \n \n \n \n Construct a ParameterSet from an object implementing ITestData\n \n \n \n \n \n The RunState for this set of parameters.\n \n \n \n \n The arguments to be used in running the test,\n which must match the method signature.\n \n \n \n \n A name to be used for this test case in lieu\n of the standard generated name containing\n the argument list.\n \n \n \n \n Gets the property dictionary for this test\n \n \n \n \n Applies ParameterSet _values to the test itself.\n \n A test.\n \n \n \n The original arguments provided by the user,\n used for display purposes.\n \n \n \n \n Enumeration indicating whether the tests are \n running normally or being cancelled.\n \n \n \n \n Running normally with no stop requested\n \n \n \n \n A graceful stop has been requested\n \n \n \n \n A forced stop has been requested\n \n \n \n \n The PropertyNames class provides static constants for the\n standard property ids that NUnit uses on tests.\n \n \n \n \n The FriendlyName of the AppDomain in which the assembly is running\n \n \n \n \n The selected strategy for joining parameter data into test cases\n \n \n \n \n The process ID of the executing assembly\n \n \n \n \n The stack trace from any data provider that threw\n an exception.\n \n \n \n \n The reason a test was not run\n \n \n \n \n The author of the tests\n \n \n \n \n The ApartmentState required for running the test\n \n \n \n \n The categories applying to a test\n \n \n \n \n The Description of a test\n \n \n \n \n The number of threads to be used in running tests\n \n \n \n \n The maximum time in ms, above which the test is considered to have failed\n \n \n \n \n The ParallelScope associated with a test\n \n \n \n \n The number of times the test should be repeated\n \n \n \n \n Indicates that the test should be run on a separate thread\n \n \n \n \n The culture to be set for a test\n \n \n \n \n The UI culture to be set for a test\n \n \n \n \n The type that is under test\n \n \n \n \n The timeout value for the test\n \n \n \n \n The test will be ignored until the given date\n \n \n \n \n The optional Order the test will run in\n \n \n \n \n CultureDetector is a helper class used by NUnit to determine\n whether a test should be run based on the current culture.\n \n \n \n \n Default constructor uses the current culture.\n \n \n \n \n Construct a CultureDetector for a particular culture for testing.\n \n The culture to be used\n \n \n \n Test to determine if one of a collection of cultures\n is being used currently.\n \n \n \n \n \n \n Tests to determine if the current culture is supported\n based on a culture attribute.\n \n The attribute to examine\n \n \n \n \n Test to determine if the a particular culture or comma-\n delimited set of cultures is in use.\n \n Name of the culture or comma-separated list of culture ids\n True if the culture is in use on the system\n \n \n \n Return the last failure reason. Results are not\n defined if called before IsSupported( Attribute )\n is called.\n \n \n \n \n ExceptionHelper provides static methods for working with exceptions\n \n \n \n \n Rethrows an exception, preserving its stack trace\n \n The exception to rethrow\n \n \n \n Builds up a message, using the Message field of the specified exception\n as well as any InnerExceptions.\n \n The exception.\n A combined message string.\n \n \n \n Builds up a message, using the Message field of the specified exception\n as well as any InnerExceptions.\n \n The exception.\n A combined stack trace.\n \n \n \n Gets the stack trace of the exception.\n \n The exception.\n A string representation of the stack trace.\n \n \n \n InvalidTestFixtureException is thrown when an appropriate test\n fixture constructor using the provided arguments cannot be found.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the class.\n \n The message.\n \n \n \n Initializes a new instance of the class.\n \n The message.\n The inner.\n \n \n \n Serialization Constructor\n \n \n \n \n Thrown when an assertion failed. Here to preserve the inner\n exception and hence its stack trace.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the class.\n \n The error message that explains \n the reason for the exception\n \n \n \n Initializes a new instance of the class.\n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n OSPlatform represents a particular operating system platform\n \n \n \n \n Platform ID for Unix as defined by Microsoft .NET 2.0 and greater\n \n \n \n \n Platform ID for Unix as defined by Mono\n \n \n \n \n Platform ID for XBox as defined by .NET and Mono, but not CF\n \n \n \n \n Platform ID for MacOSX as defined by .NET and Mono, but not CF\n \n \n \n \n Get the OSPlatform under which we are currently running\n \n \n \n \n Gets the actual OS Version, not the incorrect value that might be \n returned for Win 8.1 and Win 10\n \n \n If an application is not manifested as Windows 8.1 or Windows 10,\n the version returned from Environment.OSVersion will not be 6.3 and 10.0\n respectively, but will be 6.2 and 6.3. The correct value can be found in\n the registry.\n \n The original version\n The correct OS version\n \n \n \n Product Type Enumeration used for Windows\n \n \n \n \n Product type is unknown or unspecified\n \n \n \n \n Product type is Workstation\n \n \n \n \n Product type is Domain Controller\n \n \n \n \n Product type is Server\n \n \n \n \n Construct from a platform ID and version\n \n \n \n \n Construct from a platform ID, version and product type\n \n \n \n \n Get the platform ID of this instance\n \n \n \n \n Get the Version of this instance\n \n \n \n \n Get the Product Type of this instance\n \n \n \n \n Return true if this is a windows platform\n \n \n \n \n Return true if this is a Unix or Linux platform\n \n \n \n \n Return true if the platform is Win32S\n \n \n \n \n Return true if the platform is Win32Windows\n \n \n \n \n Return true if the platform is Win32NT\n \n \n \n \n Return true if the platform is Windows CE\n \n \n \n \n Return true if the platform is Xbox\n \n \n \n \n Return true if the platform is MacOSX\n \n \n \n \n Return true if the platform is Windows 95\n \n \n \n \n Return true if the platform is Windows 98\n \n \n \n \n Return true if the platform is Windows ME\n \n \n \n \n Return true if the platform is NT 3\n \n \n \n \n Return true if the platform is NT 4\n \n \n \n \n Return true if the platform is NT 5\n \n \n \n \n Return true if the platform is Windows 2000\n \n \n \n \n Return true if the platform is Windows XP\n \n \n \n \n Return true if the platform is Windows 2003 Server\n \n \n \n \n Return true if the platform is NT 6\n \n \n \n \n Return true if the platform is NT 6.0\n \n \n \n \n Return true if the platform is NT 6.1\n \n \n \n \n Return true if the platform is NT 6.2\n \n \n \n \n Return true if the platform is NT 6.3\n \n \n \n \n Return true if the platform is Vista\n \n \n \n \n Return true if the platform is Windows 2008 Server (original or R2)\n \n \n \n \n Return true if the platform is Windows 2008 Server (original)\n \n \n \n \n Return true if the platform is Windows 2008 Server R2\n \n \n \n \n Return true if the platform is Windows 2012 Server (original or R2)\n \n \n \n \n Return true if the platform is Windows 2012 Server (original)\n \n \n \n \n Return true if the platform is Windows 2012 Server R2\n \n \n \n \n Return true if the platform is Windows 7\n \n \n \n \n Return true if the platform is Windows 8\n \n \n \n \n Return true if the platform is Windows 8.1\n \n \n \n \n Return true if the platform is Windows 10\n \n \n \n \n Return true if the platform is Windows Server. This is named Windows\n Server 10 to distinguish it from previous versions of Windows Server.\n \n \n \n \n The TestCaseParameters class encapsulates method arguments and\n other selected parameters needed for constructing\n a parameterized test case.\n \n \n \n \n The expected result to be returned\n \n \n \n \n Default Constructor creates an empty parameter set\n \n \n \n \n Construct a non-runnable ParameterSet, specifying\n the provider exception that made it invalid.\n \n \n \n \n Construct a parameter set with a list of arguments\n \n \n \n \n \n Construct a ParameterSet from an object implementing ITestCaseData\n \n \n \n \n \n The expected result of the test, which\n must match the method return type.\n \n \n \n \n Gets a value indicating whether an expected result was specified.\n \n \n \n \n PlatformHelper class is used by the PlatformAttribute class to \n determine whether a platform is supported.\n \n \n \n \n Comma-delimited list of all supported OS platform constants\n \n \n \n \n Comma-delimited list of all supported Runtime platform constants\n \n \n \n \n Default constructor uses the operating system and\n common language runtime of the system.\n \n \n \n \n Construct a PlatformHelper for a particular operating\n system and common language runtime. Used in testing.\n \n OperatingSystem to be used\n RuntimeFramework to be used\n \n \n \n Test to determine if one of a collection of platforms\n is being used currently.\n \n \n \n \n \n \n Tests to determine if the current platform is supported\n based on a platform attribute.\n \n The attribute to examine\n \n \n \n \n Tests to determine if the current platform is supported\n based on a platform attribute.\n \n The attribute to examine\n \n \n \n \n Test to determine if the a particular platform or comma-\n delimited set of platforms is in use.\n \n Name of the platform or comma-separated list of platform ids\n True if the platform is in use on the system\n \n \n \n Return the last failure reason. Results are not\n defined if called before IsSupported( Attribute )\n is called.\n \n \n \n \n A PropertyBag represents a collection of name value pairs\n that allows duplicate entries with the same key. Methods\n are provided for adding a new pair as well as for setting\n a key to a single value. All keys are strings but _values\n may be of any type. Null _values are not permitted, since\n a null entry represents the absence of the key.\n \n \n \n \n Adds a key/value pair to the property set\n \n The key\n The value\n \n \n \n Sets the value for a key, removing any other\n _values that are already in the property set.\n \n \n \n \n \n \n Gets a single value for a key, using the first\n one if multiple _values are present and returning\n null if the value is not found.\n \n \n \n \n \n \n Gets a flag indicating whether the specified key has\n any entries in the property set.\n \n The key to be checked\n \n True if their are _values present, otherwise false\n \n \n \n \n Gets a collection containing all the keys in the property set\n \n \n \n \n \n Gets or sets the list of _values for a particular key\n \n \n \n \n Returns an XmlNode representating the current PropertyBag.\n \n Not used\n An XmlNode representing the PropertyBag\n \n \n \n Returns an XmlNode representing the PropertyBag after\n adding it as a child of the supplied parent node.\n \n The parent node.\n Not used\n \n \n \n \n Helper methods for inspecting a type by reflection. \n \n Many of these methods take ICustomAttributeProvider as an \n argument to avoid duplication, even though certain attributes can \n only appear on specific types of members, like MethodInfo or Type.\n \n In the case where a type is being examined for the presence of\n an attribute, interface or named member, the Reflect methods\n operate with the full name of the member being sought. This\n removes the necessity of the caller having a reference to the\n assembly that defines the item being sought and allows the\n NUnit core to inspect assemblies that reference an older\n version of the NUnit framework.\n \n \n \n \n Examine a fixture type and return an array of methods having a \n particular attribute. The array is order with base methods first.\n \n The type to examine\n The attribute Type to look for\n Specifies whether to search the fixture type inheritance chain\n The array of methods found\n \n \n \n Examine a fixture type and return true if it has a method with\n a particular attribute. \n \n The type to examine\n The attribute Type to look for\n True if found, otherwise false\n \n \n \n Invoke the default constructor on a Type\n \n The Type to be constructed\n An instance of the Type\n \n \n \n Invoke a constructor on a Type with arguments\n \n The Type to be constructed\n Arguments to the constructor\n An instance of the Type\n \n \n \n Returns an array of types from an array of objects.\n Used because the compact framework doesn't support\n Type.GetTypeArray()\n \n An array of objects\n An array of Types\n \n \n \n Invoke a parameterless method returning void on an object.\n \n A MethodInfo for the method to be invoked\n The object on which to invoke the method\n \n \n \n Invoke a method, converting any TargetInvocationException to an NUnitException.\n \n A MethodInfo for the method to be invoked\n The object on which to invoke the method\n The argument list for the method\n The return value from the invoked method\n \n \n \n \n \n \n \n \n The TestResult class represents the result of a test.\n \n \n \n \n Error message for when child tests have errors\n \n \n \n \n Error message for when child tests are ignored\n \n \n \n \n The minimum duration for tests\n \n \n \n \n Aggregate assertion count\n \n \n \n \n Construct a test result given a Test\n \n The test to be used\n \n \n \n Gets the test with which this result is associated.\n \n \n \n \n Gets the ResultState of the test result, which \n indicates the success or failure of the test.\n \n \n \n \n Gets the name of the test result\n \n \n \n \n Gets the full name of the test result\n \n \n \n \n Gets or sets the elapsed time for running the test in seconds\n \n \n \n \n Gets or sets the time the test started running.\n \n \n \n \n Gets or sets the time the test finished running.\n \n \n \n \n Gets the message associated with a test\n failure or with not running the test\n \n \n \n \n Gets any stacktrace associated with an\n error or failure.\n \n \n \n \n Gets or sets the count of asserts executed\n when running the test.\n \n \n \n \n Gets the number of test cases that failed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that passed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were skipped\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were inconclusive\n when running the test and all its children.\n \n \n \n \n Indicates whether this result has any child results.\n \n \n \n \n Gets the collection of child results.\n \n \n \n \n Gets a TextWriter, which will write output to be included in the result.\n \n \n \n \n Gets any text output written to this result.\n \n \n \n \n Returns the Xml representation of the result.\n \n If true, descendant results are included\n An XmlNode representing the result\n \n \n \n Adds the XML representation of the result as a child of the\n supplied parent node..\n \n The parent node.\n If true, descendant results are included\n \n \n \n \n Set the result of the test\n \n The ResultState to use in the result\n \n \n \n Set the result of the test\n \n The ResultState to use in the result\n A message associated with the result state\n \n \n \n Set the result of the test\n \n The ResultState to use in the result\n A message associated with the result state\n Stack trace giving the location of the command\n \n \n \n Set the test result based on the type of exception thrown\n \n The exception that was thrown\n \n \n \n Set the test result based on the type of exception thrown\n \n The exception that was thrown\n THe FailureSite to use in the result\n \n \n \n RecordTearDownException appends the message and stacktrace\n from an exception arising during teardown of the test\n to any previously recorded information, so that any\n earlier failure information is not lost. Note that\n calling Assert.Ignore, Assert.Inconclusive, etc. during\n teardown is treated as an error. If the current result\n represents a suite, it may show a teardown error even\n though all contained tests passed.\n \n The Exception to be recorded\n \n \n \n Adds a reason element to a node and returns it.\n \n The target node.\n The new reason element.\n \n \n \n Adds a failure element to a node and returns it.\n \n The target node.\n The new failure element.\n \n \n \n Enumeration identifying a common language\n runtime implementation.\n \n \n \n Any supported runtime framework\n \n \n Microsoft .NET Framework\n \n \n Microsoft .NET Compact Framework\n \n \n Microsoft Shared Source CLI\n \n \n Mono\n \n \n Silverlight\n \n \n MonoTouch\n \n \n \n RuntimeFramework represents a particular version\n of a common language runtime implementation.\n \n \n \n \n DefaultVersion is an empty Version, used to indicate that\n NUnit should select the CLR version to use for the test.\n \n \n \n \n Construct from a runtime type and version. If the version has\n two parts, it is taken as a framework version. If it has three\n or more, it is taken as a CLR version. In either case, the other\n version is deduced based on the runtime type and provided version.\n \n The runtime type of the framework\n The version of the framework\n \n \n \n Static method to return a RuntimeFramework object\n for the framework that is currently in use.\n \n \n \n \n The type of this runtime framework\n \n \n \n \n The framework version for this runtime framework\n \n \n \n \n The CLR version for this runtime framework\n \n \n \n \n Return true if any CLR version may be used in\n matching this RuntimeFramework object.\n \n \n \n \n Returns the Display name for this framework\n \n \n \n \n Parses a string representing a RuntimeFramework.\n The string may be just a RuntimeType name or just\n a Version or a hyphenated RuntimeType-Version or\n a Version prefixed by 'versionString'.\n \n \n \n \n \n \n Overridden to return the short name of the framework\n \n \n \n \n \n Returns true if the current framework matches the\n one supplied as an argument. Two frameworks match\n if their runtime types are the same or either one\n is RuntimeType.Any and all specified version components\n are equal. Negative (i.e. unspecified) version\n components are ignored.\n \n The RuntimeFramework to be matched.\n True on match, otherwise false\n \n \n \n Helper class used to save and restore certain static or\n singleton settings in the environment that affect tests\n or which might be changed by the user tests.\n \n An internal class is used to hold settings and a stack\n of these objects is pushed and popped as Save and Restore\n are called.\n \n \n \n \n Link to a prior saved context\n \n \n \n \n Indicates that a stop has been requested\n \n \n \n \n The event listener currently receiving notifications\n \n \n \n \n The number of assertions for the current test\n \n \n \n \n The current culture\n \n \n \n \n The current UI culture\n \n \n \n \n The current test result\n \n \n \n \n The current Principal.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the class.\n \n An existing instance of TestExecutionContext.\n \n \n \n Gets and sets the current context.\n \n \n \n \n Get the current context or return null if none is found.\n \n \n \n \n \n Clear the current context. This is provided to\n prevent \"leakage\" of the CallContext containing\n the current context back to any runners.\n \n \n \n \n Gets or sets the current test\n \n \n \n \n The time the current test started execution\n \n \n \n \n The time the current test started in Ticks\n \n \n \n \n Gets or sets the current test result\n \n \n \n \n Gets a TextWriter that will send output to the current test result.\n \n \n \n \n The current test object - that is the user fixture\n object on which tests are being executed.\n \n \n \n \n Get or set the working directory\n \n \n \n \n Get or set indicator that run should stop on the first error\n \n \n \n \n Gets an enum indicating whether a stop has been requested.\n \n \n \n \n The current test event listener\n \n \n \n \n The current WorkItemDispatcher. Made public for \n use by nunitlite.tests\n \n \n \n \n The ParallelScope to be used by tests running in this context.\n For builds with out the parallel feature, it has no effect.\n \n \n \n \n The unique name of the worker that spawned the context.\n For builds with out the parallel feature, it is null.\n \n \n \n \n Gets the RandomGenerator specific to this Test\n \n \n \n \n Gets the assert count.\n \n The assert count.\n \n \n \n Gets or sets the test case timeout value\n \n \n \n \n Gets a list of ITestActions set by upstream tests\n \n \n \n \n Saves or restores the CurrentCulture\n \n \n \n \n Saves or restores the CurrentUICulture\n \n \n \n \n Gets or sets the current for the Thread.\n \n \n \n \n The current head of the ValueFormatter chain, copied from MsgUtils.ValueFormatter\n \n \n \n \n If true, all tests must run on the same thread. No new thread may be spawned.\n \n \n \n \n Record any changes in the environment made by\n the test code in the execution context so it\n will be passed on to lower level tests.\n \n \n \n \n Set up the execution environment to match a context.\n Note that we may be running on the same thread where the\n context was initially created or on a different thread.\n \n \n \n \n Increments the assert count by one.\n \n \n \n \n Increments the assert count by a specified amount.\n \n \n \n \n Adds a new ValueFormatterFactory to the chain of formatters\n \n The new factory\n \n \n \n Obtain lifetime service object\n \n \n \n \n \n Interface to be implemented by filters applied to tests.\n The filter applies when running the test, after it has been\n loaded, since this is the only time an ITest exists.\n \n \n \n \n Unique Empty filter.\n \n \n \n \n Indicates whether this is the EmptyFilter\n \n \n \n \n Indicates whether this is a top-level filter,\n not contained in any other filter.\n \n \n \n \n Determine if a particular test passes the filter criteria. The default \n implementation checks the test itself, its parents and any descendants.\n \n Derived classes may override this method or any of the Match methods\n to change the behavior of the filter.\n \n The test to which the filter is applied\n True if the test passes the filter, otherwise false\n \n \n \n Determine if a test matches the filter expicitly. That is, it must\n be a direct match of the test itself or one of it's children.\n \n The test to which the filter is applied\n True if the test matches the filter explicityly, otherwise false\n \n \n \n Determine whether the test itself matches the filter criteria, without\n examining either parents or descendants. This is overridden by each\n different type of filter to perform the necessary tests.\n \n The test to which the filter is applied\n True if the filter matches the any parent of the test\n \n \n \n Determine whether any ancestor of the test matches the filter criteria\n \n The test to which the filter is applied\n True if the filter matches the an ancestor of the test\n \n \n \n Determine whether any descendant of the test matches the filter criteria.\n \n The test to be matched\n True if at least one descendant matches the filter criteria\n \n \n \n Create a TestFilter instance from an xml representation.\n \n \n \n \n Create a TestFilter from it's TNode representation\n \n \n \n \n Nested class provides an empty filter - one that always\n returns true when called. It never matches explicitly.\n \n \n \n \n Adds an XML node\n \n True if recursive\n The added XML node\n \n \n \n Adds an XML node\n \n Parent node\n True if recursive\n The added XML node\n \n \n \n TestListener provides an implementation of ITestListener that\n does nothing. It is used only through its NULL property.\n \n \n \n \n Called when a test has just started\n \n The test that is starting\n \n \n \n Called when a test case has finished\n \n The result of the test\n \n \n \n Called when a test produces output for immediate display\n \n A TestOutput object containing the text to display\n \n \n \n Construct a new TestListener - private so it may not be used.\n \n \n \n \n Get a listener that does nothing\n \n \n \n \n TestProgressReporter translates ITestListener events into\n the async callbacks that are used to inform the client\n software about the progress of a test run.\n \n \n \n \n Initializes a new instance of the class.\n \n The callback handler to be used for reporting progress.\n \n \n \n Called when a test has just started\n \n The test that is starting\n \n \n \n Called when a test has finished. Sends a result summary to the callback.\n to \n \n The result of the test\n \n \n \n Called when a test produces output for immediate display\n \n A TestOutput object containing the text to display\n \n \n \n Returns the parent test item for the targer test item if it exists\n \n \n parent test item\n \n \n \n Makes a string safe for use as an attribute, replacing\n characters characters that can't be used with their\n corresponding xml representations.\n \n The string to be used\n A new string with the _values replaced\n \n \n \n ParameterizedFixtureSuite serves as a container for the set of test \n fixtures created from a given Type using various parameters.\n \n \n \n \n Initializes a new instance of the class.\n \n The ITypeInfo for the type that represents the suite.\n \n \n \n Gets a string representing the type of test\n \n \n \n \n \n ParameterizedMethodSuite holds a collection of individual\n TestMethods with their arguments applied.\n \n \n \n \n Construct from a MethodInfo\n \n \n \n \n \n Gets a string representing the type of test\n \n \n \n \n \n SetUpFixture extends TestSuite and supports\n Setup and TearDown methods.\n \n \n \n \n Initializes a new instance of the class.\n \n The type.\n \n \n \n The Test abstract class represents a test within the framework.\n \n \n \n \n Static value to seed ids. It's started at 1000 so any\n uninitialized ids will stand out.\n \n \n \n \n The SetUp methods.\n \n \n \n \n The teardown methods\n \n \n \n \n Used to cache the declaring type for this MethodInfo\n \n \n \n \n Method property backing field\n \n \n \n \n Constructs a test given its name\n \n The name of the test\n \n \n \n Constructs a test given the path through the\n test hierarchy to its parent and a name.\n \n The parent tests full name\n The name of the test\n \n \n \n TODO: Documentation needed for constructor\n \n \n \n \n \n Construct a test from a MethodInfo\n \n \n \n \n \n Gets or sets the id of the test\n \n \n \n \n \n Gets or sets the name of the test\n \n \n \n \n Gets or sets the fully qualified name of the test\n \n \n \n \n \n Gets the name of the class where this test was declared.\n Returns null if the test is not associated with a class.\n \n \n \n \n Gets the name of the method implementing this test.\n Returns null if the test is not implemented as a method.\n \n \n \n \n Gets the TypeInfo of the fixture used in running this test\n or null if no fixture type is associated with it.\n \n \n \n \n Gets a MethodInfo for the method implementing this test.\n Returns null if the test is not implemented as a method.\n \n \n \n \n Whether or not the test should be run\n \n \n \n \n Gets the name used for the top-level element in the\n XML representation of this test\n \n \n \n \n Gets a string representing the type of test. Used as an attribute\n value in the XML representation of a test and has no other\n function in the framework.\n \n \n \n \n Gets a count of test cases represented by\n or contained under this test.\n \n \n \n \n Gets the properties for this test\n \n \n \n \n Returns true if this is a TestSuite\n \n \n \n \n Gets a bool indicating whether the current test\n has any descendant tests.\n \n \n \n \n Gets the parent as a Test object.\n Used by the core to set the parent.\n \n \n \n \n Gets this test's child tests\n \n A list of child tests\n \n \n \n Gets or sets a fixture object for running this test.\n \n \n \n \n Static prefix used for ids in this AppDomain.\n Set by FrameworkController.\n \n \n \n \n Gets or Sets the Int value representing the seed for the RandomGenerator\n \n \n \n \n \n Creates a TestResult for this test.\n \n A TestResult suitable for this type of test.\n \n \n \n Modify a newly constructed test by applying any of NUnit's common\n attributes, based on a supplied ICustomAttributeProvider, which is\n usually the reflection element from which the test was constructed,\n but may not be in some instances. The attributes retrieved are \n saved for use in subsequent operations.\n \n An object implementing ICustomAttributeProvider\n \n \n \n Add standard attributes and members to a test node.\n \n \n \n \n \n \n Returns the Xml representation of the test\n \n If true, include child tests recursively\n \n \n \n \n Returns an XmlNode representing the current result after\n adding it as a child of the supplied parent node.\n \n The parent node.\n If true, descendant results are included\n \n \n \n \n Compares this test to another test for sorting purposes\n \n The other test\n Value of -1, 0 or +1 depending on whether the current test is less than, equal to or greater than the other test\n \n \n \n TestAssembly is a TestSuite that represents the execution\n of tests in a managed assembly.\n \n \n \n \n Initializes a new instance of the class\n specifying the Assembly and the path from which it was loaded.\n \n The assembly this test represents.\n The path used to load the assembly.\n \n \n \n Initializes a new instance of the class\n for a path which could not be loaded.\n \n The path used to load the assembly.\n \n \n \n Gets the Assembly represented by this instance.\n \n \n \n \n Gets the name used for the top-level element in the\n XML representation of this test\n \n \n \n \n TestFixture is a surrogate for a user test fixture class,\n containing one or more tests.\n \n \n \n \n Initializes a new instance of the class.\n \n Type of the fixture.\n \n \n \n The TestMethod class represents a Test implemented as a method.\n \n \n \n \n The ParameterSet used to create this test method\n \n \n \n \n Initializes a new instance of the class.\n \n The method to be used as a test.\n \n \n \n Initializes a new instance of the class.\n \n The method to be used as a test.\n The suite or fixture to which the new test will be added\n \n \n \n Overridden to return a TestCaseResult.\n \n A TestResult for this test.\n \n \n \n Gets a bool indicating whether the current test\n has any descendant tests.\n \n \n \n \n Returns a TNode representing the current result after\n adding it as a child of the supplied parent node.\n \n The parent node.\n If true, descendant results are included\n \n \n \n \n Gets this test's child tests\n \n A list of child tests\n \n \n \n Gets the name used for the top-level element in the\n XML representation of this test\n \n \n \n \n Returns the name of the method\n \n \n \n \n TestSuite represents a composite test, which contains other tests.\n \n \n \n \n Our collection of child tests\n \n \n \n \n Initializes a new instance of the class.\n \n The name of the suite.\n \n \n \n Initializes a new instance of the class.\n \n Name of the parent suite.\n The name of the suite.\n \n \n \n Initializes a new instance of the class.\n \n Type of the fixture.\n \n \n \n Initializes a new instance of the class.\n \n Type of the fixture.\n \n \n \n Sorts tests under this suite.\n \n \n \n \n Adds a test to the suite.\n \n The test.\n \n \n \n Gets this test's child tests\n \n The list of child tests\n \n \n \n Gets a count of test cases represented by\n or contained under this test.\n \n \n \n \n \n The arguments to use in creating the fixture\n \n \n \n \n Set to true to suppress sorting this suite's contents\n \n \n \n \n Overridden to return a TestSuiteResult.\n \n A TestResult for this test.\n \n \n \n Gets a bool indicating whether the current test\n has any descendant tests.\n \n \n \n \n Gets the name used for the top-level element in the\n XML representation of this test\n \n \n \n \n Returns an XmlNode representing the current result after\n adding it as a child of the supplied parent node.\n \n The parent node.\n If true, descendant results are included\n \n \n \n \n Check that setup and teardown methods marked by certain attributes\n meet NUnit's requirements and mark the tests not runnable otherwise.\n \n The attribute type to check for\n \n \n \n ThreadUtility provides a set of static methods convenient\n for working with threads.\n \n \n \n \n Do our best to Kill a thread\n \n The thread to kill\n \n \n \n Do our best to kill a thread, passing state info\n \n The thread to kill\n Info for the ThreadAbortException handler\n \n \n \n TypeHelper provides static methods that operate on Types.\n \n \n \n \n A special value, which is used to indicate that BestCommonType() method\n was unable to find a common type for the specified arguments.\n \n \n \n \n Gets the display name for a Type as used by NUnit.\n \n The Type for which a display name is needed.\n The display name for the Type\n \n \n \n Gets the display name for a Type as used by NUnit.\n \n The Type for which a display name is needed.\n The arglist provided.\n The display name for the Type\n \n \n \n Returns the best fit for a common type to be used in\n matching actual arguments to a methods Type parameters.\n \n The first type.\n The second type.\n Either type1 or type2, depending on which is more general.\n \n \n \n Determines whether the specified type is numeric.\n \n The type to be examined.\n \n \ttrue if the specified type is numeric; otherwise, false.\n \n \n \n \n Convert an argument list to the required parameter types.\n Currently, only widening numeric conversions are performed.\n \n An array of args to be converted\n A ParameterInfo[] whose types will be used as targets\n \n \n \n Determines whether this instance can deduce type args for a generic type from the supplied arguments.\n \n The type to be examined.\n The arglist.\n The type args to be used.\n \n \ttrue if this the provided args give sufficient information to determine the type args to be used; otherwise, false.\n \n \n \n \n Gets the _values for an enumeration, using Enum.GetTypes\n where available, otherwise through reflection.\n \n \n \n \n \n \n Gets the ids of the _values for an enumeration, \n using Enum.GetNames where available, otherwise\n through reflection.\n \n \n \n \n \n \n Represents the result of running a single test case.\n \n \n \n \n Construct a TestCaseResult based on a TestMethod\n \n A TestMethod to which the result applies.\n \n \n \n Gets the number of test cases that failed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that passed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were skipped\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were inconclusive\n when running the test and all its children.\n \n \n \n \n Indicates whether this result has any child results.\n \n \n \n \n Gets the collection of child results.\n \n \n \n \n Represents the result of running a test suite\n \n \n \n \n Construct a TestSuiteResult base on a TestSuite\n \n The TestSuite to which the result applies\n \n \n \n Gets the number of test cases that failed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that passed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were skipped\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were inconclusive\n when running the test and all its children.\n \n \n \n \n Indicates whether this result has any child results.\n \n \n \n \n Gets the collection of child results.\n \n \n \n \n Adds a child result to this result, setting this result's\n ResultState to Failure if the child result failed.\n \n The result to be added\n \n \n \n The TestFixtureData class represents a set of arguments\n and other parameter info to be used for a parameterized\n fixture. It is derived from TestFixtureParameters and adds a\n fluent syntax for use in initializing the fixture.\n \n \n \n \n Initializes a new instance of the class.\n \n The arguments.\n \n \n \n Initializes a new instance of the class.\n \n The argument.\n \n \n \n Initializes a new instance of the class.\n \n The first argument.\n The second argument.\n \n \n \n Initializes a new instance of the class.\n \n The first argument.\n The second argument.\n The third argument.\n \n \n \n Marks the test fixture as explicit.\n \n \n \n \n Marks the test fixture as explicit, specifying the reason.\n \n \n \n \n Ignores this TestFixture, specifying the reason.\n \n The reason.\n \n \n \n \n Asserts on Directories\n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n \n \n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n \n \n \n \n \n Verifies that two directories are equal. Two directories are considered\n equal if both are null, or if both point to the same directory.\n If they are not equal an is thrown.\n \n A directory containing the value that is expected\n A directory containing the actual value\n The message to display if the directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Verifies that two directories are equal. Two directories are considered\n equal if both are null, or if both point to the same directory.\n If they are not equal an is thrown.\n \n A directory containing the value that is expected\n A directory containing the actual value\n \n \n \n Asserts that two directories are not equal. If they are equal\n an is thrown.\n \n A directory containing the value that is expected\n A directory containing the actual value\n The message to display if directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that two directories are not equal. If they are equal\n an is thrown.\n \n A directory containing the value that is expected\n A directory containing the actual value\n \n \n \n Asserts that the directory exists. If it does not exist\n an is thrown.\n \n A directory containing the actual value\n The message to display if directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the directory exists. If it does not exist\n an is thrown.\n \n A directory containing the actual value\n \n \n \n Asserts that the directory exists. If it does not exist\n an is thrown.\n \n The path to a directory containing the actual value\n The message to display if directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the directory exists. If it does not exist\n an is thrown.\n \n The path to a directory containing the actual value\n \n \n \n Asserts that the directory does not exist. If it does exist\n an is thrown.\n \n A directory containing the actual value\n The message to display if directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the directory does not exist. If it does exist\n an is thrown.\n \n A directory containing the actual value\n \n \n \n Asserts that the directory does not exist. If it does exist\n an is thrown.\n \n The path to a directory containing the actual value\n The message to display if directories are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the directory does not exist. If it does exist\n an is thrown.\n \n The path to a directory containing the actual value\n \n \n \n Helper class with properties and methods that supply\n a number of constraints used in Asserts.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a constraint that succeeds if the value\n is a file or directory and it exists.\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new ContainsConstraint. This constraint\n will, in turn, make use of the appropriate second-level\n constraint, depending on the type of the actual argument. \n This overload is only used if the item sought is a string,\n since any other type implies that we are looking for a \n collection member.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Abstract base for Exceptions that terminate a test and provide a ResultState.\n \n \n \n The error message that explains \n the reason for the exception\n \n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n Gets the ResultState provided by this exception\n \n \n \n \n When implemented by an attribute, this interface implemented to provide actions to execute before and after tests.\n \n \n \n \n Executed before each test is run\n \n The test that is going to be run.\n \n \n \n Executed after each test is run\n \n The test that has just been run.\n \n \n \n Provides the target for the action attribute\n \n The target for the action attribute\n \n \n \n Delegate used by tests that execute code and\n capture any thrown exception.\n \n \n \n \n AssertionHelper is an optional base class for user tests,\n allowing the use of shorter ids for constraints and\n asserts and avoiding conflict with the definition of \n , from which it inherits much of its\n behavior, in certain mock object frameworks.\n \n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an . Works Identically to \n .\n \n The evaluated condition\n The message to display if the condition is false\n Arguments to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an . Works Identically to .\n \n The evaluated condition\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n A Constraint expression to be applied\n An ActualValueDelegate returning the value to be tested\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the code represented by a delegate throws an exception\n that satisfies the constraint provided.\n \n A TestDelegate to be executed\n A ThrowsConstraint used in the test\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n A Constraint to be applied\n The actual value to test\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an assertion exception on failure.\n \n A Constraint expression to be applied\n The actual value to test\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Returns a ListMapper based on a collection.\n \n The original collection\n \n \n \n \n Provides static methods to express the assumptions\n that must be met for a test to give a meaningful\n result. If an assumption is not met, the test\n should produce an inconclusive result.\n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n The left object.\n The right object.\n Not applicable\n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n The left object.\n The right object.\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n An ActualValueDelegate returning the value to be tested\n A Constraint expression to be applied\n A function to build the message included with the Exception\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n The message to display if the condition is false\n Arguments to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the \n method throws an .\n \n The evaluated condition\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n The evaluated condition\n A function to build the message included with the Exception\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n The message to display if the condition is false\n Arguments to be used in formatting the message\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n \n \n \n Asserts that a condition is true. If the condition is false the method throws\n an .\n \n A lambda that returns a Boolean\n A function to build the message included with the Exception\n \n \n \n Asserts that the code represented by a delegate throws an exception\n that satisfies the constraint provided.\n \n A TestDelegate to be executed\n A ThrowsConstraint used in the test\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint to be applied\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint expression to be applied\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Apply a constraint to an actual value, succeeding if the constraint\n is satisfied and throwing an InconclusiveException on failure.\n \n The Type being compared.\n The actual value to test\n A Constraint to be applied\n A function to build the message included with the Exception\n \n \n \n Attribute used to apply a category to a test\n \n \n \n \n The name of the category\n \n \n \n \n Construct attribute for a given category based on\n a name. The name may not contain the characters ',',\n '+', '-' or '!'. However, this is not checked in the\n constructor since it would cause an error to arise at\n as the test was loaded without giving a clear indication\n of where the problem is located. The error is handled\n in NUnitFramework.cs by marking the test as not\n runnable.\n \n The name of the category\n \n \n \n Protected constructor uses the Type name as the name\n of the category.\n \n \n \n \n The name of the category\n \n \n \n \n Modifies a test by adding a category to it.\n \n The test to modify\n \n \n \n Marks a test to use a combinatorial join of any argument \n data provided. Since this is the default, the attribute is\n optional.\n \n \n \n \n Default constructor\n \n \n \n \n CultureAttribute is used to mark a test fixture or an\n individual method as applying to a particular Culture only.\n \n \n \n \n Constructor with no cultures specified, for use\n with named property syntax.\n \n \n \n \n Constructor taking one or more cultures\n \n Comma-deliminted list of cultures\n \n \n \n Causes a test to be skipped if this CultureAttribute is not satisfied.\n \n The test to modify\n \n \n \n Tests to determine if the current culture is supported\n based on the properties of this attribute.\n \n True, if the current culture is supported\n \n \n \n Test to determine if the a particular culture or comma-\n delimited set of cultures is in use.\n \n Name of the culture or comma-separated list of culture ids\n True if the culture is in use on the system\n \n \n \n Test to determine if one of a collection of cultures\n is being used currently.\n \n \n \n \n \n \n The abstract base class for all data-providing attributes \n defined by NUnit. Used to select all data sources for a \n method, class or parameter.\n \n \n \n \n Default constructor\n \n \n \n \n Used to mark a field for use as a datapoint when executing a theory\n within the same fixture that requires an argument of the field's Type.\n \n \n \n \n Used to mark a field, property or method providing a set of datapoints to \n be used in executing any theories within the same fixture that require an \n argument of the Type provided. The data source may provide an array of\n the required Type or an .\n Synonymous with DatapointSourceAttribute.\n \n \n \n \n Used to mark a field, property or method providing a set of datapoints to \n be used in executing any theories within the same fixture that require an \n argument of the Type provided. The data source may provide an array of\n the required Type or an .\n Synonymous with DatapointsAttribute.\n \n \n \n \n Attribute used to provide descriptive text about a \n test case or fixture.\n \n \n \n \n Construct a description Attribute\n \n The text of the description\n \n \n \n ExplicitAttribute marks a test or test fixture so that it will\n only be run if explicitly executed from the gui or command line\n or if it is included by use of a filter. The test will not be\n run simply because an enclosing suite is run.\n \n \n \n \n Default constructor\n \n \n \n \n Constructor with a reason\n \n The reason test is marked explicit\n \n \n \n Modifies a test by marking it as explicit.\n \n The test to modify\n \n \n \n Attribute used to mark a test that is to be ignored.\n Ignored tests result in a warning message when the\n tests are run.\n \n \n \n \n Constructs the attribute giving a reason for ignoring the test\n \n The reason for ignoring the test\n \n \n \n \n \n \n \n \n The date in the future to stop ignoring the test as a string in UTC time. \n For example for a date and time, \"2014-12-25 08:10:00Z\" or for just a date,\n \"2014-12-25\". If just a date is given, the Ignore will expire at midnight UTC.\n \n \n Once the ignore until date has passed, the test will be marked\n as runnable. Tests with an ignore until date will have an IgnoreUntilDate\n property set which will appear in the test results.\n \n The string does not contain a valid string representation of a date and time. \n \n \n \n Modifies a test by marking it as Ignored.\n \n The test to modify\n \n \n \n Abstract base for Attributes that are used to include tests\n in the test run based on environmental settings.\n \n \n \n \n Constructor with no included items specified, for use\n with named property syntax.\n \n \n \n \n Constructor taking one or more included items\n \n Comma-delimited list of included items\n \n \n \n Name of the item that is needed in order for\n a test to run. Multiple items may be given,\n separated by a comma.\n \n \n \n \n Name of the item to be excluded. Multiple items\n may be given, separated by a comma.\n \n \n \n \n The reason for including or excluding the test\n \n \n \n \n Summary description for MaxTimeAttribute.\n \n \n \n \n Construct a MaxTimeAttribute, given a time in milliseconds.\n \n The maximum elapsed time in milliseconds\n \n \n \n The abstract base class for all custom attributes defined by NUnit.\n \n \n \n \n Default constructor\n \n \n \n \n Marks a test to use a pairwise join of any argument \n data provided. Arguments will be combined in such a\n way that all possible pairs of arguments are used.\n \n \n \n \n Default constructor\n \n \n \n \n PlatformAttribute is used to mark a test fixture or an\n individual method as applying to a particular platform only.\n \n \n \n \n Constructor with no platforms specified, for use\n with named property syntax.\n \n \n \n \n Constructor taking one or more platforms\n \n Comma-delimited list of platforms\n \n \n \n Causes a test to be skipped if this PlatformAttribute is not satisfied.\n \n The test to modify\n \n \n \n PropertyAttribute is used to attach information to a test as a name/value pair..\n \n \n \n \n Construct a PropertyAttribute with a name and string value\n \n The name of the property\n The property value\n \n \n \n Construct a PropertyAttribute with a name and int value\n \n The name of the property\n The property value\n \n \n \n Construct a PropertyAttribute with a name and double value\n \n The name of the property\n The property value\n \n \n \n Constructor for derived classes that set the\n property dictionary directly.\n \n \n \n \n Constructor for use by derived classes that use the\n name of the type as the property name. Derived classes\n must ensure that the Type of the property value is\n a standard type supported by the BCL. Any custom\n types will cause a serialization Exception when\n in the client.\n \n \n \n \n Gets the property dictionary for this attribute\n \n \n \n \n Modifies a test by adding properties to it.\n \n The test to modify\n \n \n \n RandomAttribute is used to supply a set of random _values\n to a single parameter of a parameterized test.\n \n \n \n \n Construct a random set of values appropriate for the Type of the \n parameter on which the attribute appears, specifying only the count.\n \n \n \n \n \n Construct a set of ints within a specified range\n \n \n \n \n Construct a set of unsigned ints within a specified range\n \n \n \n \n Construct a set of longs within a specified range\n \n \n \n \n Construct a set of unsigned longs within a specified range\n \n \n \n \n Construct a set of shorts within a specified range\n \n \n \n \n Construct a set of unsigned shorts within a specified range\n \n \n \n \n Construct a set of doubles within a specified range\n \n \n \n \n Construct a set of floats within a specified range\n \n \n \n \n Construct a set of bytes within a specified range\n \n \n \n \n Construct a set of sbytes within a specified range\n \n \n \n \n Get the collection of _values to be used as arguments.\n \n \n \n \n RangeAttribute is used to supply a range of _values to an\n individual parameter of a parameterized test.\n \n \n \n \n Construct a range of ints using default step of 1\n \n \n \n \n \n \n Construct a range of ints specifying the step size \n \n \n \n \n \n \n \n Construct a range of unsigned ints using default step of 1\n \n \n \n \n \n \n Construct a range of unsigned ints specifying the step size \n \n \n \n \n \n \n \n Construct a range of longs using a default step of 1\n \n \n \n \n \n \n Construct a range of longs\n \n \n \n \n \n \n \n Construct a range of unsigned longs using default step of 1\n \n \n \n \n \n \n Construct a range of unsigned longs specifying the step size \n \n \n \n \n \n \n \n Construct a range of doubles\n \n \n \n \n \n \n \n Construct a range of floats\n \n \n \n \n \n \n \n RepeatAttribute may be applied to test case in order\n to run it multiple times.\n \n \n \n \n Construct a RepeatAttribute\n \n The number of times to run the test\n \n \n \n Wrap a command and return the result.\n \n The command to be wrapped\n The wrapped command\n \n \n \n The test command for the RepeatAttribute\n \n \n \n \n Initializes a new instance of the class.\n \n The inner command.\n The number of repetitions\n \n \n \n Runs the test, saving a TestResult in the supplied TestExecutionContext.\n \n The context in which the test should run.\n A TestResult\n \n \n \n Marks a test that must run in the MTA, causing it\n to run in a separate thread if necessary.\n \n On methods, you may also use MTAThreadAttribute\n to serve the same purpose.\n \n \n \n \n Construct a RequiresMTAAttribute\n \n \n \n \n Marks a test that must run in the STA, causing it\n to run in a separate thread if necessary.\n \n \n \n \n Construct a RequiresSTAAttribute\n \n \n \n \n Marks a test that must run on a separate thread.\n \n \n \n \n Construct a RequiresThreadAttribute\n \n \n \n \n Construct a RequiresThreadAttribute, specifying the apartment\n \n \n \n \n Marks a test to use a Sequential join of any argument \n data provided. Arguments will be combined into test cases,\n taking the next value of each argument until all are used.\n \n \n \n \n Default constructor\n \n \n \n \n Summary description for SetCultureAttribute.\n \n \n \n \n Construct given the name of a culture\n \n \n \n \n \n Summary description for SetUICultureAttribute.\n \n \n \n \n Construct given the name of a culture\n \n \n \n \n \n Attribute used to mark a class that contains one-time SetUp \n and/or TearDown methods that apply to all the tests in a\n namespace or an assembly.\n \n \n \n \n Attribute used to mark a class that contains one-time SetUp \n and/or TearDown methods that apply to all the tests in a\n namespace or an assembly.\n \n \n \n \n Attribute used to mark a class that contains one-time SetUp \n and/or TearDown methods that apply to all the tests in a\n namespace or an assembly.\n \n \n \n \n SetUpFixtureAttribute is used to identify a SetUpFixture\n \n \n \n \n Build a SetUpFixture from type provided. Normally called for a Type\n on which the attribute has been placed.\n \n The type info of the fixture to be used.\n A SetUpFixture object as a TestSuite.\n \n \n \n Attribute used to identify a method that is called \n immediately after each test is run. The method is \n guaranteed to be called, even if an exception is thrown.\n \n \n \n \n Adding this attribute to a method within a \n class makes the method callable from the NUnit test runner. There is a property \n called Description which is optional which you can provide a more detailed test\n description. This class cannot be inherited.\n \n \n \n [TestFixture]\n public class Fixture\n {\n [Test]\n public void MethodToTest()\n {}\n \n [Test(Description = \"more detailed description\")]\n public void TestDescriptionMethod()\n {}\n }\n \n \n \n \n \n Descriptive text for this test\n \n \n \n \n The author of this test\n \n \n \n \n The type that this test is testing\n \n \n \n \n Modifies a test by adding a description, if not already set.\n \n The test to modify\n \n \n \n Gets or sets the expected result.\n \n The result.\n \n \n \n Returns true if an expected result has been set\n \n \n \n \n Construct a TestMethod from a given method.\n \n The method for which a test is to be constructed.\n The suite to which the test will be added.\n A TestMethod\n \n \n \n TestCaseAttribute is used to mark parameterized test cases\n and provide them with their arguments.\n \n \n \n \n Construct a TestCaseAttribute with a list of arguments.\n This constructor is not CLS-Compliant\n \n \n \n \n \n Construct a TestCaseAttribute with a single argument\n \n \n \n \n \n Construct a TestCaseAttribute with a two arguments\n \n \n \n \n \n \n Construct a TestCaseAttribute with a three arguments\n \n \n \n \n \n \n \n Gets or sets the name of the test.\n \n The name of the test.\n \n \n \n Gets or sets the RunState of this test case.\n \n \n \n \n Gets the list of arguments to a test case\n \n \n \n \n Gets the properties of the test case\n \n \n \n \n Gets or sets the expected result.\n \n The result.\n \n \n \n Returns true if the expected result has been set\n \n \n \n \n Gets or sets the description.\n \n The description.\n \n \n \n The author of this test\n \n \n \n \n The type that this test is testing\n \n \n \n \n Gets or sets the reason for ignoring the test\n \n \n \n \n Gets or sets a value indicating whether this is explicit.\n \n \n true if explicit; otherwise, false.\n \n \n \n \n Gets or sets the reason for not running the test.\n \n The reason.\n \n \n \n Gets or sets the ignore reason. When set to a non-null\n non-empty value, the test is marked as ignored.\n \n The ignore reason.\n \n \n \n Comma-delimited list of platforms to run the test for\n \n \n \n \n Comma-delimited list of platforms to not run the test for\n \n \n \n \n Gets and sets the category for this test case.\n May be a comma-separated list of categories.\n \n \n \n \n Performs several special conversions allowed by NUnit in order to\n permit arguments with types that cannot be used in the constructor\n of an Attribute such as TestCaseAttribute or to simplify their use.\n \n The arguments to be converted\n The ParameterInfo array for the method\n \n \n \n Construct one or more TestMethods from a given MethodInfo,\n using available parameter data.\n \n The MethodInfo for which tests are to be constructed.\n The suite to which the tests will be added.\n One or more TestMethods\n \n \n \n TestCaseSourceAttribute indicates the source to be used to\n provide test cases for a test method.\n \n \n \n \n Construct with the name of the method, property or field that will provide data\n \n The name of a static method, property or field that will provide data.\n \n \n \n Construct with a Type and name\n \n The Type that will provide data\n The name of a static method, property or field that will provide data.\n A set of parameters passed to the method, works only if the Source Name is a method. \n If the source name is a field or property has no effect.\n \n \n \n Construct with a Type and name\n \n The Type that will provide data\n The name of a static method, property or field that will provide data.\n \n \n \n Construct with a Type\n \n The type that will provide data\n \n \n \n A set of parameters passed to the method, works only if the Source Name is a method. \n If the source name is a field or property has no effect.\n \n \n \n \n The name of a the method, property or fiend to be used as a source\n \n \n \n \n A Type to be used as a source\n \n \n \n \n Gets or sets the category associated with every fixture created from\n this attribute. May be a single category or a comma-separated list.\n \n \n \n \n Construct one or more TestMethods from a given MethodInfo,\n using available parameter data.\n \n The IMethod for which tests are to be constructed.\n The suite to which the tests will be added.\n One or more TestMethods\n \n \n \n Returns a set of ITestCaseDataItems for use as arguments\n to a parameterized test method.\n \n The method for which data is needed.\n \n \n \n \n TestFixtureAttribute is used to mark a class that represents a TestFixture.\n \n \n \n \n Default constructor\n \n \n \n \n Construct with a object[] representing a set of arguments. \n In .NET 2.0, the arguments may later be separated into\n type arguments and constructor arguments.\n \n \n \n \n \n Gets or sets the name of the test.\n \n The name of the test.\n \n \n \n Gets or sets the RunState of this test fixture.\n \n \n \n \n The arguments originally provided to the attribute\n \n \n \n \n Properties pertaining to this fixture\n \n \n \n \n Get or set the type arguments. If not set\n explicitly, any leading arguments that are\n Types are taken as type arguments.\n \n \n \n \n Descriptive text for this fixture\n \n \n \n \n The author of this fixture\n \n \n \n \n The type that this fixture is testing\n \n \n \n \n Gets or sets the ignore reason. May set RunState as a side effect.\n \n The ignore reason.\n \n \n \n Gets or sets the reason for not running the fixture.\n \n The reason.\n \n \n \n Gets or sets the ignore reason. When set to a non-null\n non-empty value, the test is marked as ignored.\n \n The ignore reason.\n \n \n \n Gets or sets a value indicating whether this is explicit.\n \n \n true if explicit; otherwise, false.\n \n \n \n \n Gets and sets the category for this fixture.\n May be a comma-separated list of categories.\n \n \n \n \n Build a fixture from type provided. Normally called for a Type\n on which the attribute has been placed.\n \n The type info of the fixture to be used.\n A an IEnumerable holding one TestFixture object.\n \n \n \n Attribute used to identify a method that is \n called before any tests in a fixture are run.\n \n \n \n \n Attribute used to identify a method that is called after\n all the tests in a fixture have run. The method is \n guaranteed to be called, even if an exception is thrown.\n \n \n \n \n Adding this attribute to a method within a \n class makes the method callable from the NUnit test runner. There is a property \n called Description which is optional which you can provide a more detailed test\n description. This class cannot be inherited.\n \n \n \n [TestFixture]\n public class Fixture\n {\n [Test]\n public void MethodToTest()\n {}\n \n [Test(Description = \"more detailed description\")]\n public void TestDescriptionMethod()\n {}\n }\n \n \n \n \n \n Construct the attribute, specifying a combining strategy and source of parameter data.\n \n \n \n \n Used on a method, marks the test with a timeout value in milliseconds. \n The test will be run in a separate thread and is cancelled if the timeout \n is exceeded. Used on a class or assembly, sets the default timeout \n for all contained test methods.\n \n \n \n \n Construct a TimeoutAttribute given a time in milliseconds\n \n The timeout value in milliseconds\n \n \n \n ValuesAttribute is used to provide literal arguments for\n an individual parameter of a test.\n \n \n \n \n The collection of data to be returned. Must\n be set by any derived attribute classes.\n We use an object[] so that the individual\n elements may have their type changed in GetData\n if necessary\n \n \n \n \n Constructs for use with an Enum parameter. Will pass every enum\n value in to the test.\n \n \n \n \n Construct with one argument\n \n \n \n \n \n Construct with two arguments\n \n \n \n \n \n \n Construct with three arguments\n \n \n \n \n \n \n \n Construct with an array of arguments\n \n \n \n \n \n Get the collection of _values to be used as arguments\n \n \n \n \n ValueSourceAttribute indicates the source to be used to\n provide data for one parameter of a test method.\n \n \n \n \n Construct with the name of the factory - for use with languages\n that don't support params arrays.\n \n The name of a static method, property or field that will provide data.\n \n \n \n Construct with a Type and name - for use with languages\n that don't support params arrays.\n \n The Type that will provide data\n The name of a static method, property or field that will provide data.\n \n \n \n The name of a the method, property or fiend to be used as a source\n \n \n \n \n A Type to be used as a source\n \n \n \n \n Gets an enumeration of data items for use as arguments\n for a test method parameter.\n \n The parameter for which data is needed\n \n An enumeration containing individual data items\n \n \n \n \n A set of Assert methods operating on one or more collections\n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n \n \n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n \n \n \n \n \n Asserts that all items contained in collection are of the type specified by expectedType.\n \n IEnumerable containing objects to be considered\n System.Type that all objects in collection must be instances of\n \n \n \n Asserts that all items contained in collection are of the type specified by expectedType.\n \n IEnumerable containing objects to be considered\n System.Type that all objects in collection must be instances of\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that all items contained in collection are not equal to null.\n \n IEnumerable containing objects to be considered\n \n \n \n Asserts that all items contained in collection are not equal to null.\n \n IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Ensures that every object contained in collection exists within the collection\n once and only once.\n \n IEnumerable of objects to be considered\n \n \n \n Ensures that every object contained in collection exists within the collection\n once and only once.\n \n IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are exactly equal. The collections must have the same count, \n and contain the exact same objects in the same order.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n \n \n \n Asserts that expected and actual are exactly equal. The collections must have the same count, \n and contain the exact same objects in the same order.\n If comparer is not null then it will be used to compare the objects.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The IComparer to use in comparing objects from each IEnumerable\n \n \n \n Asserts that expected and actual are exactly equal. The collections must have the same count, \n and contain the exact same objects in the same order.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are exactly equal. The collections must have the same count, \n and contain the exact same objects in the same order.\n If comparer is not null then it will be used to compare the objects.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The IComparer to use in comparing objects from each IEnumerable\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are equivalent, containing the same objects but the match may be in any order.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n \n \n \n Asserts that expected and actual are equivalent, containing the same objects but the match may be in any order.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are not exactly equal.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n \n \n \n Asserts that expected and actual are not exactly equal.\n If comparer is not null then it will be used to compare the objects.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The IComparer to use in comparing objects from each IEnumerable\n \n \n \n Asserts that expected and actual are not exactly equal.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are not exactly equal.\n If comparer is not null then it will be used to compare the objects.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The IComparer to use in comparing objects from each IEnumerable\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that expected and actual are not equivalent.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n \n \n \n Asserts that expected and actual are not equivalent.\n \n The first IEnumerable of objects to be considered\n The second IEnumerable of objects to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that collection contains actual as an item.\n \n IEnumerable of objects to be considered\n Object to be found within collection\n \n \n \n Asserts that collection contains actual as an item.\n \n IEnumerable of objects to be considered\n Object to be found within collection\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that collection does not contain actual as an item.\n \n IEnumerable of objects to be considered\n Object that cannot exist within collection\n \n \n \n Asserts that collection does not contain actual as an item.\n \n IEnumerable of objects to be considered\n Object that cannot exist within collection\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the superset does not contain the subset\n \n The IEnumerable subset to be considered\n The IEnumerable superset to be considered\n \n \n \n Asserts that the superset does not contain the subset\n \n The IEnumerable subset to be considered\n The IEnumerable superset to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the superset contains the subset.\n \n The IEnumerable subset to be considered\n The IEnumerable superset to be considered\n \n \n \n Asserts that the superset contains the subset.\n \n The IEnumerable subset to be considered\n The IEnumerable superset to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the subset does not contain the superset\n \n The IEnumerable superset to be considered\n The IEnumerable subset to be considered\n \n \n \n Asserts that the subset does not contain the superset\n \n The IEnumerable superset to be considered\n The IEnumerable subset to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Asserts that the subset contains the superset.\n \n The IEnumerable superset to be considered\n The IEnumerable subset to be considered\n \n \n \n Asserts that the subset contains the superset.\n \n The IEnumerable superset to be considered\n The IEnumerable subset to be considered\n The message that will be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Assert that an array, list or other collection is empty\n \n An array, list or other collection implementing IEnumerable\n The message to be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Assert that an array,list or other collection is empty\n \n An array, list or other collection implementing IEnumerable\n \n \n \n Assert that an array, list or other collection is empty\n \n An array, list or other collection implementing IEnumerable\n The message to be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Assert that an array,list or other collection is empty\n \n An array, list or other collection implementing IEnumerable\n \n \n \n Assert that an array, list or other collection is ordered\n \n An array, list or other collection implementing IEnumerable\n The message to be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Assert that an array, list or other collection is ordered\n \n An array, list or other collection implementing IEnumerable\n \n \n \n Assert that an array, list or other collection is ordered\n \n An array, list or other collection implementing IEnumerable\n A custom comparer to perform the comparisons\n The message to be displayed on failure\n Arguments to be used in formatting the message\n \n \n \n Assert that an array, list or other collection is ordered\n \n An array, list or other collection implementing IEnumerable\n A custom comparer to perform the comparisons\n \n \n \n Helper class with properties and methods that supply\n a number of constraints used in Asserts.\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Returns a new DictionaryContainsKeyConstraint checking for the\n presence of a particular key in the dictionary.\n \n \n \n \n Returns a new DictionaryContainsValueConstraint checking for the\n presence of a particular value in the dictionary.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Thrown when an assertion failed.\n \n \n \n The error message that explains \n the reason for the exception\n \n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n Gets the ResultState provided by this exception\n \n \n \n \n Thrown when an assertion failed.\n \n \n \n \n \n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n Gets the ResultState provided by this exception\n \n \n \n \n Thrown when a test executes inconclusively.\n \n \n \n The error message that explains \n the reason for the exception\n \n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n Gets the ResultState provided by this exception\n \n \n \n \n Thrown when an assertion failed.\n \n \n \n \n \n \n The error message that explains \n the reason for the exception\n The exception that caused the \n current exception\n \n \n \n Serialization Constructor\n \n \n \n \n Gets the ResultState provided by this exception\n \n \n \n \n Asserts on Files\n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n \n \n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n \n \n \n \n \n Verifies that two Streams are equal. Two Streams are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n The expected Stream\n The actual Stream\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Verifies that two Streams are equal. Two Streams are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n The expected Stream\n The actual Stream\n \n \n \n Verifies that two files are equal. Two files are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n A file containing the value that is expected\n A file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Verifies that two files are equal. Two files are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n A file containing the value that is expected\n A file containing the actual value\n \n \n \n Verifies that two files are equal. Two files are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n The path to a file containing the value that is expected\n The path to a file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Verifies that two files are equal. Two files are considered\n equal if both are null, or if both have the same value byte for byte.\n If they are not equal an is thrown.\n \n The path to a file containing the value that is expected\n The path to a file containing the actual value\n \n \n \n Asserts that two Streams are not equal. If they are equal\n an is thrown.\n \n The expected Stream\n The actual Stream\n The message to be displayed when the two Stream are the same.\n Arguments to be used in formatting the message\n \n \n \n Asserts that two Streams are not equal. If they are equal\n an is thrown.\n \n The expected Stream\n The actual Stream\n \n \n \n Asserts that two files are not equal. If they are equal\n an is thrown.\n \n A file containing the value that is expected\n A file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that two files are not equal. If they are equal\n an is thrown.\n \n A file containing the value that is expected\n A file containing the actual value\n \n \n \n Asserts that two files are not equal. If they are equal\n an is thrown.\n \n The path to a file containing the value that is expected\n The path to a file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that two files are not equal. If they are equal\n an is thrown.\n \n The path to a file containing the value that is expected\n The path to a file containing the actual value\n \n \n \n Asserts that the file exists. If it does not exist\n an is thrown.\n \n A file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the file exists. If it does not exist\n an is thrown.\n \n A file containing the actual value\n \n \n \n Asserts that the file exists. If it does not exist\n an is thrown.\n \n The path to a file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the file exists. If it does not exist\n an is thrown.\n \n The path to a file containing the actual value\n \n \n \n Asserts that the file does not exist. If it does exist\n an is thrown.\n \n A file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the file does not exist. If it does exist\n an is thrown.\n \n A file containing the actual value\n \n \n \n Asserts that the file does not exist. If it does exist\n an is thrown.\n \n The path to a file containing the actual value\n The message to display if Streams are not equal\n Arguments to be used in formatting the message\n \n \n \n Asserts that the file does not exist. If it does exist\n an is thrown.\n \n The path to a file containing the actual value\n \n \n \n GlobalSettings is a place for setting default values used\n by the framework in performing asserts. Anything set through\n this class applies to the entire test run. It should not normally\n be used from within a test, since it is not thread-safe.\n \n \n \n \n Default tolerance for floating point equality\n \n \n \n \n Helper class with properties and methods that supply\n a number of constraints used in Asserts.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them succeed.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if at least one of them succeeds.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them fail.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding only if a specified number of them succeed.\n \n \n \n \n Returns a new PropertyConstraintExpression, which will either\n test for the existence of the named property on the object\n being tested or apply any following constraint to that property.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Length property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Count property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the Message property of the object being tested.\n \n \n \n \n Returns a new ConstraintExpression, which will apply the following\n constraint to the InnerException property of the object being tested.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n Returns a new AttributeConstraint checking for the\n presence of a particular attribute on an object.\n \n \n \n \n Returns a new CollectionContainsConstraint checking for the\n presence of a particular object in the collection.\n \n \n \n \n Helper class with properties and methods that supply\n a number of constraints used in Asserts.\n \n \n \n \n Returns a ConstraintExpression that negates any\n following constraint.\n \n \n \n \n Returns a ConstraintExpression, which will apply\n the following constraint to all members of a collection,\n succeeding if all of them succeed.\n \n \n \n \n Returns a constraint that tests for null\n \n \n \n \n Returns a constraint that tests for True\n \n \n \n \n Returns a constraint that tests for False\n \n \n \n \n Returns a constraint that tests for a positive value\n \n \n \n \n Returns a constraint that tests for a negative value\n \n \n \n \n Returns a constraint that tests for equality with zero\n \n \n \n \n Returns a constraint that tests for NaN\n \n \n \n \n Returns a constraint that tests for empty\n \n \n \n \n Returns a constraint that tests whether a collection \n contains all unique items.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in binary format.\n \n \n \n \n Returns a constraint that tests whether an object graph is serializable in xml format.\n \n \n \n \n Returns a constraint that tests two items for equality\n \n \n \n \n Returns a constraint that tests that two references are the same object\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is greater than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the\n actual value is less than or equal to the supplied argument\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual\n value is of the exact type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is of the type supplied as an argument or a derived type.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable from the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable to the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is assignable to the type supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a collection containing the same elements as the \n collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a subset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the actual value\n is a superset of the collection supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether a collection is ordered\n \n \n \n \n Returns a constraint that succeeds if the actual\n value contains the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value starts with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value ends with the substring supplied as an argument.\n \n \n \n \n Returns a constraint that succeeds if the actual\n value matches the regular expression supplied as an argument.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same as an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is a subpath of the expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the path provided \n is the same path or under an expected path after canonicalization.\n \n \n \n \n Returns a constraint that tests whether the actual value falls\n inclusively within a specified range.\n \n from must be less than or equal to true \n Inclusive beginning of the range. Must be less than or equal to to.\n Inclusive end of the range. Must be greater than or equal to from.\n \n \n \n \n The Iz class is a synonym for Is intended for use in VB,\n which regards Is as a keyword.\n \n \n \n \n The List class is a helper class with properties and methods\n that supply a number of constraints used with lists and collections.\n \n \n \n \n List.Map returns a ListMapper, which can be used to map\n the original collection to another collection.\n \n \n \n \n \n \n ListMapper is used to transform a collection used as an actual argument\n producing another collection to be used in the assertion.\n \n \n \n \n Construct a ListMapper based on a collection\n \n The collection to be transformed\n \n \n \n Produces a collection containing all the _values of a property\n \n The collection of property _values\n \n \n \n \n The SpecialValue enum is used to represent TestCase arguments\n that cannot be used as arguments to an Attribute.\n \n \n \n \n Null represents a null value, which cannot be used as an \n argument to an attriute under .NET 1.x\n \n \n \n \n Basic Asserts on strings.\n \n \n \n \n The Equals method throws an InvalidOperationException. This is done \n to make sure there is no mistake by calling this function.\n \n \n \n \n \n \n override the default ReferenceEquals to throw an InvalidOperationException. This \n implementation makes sure there is no mistake in calling this function \n as part of Assert. \n \n \n \n \n \n \n Asserts that a string is found within another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string is found within another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that a string is not found within another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string is found within another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that a string starts with another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string starts with another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that a string does not start with another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string does not start with another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that a string ends with another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string ends with another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that a string does not end with another string.\n \n The expected string\n The string to be examined\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string does not end with another string.\n \n The expected string\n The string to be examined\n \n \n \n Asserts that two strings are equal, without regard to case.\n \n The expected string\n The actual string\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that two strings are equal, without regard to case.\n \n The expected string\n The actual string\n \n \n \n Asserts that two strings are not equal, without regard to case.\n \n The expected string\n The actual string\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that two strings are not equal, without regard to case.\n \n The expected string\n The actual string\n \n \n \n Asserts that a string matches an expected regular expression pattern.\n \n The regex pattern to be matched\n The actual string\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string matches an expected regular expression pattern.\n \n The regex pattern to be matched\n The actual string\n \n \n \n Asserts that a string does not match an expected regular expression pattern.\n \n The regex pattern to be used\n The actual string\n The message to display in case of failure\n Arguments used in formatting the message\n \n \n \n Asserts that a string does not match an expected regular expression pattern.\n \n The regex pattern to be used\n The actual string\n \n \n \n The TestCaseData class represents a set of arguments\n and other parameter info to be used for a parameterized\n test case. It is derived from TestCaseParameters and adds a\n fluent syntax for use in initializing the test case.\n \n \n \n \n Initializes a new instance of the class.\n \n The arguments.\n \n \n \n Initializes a new instance of the class.\n \n The argument.\n \n \n \n Initializes a new instance of the class.\n \n The first argument.\n The second argument.\n \n \n \n Initializes a new instance of the class.\n \n The first argument.\n The second argument.\n The third argument.\n \n \n \n Sets the expected result for the test\n \n The expected result\n A modified TestCaseData\n \n \n \n Sets the name of the test case\n \n The modified TestCaseData instance\n \n \n \n Sets the description for the test case\n being constructed.\n \n The description.\n The modified TestCaseData instance.\n \n \n \n Applies a category to the test\n \n \n \n \n \n \n Applies a named property to the test\n \n \n \n \n \n \n \n Applies a named property to the test\n \n \n \n \n \n \n \n Applies a named property to the test\n \n \n \n \n \n \n \n Marks the test case as explicit.\n \n \n \n \n Marks the test case as explicit, specifying the reason.\n \n \n \n \n Ignores this TestCase, specifying the reason.\n \n The reason.\n \n \n \n \n Provide the context information of the current test.\n This is an adapter for the internal ExecutionContext\n class, hiding the internals from the user test.\n \n \n \n \n Construct a TestContext for an ExecutionContext\n \n The ExecutionContext to adapt\n \n \n \n Get the current test context. This is created\n as needed. The user may save the context for\n use within a test, but it should not be used\n outside the test for which it is created.\n \n \n \n \n Gets a TextWriter that will send output to the current test result.\n \n \n \n \n Gets a TextWriter that will send output directly to Console.Error\n \n \n \n \n Gets a TextWriter for use in displaying immediate progress messages\n \n \n \n \n TestParameters object holds parameters for the test run, if any are specified\n \n \n \n \n Get a representation of the current test.\n \n \n \n \n Gets a Representation of the TestResult for the current test. \n \n \n \n \n Gets the unique name of the Worker that is executing this test.\n \n \n \n \n Gets the directory containing the current test assembly.\n \n \n \n \n Gets the directory to be used for outputting files created\n by this test run.\n \n \n \n \n Gets the random generator.\n \n \n The random generator.\n \n \n \n Write the string representation of a boolean value to the current result\n \n \n Write a char to the current result\n \n \n Write a char array to the current result\n \n \n Write the string representation of a double to the current result\n \n \n Write the string representation of an Int32 value to the current result\n \n \n Write the string representation of an Int64 value to the current result\n \n \n Write the string representation of a decimal value to the current result\n \n \n Write the string representation of an object to the current result\n \n \n Write the string representation of a Single value to the current result\n \n \n Write a string to the current result\n \n \n Write the string representation of a UInt32 value to the current result\n \n \n Write the string representation of a UInt64 value to the current result\n \n \n Write a formatted string to the current result\n \n \n Write a formatted string to the current result\n \n \n Write a formatted string to the current result\n \n \n Write a formatted string to the current result\n \n \n Write a line terminator to the current result\n \n \n Write the string representation of a boolean value to the current result followed by a line terminator\n \n \n Write a char to the current result followed by a line terminator\n \n \n Write a char array to the current result followed by a line terminator\n \n \n Write the string representation of a double to the current result followed by a line terminator\n \n \n Write the string representation of an Int32 value to the current result followed by a line terminator\n \n \n Write the string representation of an Int64 value to the current result followed by a line terminator\n \n \n Write the string representation of a decimal value to the current result followed by a line terminator\n \n \n Write the string representation of an object to the current result followed by a line terminator\n \n \n Write the string representation of a Single value to the current result followed by a line terminator\n \n \n Write a string to the current result followed by a line terminator\n \n \n Write the string representation of a UInt32 value to the current result followed by a line terminator\n \n \n Write the string representation of a UInt64 value to the current result followed by a line terminator\n \n \n Write a formatted string to the current result followed by a line terminator\n \n \n Write a formatted string to the current result followed by a line terminator\n \n \n Write a formatted string to the current result followed by a line terminator\n \n \n Write a formatted string to the current result followed by a line terminator\n \n \n \n This method adds the a new ValueFormatterFactory to the\n chain of responsibility used for fomatting values in messages.\n The scope of the change is the current TestContext.\n \n The factory delegate\n \n \n \n This method provides a simplified way to add a ValueFormatter\n delegate to the chain of responsibility, creating the factory\n delegate internally. It is useful when the Type of the object\n is the only criterion for selection of the formatter, since\n it can be used without getting involved with a compould function.\n \n The type supported by this formatter\n The ValueFormatter delegate\n \n \n \n TestAdapter adapts a Test for consumption by\n the user test code.\n \n \n \n \n Construct a TestAdapter for a Test\n \n The Test to be adapted\n \n \n \n Gets the unique Id of a test\n \n \n \n \n The name of the test, which may or may not be\n the same as the method name.\n \n \n \n \n The name of the method representing the test.\n \n \n \n \n The FullName of the test\n \n \n \n \n The ClassName of the test\n \n \n \n \n The properties of the test.\n \n \n \n \n ResultAdapter adapts a TestResult for consumption by\n the user test code.\n \n \n \n \n Construct a ResultAdapter for a TestResult\n \n The TestResult to be adapted\n \n \n \n Gets a ResultState representing the outcome of the test.\n \n \n \n \n Gets the message associated with a test\n failure or with not running the test\n \n \n \n \n Gets any stacktrace associated with an\n error or failure.\n \n \n \n \n Gets the number of test cases that failed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that passed\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were skipped\n when running the test and all its children.\n \n \n \n \n Gets the number of test cases that were inconclusive\n when running the test and all its children.\n \n \n \n \n TestParameters class holds any named parameters supplied to the test run\n \n \n \n \n Gets the number of test parameters\n \n \n \n \n Gets a collection of the test parameter names\n \n \n \n \n Gets a flag indicating whether a parameter with the specified name exists.N\n \n Name of the parameter\n True if it exists, otherwise false\n \n \n \n Indexer provides access to the internal dictionary\n \n Name of the parameter\n Value of the parameter or null if not present\n \n \n \n Get method is a simple alternative to the indexer\n \n Name of the paramter\n Value of the parameter or null if not present\n \n \n \n Get the value of a parameter or a default string\n \n Name of the parameter\n Default value of the parameter\n Value of the parameter or default value if not present\n \n \n \n Get the value of a parameter or return a default\n \n The return Type\n Name of the parameter\n Default value of the parameter\n Value of the parameter or default value if not present\n \n \n \n Adds a parameter to the list\n \n Name of the parameter\n Value of the parameter\n \n \n \n Helper class with properties and methods that supply\n constraints that operate on exceptions.\n \n \n \n \n Creates a constraint specifying an expected exception\n \n \n \n \n Creates a constraint specifying an exception with a given InnerException\n \n \n \n \n Creates a constraint specifying an expected TargetInvocationException\n \n \n \n \n Creates a constraint specifying an expected ArgumentException\n \n \n \n \n Creates a constraint specifying an expected ArgumentNUllException\n \n \n \n \n Creates a constraint specifying an expected InvalidOperationException\n \n \n \n \n Creates a constraint specifying that no exception is thrown\n \n \n \n \n Creates a constraint specifying the exact type of exception expected\n \n \n \n \n Creates a constraint specifying the exact type of exception expected\n \n \n \n \n Creates a constraint specifying the type of exception expected\n \n \n \n \n Creates a constraint specifying the type of exception expected\n \n \n \n \n FrameworkPackageSettings is a static class containing constant values that\n are used as keys in setting up a TestPackage. These values are used in\n the framework, and set in the runner. Setting values may be a string, int or bool.\n \n \n \n \n Flag (bool) indicating whether tests are being debugged.\n \n \n \n \n Flag (bool) indicating whether to pause execution of tests to allow\n the user to attache a debugger.\n \n \n \n \n The InternalTraceLevel for this run. Values are: \"Default\",\n \"Off\", \"Error\", \"Warning\", \"Info\", \"Debug\", \"Verbose\".\n Default is \"Off\". \"Debug\" and \"Verbose\" are synonyms.\n \n \n \n \n Full path of the directory to be used for work and result files.\n This path is provided to tests by the frameowrk TestContext.\n \n \n \n \n Integer value in milliseconds for the default timeout value\n for test cases. If not specified, there is no timeout except\n as specified by attributes on the tests themselves.\n \n \n \n \n A TextWriter to which the internal trace will be sent.\n \n \n \n \n A list of tests to be loaded. \n \n \n \n \n The number of test threads to run for the assembly. If set to\n 1, a single queue is used. If set to 0, tests are executed\n directly, without queuing.\n \n \n \n \n The random seed to be used for this assembly. If specified\n as the value reported from a prior run, the framework should\n generate identical random values for tests as were used for\n that run, provided that no change has been made to the test\n assembly. Default is a random value itself.\n \n \n \n \n If true, execution stops after the first error or failure.\n \n \n \n \n If true, use of the event queue is suppressed and test events are synchronous.\n \n \n \n \n The default naming pattern used in generating test names\n \n \n \n \n Parameters to be passed on to the test\n \n \n \n \n Provides a platform-independent methods for getting attributes\n for use by AttributeConstraint and AttributeExistsConstraint.\n \n \n \n \n Gets the custom attributes from the given object.\n \n Portable libraries do not have an ICustomAttributeProvider, so we need to cast to each of\n it's direct subtypes and try to get attributes off those instead.\n The actual.\n Type of the attribute.\n if set to true [inherit].\n A list of the given attribute on the given object.\n \n \n \n A MarshalByRefObject that lives forever\n \n \n \n \n Obtains a lifetime service object to control the lifetime policy for this instance.\n \n \n \n \n Provides NUnit specific extensions to aid in Reflection\n across multiple frameworks\n \n \n This version of the class supplies GetTypeInfo() on platforms\n that don't support it.\n \n \n \n \n GetTypeInfo gives access to most of the Type information we take for granted\n on .NET Core and Windows Runtime. Rather than #ifdef different code for different\n platforms, it is easiest to just code all platforms as if they worked this way,\n thus the simple passthrough.\n \n \n \n \n \n \n Extensions for Assembly that are not available in pre-4.5 .NET releases\n \n \n \n \n An easy way to get a single custom attribute from an assembly\n \n The attribute Type\n The assembly\n An attribute of Type T\n \n \n \n Type extensions that apply to all target frameworks\n \n \n \n \n Determines if the given array is castable/matches the array.\n \n \n \n \n \n \n \n Determines if one type can be implicitly converted from another\n \n \n \n \n \n \n \n This class is used as a flag when we get a parameter list for a method/constructor, but\n we do not know one of the types because null was passed in.\n \n \n \n \n Env is a static class that provides some of the features of\n System.Environment that are not available under all runtimes\n \n \n \n \n The newline sequence in the current environment.\n \n \n \n \n Path to the 'My Documents' folder\n \n \n \n \n Directory used for file output if not specified on commandline.\n \n \n \n \n Represents a thread-safe first-in, first-out collection of objects.\n \n Specifies the type of elements in the queue.\n \n All public and protected members of are thread-safe and may be used\n concurrently from multiple threads.\n \n \n \n \n Initializes a new instance of the class.\n \n \n \n \n Initializes a new instance of the \n class that contains elements copied from the specified collection\n \n The collection whose elements are copied to the new .\n The argument is\n null.\n \n \n \n Adds an object to the end of the .\n \n The object to add to the end of the . The value can be a null reference\n (Nothing in Visual Basic) for reference types.\n \n \n \n \n Attempts to add an object to the .\n \n The object to add to the . The value can be a null\n reference (Nothing in Visual Basic) for reference types.\n \n true if the object was added successfully; otherwise, false.\n For , this operation will always add the object to the\n end of the \n and return true.\n \n \n \n Attempts to remove and return the object at the beginning of the .\n \n \n When this method returns, if the operation was successful, contains the\n object removed. If no object was available to be removed, the value is unspecified.\n \n true if an element was removed and returned from the beginning of the \n successfully; otherwise, false.\n \n \n \n Attempts to return an object from the beginning of the \n without removing it.\n \n When this method returns, contains an object from\n the beginning of the or an\n unspecified value if the operation failed.\n true if and object was returned successfully; otherwise, false.\n \n \n \n Returns an enumerator that iterates through a collection.\n \n An that can be used to iterate through the collection.\n \n \n \n Returns an enumerator that iterates through the .\n \n An enumerator for the contents of the .\n \n The enumeration represents a moment-in-time snapshot of the contents\n of the queue. It does not reflect any updates to the collection after \n was called. The enumerator is safe to use\n concurrently with reads from and writes to the queue.\n \n \n \n \n Copies the elements of the to an , starting at a particular\n index.\n \n The one-dimensional Array that is the\n destination of the elements copied from the\n . The Array must have zero-based indexing.\n The zero-based index in at which copying\n begins.\n is a null reference (Nothing in\n Visual Basic).\n is less than\n zero.\n \n is multidimensional. -or-\n does not have zero-based indexing. -or-\n is equal to or greater than the length of the \n -or- The number of elements in the source is\n greater than the available space from to the end of the destination\n . -or- The type of the source cannot be cast automatically to the type of the\n destination .\n \n \n \n \n Copies the elements to an existing one-dimensional Array, starting at the specified array index.\n \n The one-dimensional Array that is the\n destination of the elements copied from the\n . The Array must have zero-based\n indexing.\n The zero-based index in at which copying\n begins.\n is a null reference (Nothing in\n Visual Basic).\n is less than\n zero.\n is equal to or greater than the\n length of the \n -or- The number of elements in the source is greater than the\n available space from to the end of the destination .\n \n \n \n \n Copies the elements stored in the to a new array.\n \n A new array containing a snapshot of elements copied from the .\n \n \n \n Gets a value indicating whether access to the is\n synchronized with the SyncRoot.\n \n true if access to the is synchronized\n with the SyncRoot; otherwise, false. For , this property always\n returns false.\n \n \n \n Attempts to remove and return an object from the .\n \n \n When this method returns, if the operation was successful, contains the\n object removed. If no object was available to be removed, the value is unspecified.\n \n true if an element was removed and returned successfully; otherwise, false.\n For , this operation will attempt to remove the object\n from the beginning of the .\n \n \n \n \n Gets an object that can be used to synchronize access to the . This property is not supported.\n \n The SyncRoot property is not supported.\n \n \n \n Gets the number of elements contained in the .\n \n The number of elements contained in the .\n \n For determining whether the collection contains any items, use of the \n property is recommended rather than retrieving the number of items from the \n property and comparing it to 0.\n \n \n \n \n Gets a value that indicates whether the is empty.\n \n true if the is empty; otherwise, false.\n \n For determining whether the collection contains any items, use of this property is recommended\n rather than retrieving the number of items from the property and comparing it\n to 0. However, as this collection is intended to be accessed concurrently, it may be the case\n that another thread will modify the collection after returns, thus invalidating\n the result.\n \n \n \n \n Defines methods to manipulate thread-safe collections intended for producer/consumer usage.\n \n Specifies the type of elements in the collection.\n \n All implementations of this interface must enable all members of this interface\n to be used concurrently from multiple threads.\n \n \n \n \n Attempts to add an object to the .\n \n The object to add to the .\n true if the object was added successfully; otherwise, false.\n The was invalid for this collection.\n \n \n \n Attempts to remove and return an object from the .\n \n \n When this method returns, if the object was removed and returned successfully, contains the removed object. If no object was available to be removed, the value is\n unspecified.\n \n true if an object was removed and returned successfully; otherwise, false.\n \n \n \n Copies the elements contained in the to a new array.\n \n A new array containing the elements copied from the .\n \n \n \n Copies the elements of the to\n an\n , starting at a specified index.\n \n The one-dimensional that is the destination of\n the elements copied from the .\n The array must have zero-based indexing.\n The zero-based index in at which copying\n begins.\n is a null reference (Nothing in\n Visual Basic).\n is less than\n zero.\n is equal to or greater than the\n length of the \n -or- The number of elements in the source is greater than the\n available space from to the end of the destination .\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n A shim of the .NET interface for platforms that do not support it.\n Used to indicate that a control can be the target of a callback event on the server.\n \n \n \n \n Processes a callback event that targets a control.\n \n \n \n \n \n Returns the results of a callback event that targets a control.\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076418,"cells":{"text":{"kind":"string","value":"\n\n \n \n UnityEngine\n \n \n \n Structure describing acceleration status of the device.\n \n \n \n \n Value of acceleration.\n \n \n \n \n Amount of time passed since last accelerometer measurement.\n \n \n \n \n The AddComponentMenu attribute allows you to place a script anywhere in the \"Component\" menu, instead of just the \"Component-&gt;Scripts\" menu.\n \n \n \n \n The order of the component in the component menu (lower is higher to the top).\n \n \n \n \n Add an item in the Component menu.\n \n The path to the component.\n Where in the component menu to add the new item.\n \n \n \n Add an item in the Component menu.\n \n The path to the component.\n Where in the component menu to add the new item.\n \n \n \n Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created.\n \n \n \n \n No additional shader parameters are needed.\n \n \n \n \n Include the normals on the mesh vertices.\n \n \n \n \n Include the Tangent on the mesh vertices.\n \n \n \n \n Include UV1 on the mesh vertices.\n \n \n \n \n Include UV2 on the mesh vertices.\n \n \n \n \n Include UV3 on the mesh vertices.\n \n \n \n \n Singleton class to access the baked NavMesh.\n \n \n \n \n Describes how far in the future the agents predict collisions for avoidance.\n \n \n \n \n Set a function to be called before the NavMesh is updated during the frame update execution.\n \n \n \n \n The maximum amount of nodes processed each frame in the asynchronous pathfinding process.\n \n \n \n \n Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct.\n \n Describing the properties of the link.\n \n Representing the added link.\n \n \n \n \n Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct.\n \n Describing the properties of the link.\n Translate the link to this position.\n Rotate the link to this orientation.\n \n Representing the added link.\n \n \n \n \n Adds the specified NavMeshData to the game.\n \n Contains the data for the navmesh.\n \n Representing the added navmesh.\n \n \n \n \n Adds the specified NavMeshData to the game.\n \n Contains the data for the navmesh.\n Translate the navmesh to this position.\n Rotate the navmesh to this orientation.\n \n Representing the added navmesh.\n \n \n \n \n Area mask constant that includes all NavMesh areas.\n \n \n \n \n Calculate a path between two points and store the resulting path.\n \n The initial position of the path requested.\n The final position of the path requested.\n A bitfield mask specifying which NavMesh areas can be passed when calculating a path.\n The resulting path.\n \n True if a either a complete or partial path is found and false otherwise.\n \n \n \n \n Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument.\n \n The initial position of the path requested.\n The final position of the path requested.\n A filter specifying the cost of NavMesh areas that can be passed when calculating a path.\n The resulting path.\n \n True if a either a complete or partial path is found and false otherwise.\n \n \n \n \n Calculates triangulation of the current navmesh.\n \n \n \n \n Creates and returns a new entry of NavMesh build settings available for runtime NavMesh building.\n \n \n The created settings.\n \n \n \n \n Locate the closest NavMesh edge from a point on the NavMesh.\n \n The origin of the distance query.\n Holds the properties of the resulting location.\n A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge.\n \n True if a nearest edge is found.\n \n \n \n \n Locate the closest NavMesh edge from a point on the NavMesh, subject to the constraints of the filter argument.\n \n The origin of the distance query.\n Holds the properties of the resulting location.\n A filter specifying which NavMesh areas can be passed when finding the nearest edge.\n \n True if a nearest edge is found.\n \n \n \n \n Gets the cost for path finding over geometry of the area type.\n \n Index of the area to get.\n \n \n \n Returns the area index for a named NavMesh area type.\n \n Name of the area to look up.\n \n Index if the specified are, or -1 if no area found.\n \n \n \n \n Gets the cost for traversing over geometry of the layer type on all agents.\n \n \n \n \n \n Returns the layer index for a named layer.\n \n \n \n \n \n Returns an existing entry of NavMesh build settings.\n \n The ID to look for.\n \n The settings found.\n \n \n \n \n Returns an existing entry of NavMesh build settings by its ordered index.\n \n The index to retrieve from.\n \n The found settings.\n \n \n \n \n Returns the number of registered NavMesh build settings.\n \n \n The number of registered entries.\n \n \n \n \n Returns the name associated with the NavMesh build settings matching the provided agent type ID.\n \n The ID to look for.\n \n The name associated with the ID found.\n \n \n \n \n A delegate which can be used to register callback methods to be invoked before the NavMesh system updates.\n \n \n \n \n Trace a line between two points on the NavMesh.\n \n The origin of the ray.\n The end of the ray.\n Holds the properties of the ray cast resulting location.\n A bitfield mask specifying which NavMesh areas can be passed when tracing the ray.\n \n True if the ray is terminated before reaching target position. Otherwise returns false.\n \n \n \n \n Traces a line between two positions on the NavMesh, subject to the constraints defined by the filter argument.\n \n The origin of the ray.\n The end of the ray.\n Holds the properties of the ray cast resulting location.\n A filter specifying which NavMesh areas can be passed when tracing the ray.\n \n True if the ray is terminated before reaching target position. Otherwise returns false.\n \n \n \n \n Removes a link from the NavMesh.\n \n The instance of a link to remove.\n \n \n \n Removes the specified NavMeshDataInstance from the game, making it unavailable for agents and queries.\n \n The instance of a NavMesh to remove.\n \n \n \n Removes the build settings matching the agent type ID.\n \n The ID of the entry to remove.\n \n \n \n Finds the closest point on NavMesh within specified range.\n \n The origin of the sample query.\n Holds the properties of the resulting location.\n Sample within this distance from sourcePosition.\n A mask specifying which NavMesh areas are allowed when finding the nearest point.\n \n True if a nearest point is found.\n \n \n \n \n Samples the position closest to sourcePosition - on any NavMesh built for the agent type specified by the filter.\n \n The origin of the sample query.\n Holds the properties of the resulting location.\n Sample within this distance from sourcePosition.\n A filter specifying which NavMesh areas are allowed when finding the nearest point.\n \n True if a nearest point is found.\n \n \n \n \n Sets the cost for finding path over geometry of the area type on all agents.\n \n Index of the area to set.\n New cost.\n \n \n \n Sets the cost for traversing over geometry of the layer type on all agents.\n \n \n \n \n \n \n Navigation mesh agent.\n \n \n \n \n The maximum acceleration of an agent as it follows a path, given in units / sec^2.\n \n \n \n \n The type ID for the agent.\n \n \n \n \n Maximum turning speed in (deg/s) while following a path.\n \n \n \n \n Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).\n \n \n \n \n Should the agent brake automatically to avoid overshooting the destination point?\n \n \n \n \n Should the agent attempt to acquire a new path if the existing path becomes invalid?\n \n \n \n \n Should the agent move across OffMeshLinks automatically?\n \n \n \n \n The avoidance priority level.\n \n \n \n \n The relative vertical displacement of the owning GameObject.\n \n \n \n \n The current OffMeshLinkData.\n \n \n \n \n The desired velocity of the agent including any potential contribution from avoidance. (Read Only)\n \n \n \n \n Gets or attempts to set the destination of the agent in world-space units.\n \n \n \n \n Does the agent currently have a path? (Read Only)\n \n \n \n \n The height of the agent for purposes of passing under obstacles, etc.\n \n \n \n \n Is the agent currently bound to the navmesh? (Read Only)\n \n \n \n \n Is the agent currently positioned on an OffMeshLink? (Read Only)\n \n \n \n \n Is the current path stale. (Read Only)\n \n \n \n \n This property holds the stop or resume condition of the NavMesh agent.\n \n \n \n \n Returns the owning object of the NavMesh the agent is currently placed on (Read Only).\n \n \n \n \n The next OffMeshLinkData on the current path.\n \n \n \n \n Gets or sets the simulation position of the navmesh agent.\n \n \n \n \n The level of quality of avoidance.\n \n \n \n \n Property to get and set the current path.\n \n \n \n \n Is a path in the process of being computed but not yet ready? (Read Only)\n \n \n \n \n The status of the current path (complete, partial or invalid).\n \n \n \n \n The avoidance radius for the agent.\n \n \n \n \n The distance between the agent's position and the destination on the current path. (Read Only)\n \n \n \n \n Maximum movement speed when following a path.\n \n \n \n \n Get the current steering target along the path. (Read Only)\n \n \n \n \n Stop within this distance from the target position.\n \n \n \n \n Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.\n \n \n \n \n Should the agent update the transform orientation?\n \n \n \n \n Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on.\n \n \n \n \n Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.\n \n \n \n \n Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).\n \n \n \n \n Enables or disables the current off-mesh link.\n \n Is the link activated?\n \n \n \n Calculate a path to a specified point and store the resulting path.\n \n The final position of the path requested.\n The resulting path.\n \n True if a path is found.\n \n \n \n \n Completes the movement on the current OffMeshLink.\n \n \n \n \n Locate the closest NavMesh edge.\n \n Holds the properties of the resulting location.\n \n True if a nearest edge is found.\n \n \n \n \n Gets the cost for path calculation when crossing area of a particular type.\n \n Area Index.\n \n Current cost for specified area index.\n \n \n \n \n Gets the cost for crossing ground of a particular type.\n \n Layer index.\n \n Current cost of specified layer.\n \n \n \n \n Apply relative movement to current position.\n \n The relative movement vector.\n \n \n \n Trace a straight path towards a target postion in the NavMesh without moving the agent.\n \n The desired end position of movement.\n Properties of the obstacle detected by the ray (if any).\n \n True if there is an obstacle between the agent and the target position, otherwise false.\n \n \n \n \n Clears the current path.\n \n \n \n \n Resumes the movement along the current path after a pause.\n \n \n \n \n Sample a position along the current path.\n \n A bitfield mask specifying which NavMesh areas can be passed when tracing the path.\n Terminate scanning the path at this distance.\n Holds the properties of the resulting location.\n \n True if terminated before reaching the position at maxDistance, false otherwise.\n \n \n \n \n Sets the cost for traversing over areas of the area type.\n \n Area cost.\n New cost for the specified area index.\n \n \n \n Sets or updates the destination thus triggering the calculation for a new path.\n \n The target point to navigate to.\n \n True if the destination was requested successfully, otherwise false.\n \n \n \n \n Sets the cost for traversing over geometry of the layer type.\n \n Layer index.\n New cost for the specified layer.\n \n \n \n Assign a new path to this agent.\n \n New path to follow.\n \n True if the path is succesfully assigned.\n \n \n \n \n Stop movement of this agent along its current path.\n \n \n \n \n Warps agent to the provided position.\n \n New position to warp the agent to.\n \n True if agent is successfully warped, otherwise false.\n \n \n \n \n Navigation mesh builder interface.\n \n \n \n \n Builds a NavMesh data object from the provided input sources.\n \n Settings for the bake process, see NavMeshBuildSettings.\n List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.\n Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs.\n Center of the NavMeshData. This specifies the origin for the NavMesh tiles (See Also: NavMeshBuildSettings.tileSize).\n Orientation of the NavMeshData, you can use this to generate NavMesh with an arbitrary up-vector – e.g. for walkable vertical surfaces.\n \n Returns a newly built NavMeshData, or null if the NavMeshData was empty or an error occurred.\nThe newly built NavMeshData, or null if the NavMeshData was empty or an error occurred.\n \n \n \n \n Cancels an asynchronous update of the specified NavMesh data. See Also: UpdateNavMeshDataAsync.\n \n The data associated with asynchronous updating.\n \n \n \n Collects renderers or physics colliders, and terrains within a volume.\n \n The queried objects must overlap these bounds to be included in the results.\n Specifies which layers are included in the query.\n Which type of geometry to collect - e.g. physics colliders.\n Area type to assign to results, unless modified by NavMeshMarkup.\n List of markups which allows finer control over how objects are collected.\n List where results are stored, the list is cleared at the beginning of the call.\n \n \n \n Collects renderers or physics colliders, and terrains within a transform hierarchy.\n \n If not null, consider only root and its children in the query; if null, includes everything loaded.\n Specifies which layers are included in the query.\n Which type of geometry to collect - e.g. physics colliders.\n Area type to assign to results, unless modified by NavMeshMarkup.\n List of markups which allows finer control over how objects are collected.\n List where results are stored, the list is cleared at the beginning of the call.\n \n \n \n Incrementally updates the NavMeshData based on the sources.\n \n The NavMeshData to update.\n The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild.\n List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.\n Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.\n \n Returns true if the update was successful.\n \n \n \n \n Asynchronously and incrementally updates the NavMeshData based on the sources.\n \n The NavMeshData to update.\n The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will likely to cause full rebuild.\n List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.\n Bounding box relative to position and rotation which describes to volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.\n \n Can be used to check the progress of the update.\n \n \n \n \n The NavMesh build markup allows you to control how certain objects are treated during the NavMesh build process, specifically when collecting sources for building.\n \n \n \n \n The area type to use when override area is enabled.\n \n \n \n \n Use this to specify whether the GameObject and its children should be ignored.\n \n \n \n \n Use this to specify whether the area type of the GameObject and its children should be overridden by the area type specified in this struct.\n \n \n \n \n Use this to specify which GameObject (including the GameObject’s children) the markup should be applied to.\n \n \n \n \n The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type.\n \n \n \n \n The maximum vertical step size an agent can take.\n \n \n \n \n The height of the agent for baking in world units.\n \n \n \n \n The radius of the agent for baking in world units.\n \n \n \n \n The maximum slope angle which is walkable (angle in degrees).\n \n \n \n \n The agent type ID the NavMesh will be baked for.\n \n \n \n \n The approximate minimum area of individual NavMesh regions.\n \n \n \n \n Enables overriding the default tile size. See Also: tileSize.\n \n \n \n \n Enables overriding the default voxel size. See Also: voxelSize.\n \n \n \n \n Sets the tile size in voxel units.\n \n \n \n \n Sets the voxel size in world length units.\n \n \n \n \n Validates the properties of NavMeshBuildSettings.\n \n Describes the volume to build NavMesh for.\n \n The list of violated constraints.\n \n \n \n \n The input to the NavMesh builder is a list of NavMesh build sources.\n \n \n \n \n Describes the area type of the NavMesh surface for this object.\n \n \n \n \n Points to the owning component - if available, otherwise null.\n \n \n \n \n The type of the shape this source describes. See Also: NavMeshBuildSourceShape.\n \n \n \n \n Describes the dimensions of the shape.\n \n \n \n \n Describes the object referenced for Mesh and Terrain types of input sources.\n \n \n \n \n Describes the local to world transformation matrix of the build source. That is, position and orientation and scale of the shape.\n \n \n \n \n Used with NavMeshBuildSource to define the shape for building NavMesh.\n \n \n \n \n Describes a box primitive for use with NavMeshBuildSource.\n \n \n \n \n Describes a capsule primitive for use with NavMeshBuildSource.\n \n \n \n \n Describes a Mesh source for use with NavMeshBuildSource.\n \n \n \n \n Describes a ModifierBox source for use with NavMeshBuildSource.\n \n \n \n \n Describes a sphere primitive for use with NavMeshBuildSource.\n \n \n \n \n Describes a TerrainData source for use with NavMeshBuildSource.\n \n \n \n \n Used for specifying the type of geometry to collect. Used with NavMeshBuilder.CollectSources.\n \n \n \n \n Collect geometry from the 3D physics collision representation.\n \n \n \n \n Collect meshes form the rendered geometry.\n \n \n \n \n Contains and represents NavMesh data.\n \n \n \n \n Gets or sets the world space position of the NavMesh data.\n \n \n \n \n Gets or sets the orientation of the NavMesh data.\n \n \n \n \n Returns the bounding volume of the input geometry used to build this NavMesh (Read Only).\n \n \n \n \n Constructs a new object for representing a NavMesh for the default agent type.\n \n \n \n \n Constructs a new object representing a NavMesh for the specified agent type.\n \n The agent type ID to create a NavMesh for.\n \n \n \n The instance is returned when adding NavMesh data.\n \n \n \n \n Get or set the owning Object.\n \n \n \n \n True if the NavMesh data is added to the navigation system - otherwise false (Read Only).\n \n \n \n \n Removes this instance from the NavMesh system.\n \n \n \n \n Result information for NavMesh queries.\n \n \n \n \n Distance to the point of hit.\n \n \n \n \n Flag set when hit.\n \n \n \n \n Mask specifying NavMesh area at point of hit.\n \n \n \n \n Normal at the point of hit.\n \n \n \n \n Position of hit.\n \n \n \n \n Used for runtime manipulation of links connecting polygons of the NavMesh.\n \n \n \n \n Specifies which agent type this link is available for.\n \n \n \n \n Area type of the link.\n \n \n \n \n If true, the link can be traversed in both directions, otherwise only from start to end position.\n \n \n \n \n If positive, overrides the pathfinder cost to traverse the link.\n \n \n \n \n End position of the link.\n \n \n \n \n Start position of the link.\n \n \n \n \n If positive, the link will be rectangle aligned along the line from start to end.\n \n \n \n \n An instance representing a link available for pathfinding.\n \n \n \n \n Get or set the owning Object.\n \n \n \n \n True if the NavMesh link is added to the navigation system - otherwise false (Read Only).\n \n \n \n \n Removes this instance from the game.\n \n \n \n \n An obstacle for NavMeshAgents to avoid.\n \n \n \n \n Should this obstacle be carved when it is constantly moving?\n \n \n \n \n Should this obstacle make a cut-out in the navmesh.\n \n \n \n \n Threshold distance for updating a moving carved hole (when carving is enabled).\n \n \n \n \n Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).\n \n \n \n \n The center of the obstacle, measured in the object's local space.\n \n \n \n \n Height of the obstacle's cylinder shape.\n \n \n \n \n Radius of the obstacle's capsule shape.\n \n \n \n \n The shape of the obstacle.\n \n \n \n \n The size of the obstacle, measured in the object's local space.\n \n \n \n \n Velocity at which the obstacle moves around the NavMesh.\n \n \n \n \n Shape of the obstacle.\n \n \n \n \n Box shaped obstacle.\n \n \n \n \n Capsule shaped obstacle.\n \n \n \n \n A path as calculated by the navigation system.\n \n \n \n \n Corner points of the path. (Read Only)\n \n \n \n \n Status of the path. (Read Only)\n \n \n \n \n Erase all corner points from path.\n \n \n \n \n NavMeshPath constructor.\n \n \n \n \n Calculate the corners for the path.\n \n Array to store path corners.\n \n The number of corners along the path - including start and end points.\n \n \n \n \n Status of path.\n \n \n \n \n The path terminates at the destination.\n \n \n \n \n The path is invalid.\n \n \n \n \n The path cannot reach the destination.\n \n \n \n \n Specifies which agent type and areas to consider when searching the NavMesh.\n \n \n \n \n The agent type ID, specifying which navigation meshes to consider for the query functions.\n \n \n \n \n A bitmask representing the traversable area types.\n \n \n \n \n Returns the area cost multiplier for the given area type for this filter.\n \n Index to retreive the cost for.\n \n The cost multiplier for the supplied area index.\n \n \n \n \n Sets the pathfinding cost multiplier for this filter for a given area type.\n \n The area index to set the cost for.\n The cost for the supplied area index.\n \n \n \n Contains data describing a triangulation of a navmesh.\n \n \n \n \n NavMesh area indices for the navmesh triangulation.\n \n \n \n \n Triangle indices for the navmesh triangulation.\n \n \n \n \n NavMeshLayer values for the navmesh triangulation.\n \n \n \n \n Vertices for the navmesh triangulation.\n \n \n \n \n Level of obstacle avoidance.\n \n \n \n \n Good avoidance. High performance impact.\n \n \n \n \n Enable highest precision. Highest performance impact.\n \n \n \n \n Enable simple avoidance. Low performance impact.\n \n \n \n \n Medium avoidance. Medium performance impact.\n \n \n \n \n Disable avoidance.\n \n \n \n \n Link allowing movement outside the planar navigation mesh.\n \n \n \n \n Is link active.\n \n \n \n \n NavMesh area index for this OffMeshLink component.\n \n \n \n \n Automatically update endpoints.\n \n \n \n \n Can link be traversed in both directions.\n \n \n \n \n Modify pathfinding cost for the link.\n \n \n \n \n The transform representing link end position.\n \n \n \n \n NavMeshLayer for this OffMeshLink component.\n \n \n \n \n Is link occupied. (Read Only)\n \n \n \n \n The transform representing link start position.\n \n \n \n \n Explicitly update the link endpoints.\n \n \n \n \n State of OffMeshLink.\n \n \n \n \n Is link active (Read Only).\n \n \n \n \n Link end world position (Read Only).\n \n \n \n \n Link type specifier (Read Only).\n \n \n \n \n The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).\n \n \n \n \n Link start world position (Read Only).\n \n \n \n \n Is link valid (Read Only).\n \n \n \n \n Link type specifier.\n \n \n \n \n Vertical drop.\n \n \n \n \n Horizontal jump.\n \n \n \n \n Manually specified type of link.\n \n \n \n \n Unity Analytics provides insight into your game users e.g. DAU, MAU.\n \n \n \n \n Controls whether the sending of device stats at runtime is enabled.\n \n \n \n \n Controls whether the Analytics service is enabled at runtime.\n \n \n \n \n Controls whether to limit user tracking at runtime.\n \n \n \n \n Custom Events (optional).\n \n Name of custom event. Name cannot include the prefix \"unity.\" - This is a reserved keyword.\n Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix \"unity.\" - This is a reserved keyword.\n \n \n \n Custom Events (optional).\n \n \n \n \n \n Custom Events (optional).\n \n \n \n \n \n \n Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional).\n \n \n \n \n User Demographics (optional).\n \n Birth year of user. Must be 4-digit year format, only.\n \n \n \n User Demographics (optional).\n \n Gender of user can be \"Female\", \"Male\", or \"Unknown\".\n \n \n \n User Demographics (optional).\n \n User id.\n \n \n \n Tracking Monetization (optional).\n \n The id of the purchased item.\n The price of the item.\n Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.\n Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.\n Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.\n Set to true when using UnityIAP.\n \n \n \n Tracking Monetization (optional).\n \n The id of the purchased item.\n The price of the item.\n Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.\n Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.\n Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.\n Set to true when using UnityIAP.\n \n \n \n Tracking Monetization (optional).\n \n The id of the purchased item.\n The price of the item.\n Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.\n Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.\n Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.\n Set to true when using UnityIAP.\n \n \n \n Analytics API result.\n \n \n \n \n Analytics API result: Analytics is disabled.\n \n \n \n \n Analytics API result: Invalid argument value.\n \n \n \n \n Analytics API result: Analytics not initialized.\n \n \n \n \n Analytics API result: Success.\n \n \n \n \n Analytics API result: Argument size limit.\n \n \n \n \n Analytics API result: Too many parameters.\n \n \n \n \n Analytics API result: Too many requests.\n \n \n \n \n Analytics API result: This platform doesn't support Analytics.\n \n \n \n \n User Demographics: Gender of a user.\n \n \n \n \n User Demographics: Female Gender of a user.\n \n \n \n \n User Demographics: Male Gender of a user.\n \n \n \n \n User Demographics: Unknown Gender of a user.\n \n \n \n \n Unity Performace provides insight into your game performace.\n \n \n \n \n Controls whether the Performance Reporting service is enabled at runtime.\n \n \n \n \n Parent class for all joints that have anchor points.\n \n \n \n \n The joint's anchor point on the object that has the joint component.\n \n \n \n \n Should the connectedAnchor be calculated automatically?\n \n \n \n \n The joint's anchor point on the second object (ie, the one which doesn't have the joint component).\n \n \n \n \n ActivityIndicator Style (Android Specific).\n \n \n \n \n Do not show ActivityIndicator.\n \n \n \n \n Large Inversed (android.R.attr.progressBarStyleLargeInverse).\n \n \n \n \n Small Inversed (android.R.attr.progressBarStyleSmallInverse).\n \n \n \n \n Large (android.R.attr.progressBarStyleLarge).\n \n \n \n \n Small (android.R.attr.progressBarStyleSmall).\n \n \n \n \n AndroidInput provides support for off-screen touch input, such as a touchpad.\n \n \n \n \n Property indicating whether the system provides secondary touch input.\n \n \n \n \n Property indicating the height of the secondary touchpad.\n \n \n \n \n Property indicating the width of the secondary touchpad.\n \n \n \n \n Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).\n \n \n \n \n Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).\n \n \n \n \n \n AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.\n \n \n \n \n Construct an AndroidJavaClass from the class name.\n \n Specifies the Java class name (e.g. &lt;tt&gt;java.lang.String&lt;/tt&gt;).\n \n \n \n AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.\n \n \n \n \n Calls a Java method on an object (non-static).\n \n Specifies which method to call.\n An array of parameters passed to the method.\n \n \n \n Call a Java method on an object.\n \n Specifies which method to call.\n An array of parameters passed to the method.\n \n \n \n Call a static Java method on a class.\n \n Specifies which method to call.\n An array of parameters passed to the method.\n \n \n \n Call a static Java method on a class.\n \n Specifies which method to call.\n An array of parameters passed to the method.\n \n \n \n Construct an AndroidJavaObject based on the name of the class.\n \n Specifies the Java class name (e.g. \"&lt;tt&gt;java.lang.String&lt;tt&gt;\" or \"&lt;tt&gt;javalangString&lt;tt&gt;\").\n An array of parameters passed to the constructor.\n \n \n \n IDisposable callback.\n \n \n \n \n Get the value of a field in an object (non-static).\n \n The name of the field (e.g. int counter; would have fieldName = \"counter\").\n \n \n \n Retrieves the raw &lt;tt&gt;jclass&lt;/tt&gt; pointer to the Java class.\n\nNote: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.\n \n \n \n \n Retrieves the raw &lt;tt&gt;jobject&lt;/tt&gt; pointer to the Java object.\n\nNote: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.\n \n \n \n \n Get the value of a static field in an object type.\n \n The name of the field (e.g. &lt;i&gt;int counter;&lt;/i&gt; would have fieldName = \"counter\").\n \n \n \n Set the value of a field in an object (non-static).\n \n The name of the field (e.g. int counter; would have fieldName = \"counter\").\n The value to assign to the field. It has to match the field type.\n \n \n \n Set the value of a static field in an object type.\n \n The name of the field (e.g. int counter; would have fieldName = \"counter\").\n The value to assign to the field. It has to match the field type.\n \n \n \n This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.\n \n \n \n \n The equivalent of the java.lang.Object equals() method.\n \n \n \n Returns true when the objects are equal and false if otherwise.\n \n \n \n \n The equivalent of the java.lang.Object hashCode() method.\n \n \n Returns the hash code of the java proxy object.\n \n \n \n \n Java interface implemented by the proxy.\n \n \n \n \n The equivalent of the java.lang.Object toString() method.\n \n \n Returns C# class name + \" &lt;c# proxy java object&gt;\".\n \n \n \n \n \n \n Java interface to be implemented by the proxy.\n \n \n \n \n \n Java interface to be implemented by the proxy.\n \n \n \n Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.\n \n Name of the invoked java method.\n Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.\n Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.\n \n \n \n Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.\n \n Name of the invoked java method.\n Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.\n Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.\n \n \n \n AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.\n \n \n \n \n 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).\n\nNote: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.\n \n \n \n \n Allocates a new Java object without invoking any of the constructors for the object.\n \n \n \n \n \n Attaches the current thread to a Java (Dalvik) VM.\n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.\n \n \n \n \n \n \n \n Deletes the global reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.\n \n \n \n \n \n Deletes the local reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.\n \n \n \n \n \n Detaches the current thread from a Java (Dalvik) VM.\n \n \n \n \n Ensures that at least a given number of local references can be created in the current thread.\n \n \n \n \n \n Clears any exception that is currently being thrown.\n \n \n \n \n Prints an exception and a backtrace of the stack to the &lt;tt&gt;logcat&lt;/tt&gt;\n \n \n \n \n Determines if an exception is being thrown.\n \n \n \n \n Raises a fatal error and does not expect the VM to recover. This function does not return.\n \n \n \n \n \n This function loads a locally-defined class.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;boolean&lt;/tt&gt; to a managed array of System.Boolean.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;byte&lt;/tt&gt; to a managed array of System.Byte.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;char&lt;/tt&gt; to a managed array of System.Char.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;double&lt;/tt&gt; to a managed array of System.Double.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;float&lt;/tt&gt; to a managed array of System.Single.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;int&lt;/tt&gt; to a managed array of System.Int32.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;long&lt;/tt&gt; to a managed array of System.Int64.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt; to a managed array of System.IntPtr, representing Java objects.\n \n \n \n \n \n Converts a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; to a field ID.\n \n \n \n \n \n Converts a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object to a method ID.\n \n \n \n \n \n Convert a Java array of &lt;tt&gt;short&lt;/tt&gt; to a managed array of System.Int16.\n \n \n \n \n \n Returns the number of elements in the array.\n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the field ID for an instance (nonstatic) field of a class.\n \n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the method ID for an instance (nonstatic) method of a class or interface.\n \n \n \n \n \n \n \n Returns an element of an &lt;tt&gt;Object&lt;/tt&gt; array.\n \n \n \n \n \n \n Returns the class of an object.\n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns the value of one element of a primitive array.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n Returns the field ID for a static field of a class.\n \n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n Returns the method ID for a static method of a class.\n \n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of a static field of an object.\n \n \n \n \n \n \n This function returns the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n Returns a managed string object representing the string in modified UTF-8 encoding.\n \n \n \n \n \n Returns the length in bytes of the modified UTF-8 representation of a string.\n \n \n \n \n \n If &lt;tt&gt;clazz&lt;tt&gt; represents any class other than the class &lt;tt&gt;Object&lt;tt&gt;, then this function returns the object that represents the superclass of the class specified by &lt;tt&gt;clazz&lt;/tt&gt;.\n \n \n \n \n \n Returns the version of the native method interface.\n \n \n \n \n Determines whether an object of &lt;tt&gt;clazz1&lt;tt&gt; can be safely cast to &lt;tt&gt;clazz2&lt;tt&gt;.\n \n \n \n \n \n \n Tests whether an object is an instance of a class.\n \n \n \n \n \n \n Tests whether two references refer to the same Java object.\n \n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Creates a new global reference to the object referred to by the &lt;tt&gt;obj&lt;/tt&gt; argument.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Creates a new local reference that refers to the same object as &lt;tt&gt;obj&lt;/tt&gt;.\n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with &lt;init&gt; as the method name and void (V) as the return type.\n \n \n \n \n \n \n \n Constructs a new array holding objects in class &lt;tt&gt;clazz&lt;tt&gt;. All elements are initially set to &lt;tt&gt;obj&lt;tt&gt;.\n \n \n \n \n \n \n \n Construct a new primitive array object.\n \n \n \n \n \n Constructs a new &lt;tt&gt;java.lang.String&lt;/tt&gt; object from an array of characters in modified UTF-8 encoding.\n \n \n \n \n \n Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given &lt;tt&gt;result&lt;/tt&gt; object.\n \n \n \n \n \n Creates a new local reference frame, in which at least a given number of local references can be created.\n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n The array of native booleans.\n Index of the array element to set.\n The value to set - for 'true' use 1, for 'false' use 0.\n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets an element of an &lt;tt&gt;Object&lt;/tt&gt; array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Sets the value of one element in a primitive array.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function ets the value of a static field of an object.\n \n \n \n \n \n \n \n This function sets the value of an instance (nonstatic) field of an object.\n \n \n \n \n \n \n \n Causes a &lt;tt&gt;java.lang.Throwable&lt;/tt&gt; object to be thrown.\n \n \n \n \n \n Constructs an exception object from the specified class with the &lt;tt&gt;message&lt;/tt&gt; specified by message and causes that exception to be thrown.\n \n \n \n \n \n \n Convert a managed array of System.Boolean to a Java array of &lt;tt&gt;boolean&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Byte to a Java array of &lt;tt&gt;byte&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Char to a Java array of &lt;tt&gt;char&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Double to a Java array of &lt;tt&gt;double&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Single to a Java array of &lt;tt&gt;float&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Int32 to a Java array of &lt;tt&gt;int&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.Int64 to a Java array of &lt;tt&gt;long&lt;/tt&gt;.\n \n \n \n \n \n Convert a managed array of System.IntPtr, representing Java objects, to a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt;.\n \n \n \n \n \n Converts a field ID derived from cls to a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; object.\n \n \n \n \n \n \n \n Converts a method ID derived from clazz to a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object.\n \n \n \n \n \n \n \n Convert a managed array of System.Int16 to a Java array of &lt;tt&gt;short&lt;/tt&gt;.\n \n \n \n \n \n Helper interface for JNI interaction; signature creation and method lookups.\n\nNote: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.\n \n \n \n \n Set debug to true to log calls through the AndroidJNIHelper.\n \n \n \n \n Creates a managed array from a Java array.\n \n Java array object to be converted into a managed array.\n \n \n \n Creates a Java array from a managed array.\n \n Managed array to be converted into a Java array object.\n \n \n \n Creates a java proxy object which connects to the supplied proxy implementation.\n \n An implementatinon of a java interface in c#.\n \n \n \n Creates a UnityJavaRunnable object (implements java.lang.Runnable).\n \n A delegate representing the java.lang.Runnable.\n \n \n \n \n Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.\n \n An array of objects that should be converted to Call parameters.\n \n \n \n Deletes any local jni references previously allocated by CreateJNIArgArray().\n \n The array of arguments used as a parameter to CreateJNIArgArray().\n The array returned by CreateJNIArgArray().\n \n \n \n Scans a particular Java class for a constructor method matching a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n \n \n \n Scans a particular Java class for a constructor method matching a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n \n \n \n Get a JNI method ID for a constructor based on calling arguments.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Array with parameters to be passed to the constructor when invoked.\n \n \n \n \n Scans a particular Java class for a field matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the field as declared in Java.\n Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.\n \n \n \n Scans a particular Java class for a field matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the field as declared in Java.\n Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.\n \n \n \n Scans a particular Java class for a field matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the field as declared in Java.\n Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.\n \n \n \n Get a JNI field ID based on type detection. Generic parameter represents the field type.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the field as declared in Java.\n Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.\n \n \n \n \n Scans a particular Java class for a method matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the method as declared in Java.\n Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.\n \n \n \n Scans a particular Java class for a method matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the method as declared in Java.\n Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.\n \n \n \n Scans a particular Java class for a method matching a name and a signature.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the method as declared in Java.\n Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).\n Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.\n \n \n \n Get a JNI method ID based on calling arguments.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the method as declared in Java.\n Array with parameters to be passed to the method when invoked.\n Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.\n \n \n \n \n Get a JNI method ID based on calling arguments.\n \n Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).\n Name of the method as declared in Java.\n Array with parameters to be passed to the method when invoked.\n Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.\n \n \n \n \n Creates the JNI signature string for particular object type.\n \n Object for which a signature is to be produced.\n \n \n \n Creates the JNI signature string for an object parameter list.\n \n Array of object for which a signature is to be produced.\n \n \n \n Creates the JNI signature string for an object parameter list.\n \n Array of object for which a signature is to be produced.\n \n \n \n The animation component is used to play back animations.\n \n \n \n \n When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.\n \n \n \n \n When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.\n \n \n \n \n The default animation.\n \n \n \n \n Controls culling of this Animation component.\n \n \n \n \n Are we playing any animations?\n \n \n \n \n AABB of this Animation animation component in local space.\n \n \n \n \n Should the default animation clip (the Animation.clip property) automatically start playing on startup?\n \n \n \n \n How should time beyond the playback range of the clip be treated?\n \n \n \n \n Adds a clip to the animation with name newName.\n \n \n \n \n \n \n Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.\n \n Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.\n \n \n \n \n \n \n \n Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.\n \n Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.\n \n \n \n \n \n \n \n Blends the animation named animation towards targetWeight over the next time seconds.\n \n \n \n \n \n \n \n Blends the animation named animation towards targetWeight over the next time seconds.\n \n \n \n \n \n \n \n Blends the animation named animation towards targetWeight over the next time seconds.\n \n \n \n \n \n \n \n Fades the animation with name animation in over a period of time seconds and fades other animations out.\n \n \n \n \n \n \n \n Fades the animation with name animation in over a period of time seconds and fades other animations out.\n \n \n \n \n \n \n \n Fades the animation with name animation in over a period of time seconds and fades other animations out.\n \n \n \n \n \n \n \n Cross fades an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n \n Cross fades an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n \n Cross fades an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n \n Cross fades an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n \n Get the number of clips currently assigned to this animation.\n \n \n \n \n Is the animation named name playing?\n \n \n \n \n \n Plays an animation without any blending.\n \n \n \n \n \n \n Plays an animation without any blending.\n \n \n \n \n \n \n Plays an animation without any blending.\n \n \n \n \n \n \n Plays an animation without any blending.\n \n \n \n \n \n \n Plays an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n Plays an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n Plays an animation after previous animations has finished playing.\n \n \n \n \n \n \n \n Remove clip from the animation list.\n \n \n \n \n \n Remove clip from the animation list.\n \n \n \n \n \n Rewinds the animation named name.\n \n \n \n \n \n Rewinds all animations.\n \n \n \n \n Samples animations at the current state.\n \n \n \n \n Stops all playing animations that were started with this Animation.\n \n \n \n \n Stops an animation named name.\n \n \n \n \n \n Returns the animation state named name.\n \n \n \n \n Used by Animation.Play function.\n \n \n \n \n Animations will be added.\n \n \n \n \n Animations will be blended.\n \n \n \n \n Stores keyframe based animations.\n \n \n \n \n Returns true if the animation clip has no curves and no events.\n \n \n \n \n Animation Events for this animation clip.\n \n \n \n \n Frame rate at which keyframes are sampled. (Read Only)\n \n \n \n \n Returns true if the animation contains curve that drives a humanoid rig.\n \n \n \n \n Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).\n \n \n \n \n Animation length in seconds. (Read Only)\n \n \n \n \n AABB of this Animation Clip in local space of Animation component that it is attached too.\n \n \n \n \n Sets the default wrap mode used in the animation state.\n \n \n \n \n Adds an animation event to the clip.\n \n AnimationEvent to add.\n \n \n \n Clears all curves from the clip.\n \n \n \n \n Creates a new animation clip.\n \n \n \n \n Realigns quaternion keys to ensure shortest interpolation paths.\n \n \n \n \n Samples an animation at a given time for any animated properties.\n \n The animated game object.\n The time to sample an animation.\n \n \n \n Assigns the curve to animate a specific property.\n \n Path to the game object this curve applies to. The relativePath\n is formatted similar to a pathname, e.g. \"rootspineleftArm\". If relativePath\n is empty it refers to the game object the animation clip is attached to.\n The class type of the component that is animated.\n The name or path to the property being animated.\n The animation curve.\n \n \n \n This class defines a pair of clips used by AnimatorOverrideController.\n \n \n \n \n The original clip from the controller.\n \n \n \n \n The override animation clip.\n \n \n \n \n This enum controlls culling of Animation component.\n \n \n \n \n Animation culling is disabled - object is animated even when offscreen.\n \n \n \n \n Animation is disabled when renderers are not visible.\n \n \n \n \n Store a collection of Keyframes that can be evaluated over time.\n \n \n \n \n All keys defined in the animation curve.\n \n \n \n \n The number of keys in the curve. (Read Only)\n \n \n \n \n The behaviour of the animation after the last keyframe.\n \n \n \n \n The behaviour of the animation before the first keyframe.\n \n \n \n \n Add a new key to the curve.\n \n The time at which to add the key (horizontal axis in the curve graph).\n The value for the key (vertical axis in the curve graph).\n \n The index of the added key, or -1 if the key could not be added.\n \n \n \n \n Add a new key to the curve.\n \n The key to add to the curve.\n \n The index of the added key, or -1 if the key could not be added.\n \n \n \n \n Creates an animation curve from an arbitrary number of keyframes.\n \n An array of Keyframes used to define the curve.\n \n \n \n Creates an empty animation curve.\n \n \n \n \n Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.\n \n The start time for the ease curve.\n The start value for the ease curve.\n The end time for the ease curve.\n The end value for the ease curve.\n \n The ease-in and out curve generated from the specified values.\n \n \n \n \n Evaluate the curve at time.\n \n The time within the curve you want to evaluate (the horizontal axis in the curve graph).\n \n The value of the curve, at the point in time specified.\n \n \n \n \n A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.\n \n The start time for the linear curve.\n The start value for the linear curve.\n The end time for the linear curve.\n The end value for the linear curve.\n \n The (straight) curve created from the values specified.\n \n \n \n \n Removes the keyframe at index and inserts key.\n \n The index of the key to move.\n The key (with its new time) to insert.\n \n The index of the keyframe after moving it.\n \n \n \n \n Removes a key.\n \n The index of the key to remove.\n \n \n \n Smooth the in and out tangents of the keyframe at index.\n \n The index of the keyframe to be smoothed.\n The smoothing weight to apply to the keyframe's tangents.\n \n \n \n Retrieves the key at index. (Read Only)\n \n \n \n \n AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.\n \n \n \n \n The animation state that fired this event (Read Only).\n \n \n \n \n The animator clip info related to this event (Read Only).\n \n \n \n \n The animator state info related to this event (Read Only).\n \n \n \n \n Float parameter that is stored in the event and will be sent to the function.\n \n \n \n \n The name of the function that will be called.\n \n \n \n \n Int parameter that is stored in the event and will be sent to the function.\n \n \n \n \n Returns true if this Animation event has been fired by an Animator component.\n \n \n \n \n Returns true if this Animation event has been fired by an Animation component.\n \n \n \n \n Function call options.\n \n \n \n \n Object reference parameter that is stored in the event and will be sent to the function.\n \n \n \n \n String parameter that is stored in the event and will be sent to the function.\n \n \n \n \n The time at which the event will be fired off.\n \n \n \n \n Creates a new animation event.\n \n \n \n \n Information about what animation clips is played and its weight.\n \n \n \n \n Animation clip that is played.\n \n \n \n \n The weight of the animation clip.\n \n \n \n \n A Playable that controls an AnimationClip.\n \n \n \n \n Creates an AnimationClipPlayable in the PlayableGraph.\n \n The PlayableGraph object that will own the AnimationClipPlayable.\n The AnimationClip that will be added in the PlayableGraph.\n \n A AnimationClipPlayable linked to the PlayableGraph.\n \n \n \n \n An implementation of IPlayable that controls an animation layer mixer.\n \n \n \n \n Creates an AnimationLayerMixerPlayable in the PlayableGraph.\n \n The PlayableGraph object that will own the AnimationLayerMixerPlayable.\n The number of layers.\n \n A AnimationLayerMixerPlayable linked to the PlayableGraph.\n \n \n \n \n Returns an invalid AnimationLayerMixerPlayable.\n \n \n \n \n An implementation of IPlayable that controls an animation mixer.\n \n \n \n \n Creates an AnimationMixerPlayable in the PlayableGraph.\n \n The PlayableGraph object that will own the AnimationMixerPlayable.\n The number of inputs that the mixer will update.\n Set to true if you want the system to force a weight normalization of the inputs. If true, the sum of all the inputs weights will always be 1.0.\n \n A AnimationMixerPlayable linked to the PlayableGraph.\n \n \n \n \n A IPlayableOutput implementation that will be used by an animator object.\n \n \n \n \n Creates an AnimationPlayableOutput in the PlayableGraph.\n \n The PlayableGraph object that will own the AnimationPlayableOutput.\n The name of output.\n The target that will Play the AnimationPlayableOutput source Playable.\n \n A AnimationPlayableOutput.\n \n \n \n \n An implementation of IPlayable that controls an animation RuntimeAnimatorController.\n \n \n \n \n Creates an AnimatorControllerPlayable in the PlayableGraph.\n \n The PlayableGraph object that will own the AnimatorControllerPlayable.\n The RuntimeAnimatorController that will be added in the graph.\n \n A AnimatorControllerPlayable.\n \n \n \n \n Returns an invalid AnimatorControllerPlayable.\n \n \n \n \n The AnimationState gives full control over animation blending.\n \n \n \n \n Which blend mode should be used?\n \n \n \n \n The clip that is being played by this animation state.\n \n \n \n \n Enables / disables the animation.\n \n \n \n \n The length of the animation clip in seconds.\n \n \n \n \n The name of the animation.\n \n \n \n \n The normalized playback speed.\n \n \n \n \n The normalized time of the animation.\n \n \n \n \n The playback speed of the animation. 1 is normal playback speed.\n \n \n \n \n The current time of the animation.\n \n \n \n \n The weight of animation.\n \n \n \n \n Wrapping mode of the animation.\n \n \n \n \n Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.\n \n The transform to animate.\n Whether to also animate all children of the specified transform.\n \n \n \n Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.\n \n The transform to animate.\n Whether to also animate all children of the specified transform.\n \n \n \n Removes a transform which should be animated.\n \n \n \n \n \n Interface to control the Mecanim animation system.\n \n \n \n \n Gets the avatar angular velocity for the last evaluated frame.\n \n \n \n \n When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.\n \n \n \n \n Should root motion be applied?\n \n \n \n \n Gets/Sets the current Avatar.\n \n \n \n \n The position of the body center of mass.\n \n \n \n \n The rotation of the body center of mass.\n \n \n \n \n Controls culling of this Animator component.\n \n \n \n \n Gets the avatar delta position for the last evaluated frame.\n \n \n \n \n Gets the avatar delta rotation for the last evaluated frame.\n \n \n \n \n Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.\n \n \n \n \n The current gravity weight based on current animations that are played.\n \n \n \n \n Returns true if Animator has any playables assigned to it.\n \n \n \n \n Returns true if the current rig has root motion.\n \n \n \n \n Returns true if the object has a transform hierarchy.\n \n \n \n \n Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).\n \n \n \n \n Returns true if the current rig is humanoid, false if it is generic.\n \n \n \n \n Returns whether the animator is initialized successfully.\n \n \n \n \n If automatic matching is active.\n \n \n \n \n Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.\n \n \n \n \n See IAnimatorControllerPlayable.layerCount.\n \n \n \n \n Additional layers affects the center of mass.\n \n \n \n \n Get left foot bottom height.\n \n \n \n \n When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.\n \n \n \n \n See IAnimatorControllerPlayable.parameterCount.\n \n \n \n \n Read only acces to the AnimatorControllerParameters used by the animator.\n \n \n \n \n Get the current position of the pivot.\n \n \n \n \n Gets the pivot weight.\n \n \n \n \n The PlayableGraph created by the Animator.\n \n \n \n \n Sets the playback position in the recording buffer.\n \n \n \n \n Gets the mode of the Animator recorder.\n \n \n \n \n Start time of the first frame of the buffer relative to the frame at which StartRecording was called.\n \n \n \n \n End time of the recorded clip relative to when StartRecording was called.\n \n \n \n \n Get right foot bottom height.\n \n \n \n \n The root position, the position of the game object.\n \n \n \n \n The root rotation, the rotation of the game object.\n \n \n \n \n The runtime representation of AnimatorController that controls the Animator.\n \n \n \n \n The playback speed of the Animator. 1 is normal playback speed.\n \n \n \n \n Automatic stabilization of feet during transition and blending.\n \n \n \n \n Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).\n \n \n \n \n Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).\n \n \n \n \n Specifies the update mode of the Animator.\n \n \n \n \n Gets the avatar velocity for the last evaluated frame.\n \n \n \n \n Apply the default Root Motion.\n \n \n \n \n See IAnimatorControllerPlayable.CrossFade.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.CrossFade.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.CrossFadeInFixedTime.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.CrossFadeInFixedTime.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetAnimatorTransitionInfo.\n \n \n \n \n \n Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.\n \n \n \n \n Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.\n \n \n \n \n Returns transform mapped to this human bone id.\n \n The human bone that is queried, see enum HumanBodyBones for a list of possible values.\n \n \n \n See IAnimatorControllerPlayable.GetBool.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetBool.\n \n \n \n \n \n \n Gets the list of AnimatorClipInfo currently played by the current state.\n \n The layer's index.\n \n \n \n See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetFloat.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetFloat.\n \n \n \n \n \n \n Gets the position of an IK hint.\n \n The AvatarIKHint that is queried.\n \n Return the current position of this IK hint in world space.\n \n \n \n \n Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).\n \n The AvatarIKHint that is queried.\n \n Return translative weight.\n \n \n \n \n Gets the position of an IK goal.\n \n The AvatarIKGoal that is queried.\n \n Return the current position of this IK goal in world space.\n \n \n \n \n Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).\n \n The AvatarIKGoal that is queried.\n \n \n \n Gets the rotation of an IK goal.\n \n The AvatarIKGoal that is is queried.\n \n \n \n Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).\n \n The AvatarIKGoal that is queried.\n \n \n \n See IAnimatorControllerPlayable.GetInteger.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetInteger.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetLayerIndex.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetLayerName.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetLayerWeight.\n \n \n \n \n \n Gets the list of AnimatorClipInfo currently played by the next state.\n \n The layer's index.\n \n \n \n See IAnimatorControllerPlayable.GetNextAnimatorClipInfo.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetNextAnimatorClipInfo.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount.\n \n \n \n \n \n See IAnimatorControllerPlayable.GetNextAnimatorStateInfo.\n \n \n \n \n \n See AnimatorController.GetParameter.\n \n \n \n \n \n Gets the value of a quaternion parameter.\n \n The name of the parameter.\n \n \n \n Gets the value of a quaternion parameter.\n \n The id of the parameter. The id is generated using Animator::StringToHash.\n \n \n \n Gets the value of a vector parameter.\n \n The name of the parameter.\n \n \n \n Gets the value of a vector parameter.\n \n The id of the parameter. The id is generated using Animator::StringToHash.\n \n \n \n See IAnimatorControllerPlayable.HasState.\n \n \n \n \n \n \n Interrupts the automatic target matching.\n \n \n \n \n \n Interrupts the automatic target matching.\n \n \n \n \n \n Returns true if the transform is controlled by the Animator\\.\n \n The transform that is queried.\n \n \n \n See IAnimatorControllerPlayable.IsInTransition.\n \n \n \n \n \n See IAnimatorControllerPlayable.IsParameterControlledByCurve.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.IsParameterControlledByCurve.\n \n \n \n \n \n \n Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.\n \n The position we want the body part to reach.\n The rotation in which we want the body part to be.\n The body part that is involved in the match.\n Structure that contains weights for matching position and rotation.\n Start time within the animation clip (0 - beginning of clip, 1 - end of clip).\n End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop.\n \n \n \n See IAnimatorControllerPlayable.Play.\n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.Play.\n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.PlayInFixedTime.\n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.PlayInFixedTime.\n \n \n \n \n \n \n \n \n Rebind all the animated properties and mesh data with the Animator.\n \n \n \n \n See IAnimatorControllerPlayable.ResetTrigger.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.ResetTrigger.\n \n \n \n \n \n \n Sets local rotation of a human bone during a IK pass.\n \n The human bone Id.\n The local rotation.\n \n \n \n See IAnimatorControllerPlayable.SetBool.\n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetBool.\n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetFloat.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetFloat.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetFloat.\n \n \n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetFloat.\n \n \n \n \n \n \n \n \n \n Sets the position of an IK hint.\n \n The AvatarIKHint that is set.\n The position in world space.\n \n \n \n Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).\n \n The AvatarIKHint that is set.\n The translative weight.\n \n \n \n Sets the position of an IK goal.\n \n The AvatarIKGoal that is set.\n The position in world space.\n \n \n \n Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).\n \n The AvatarIKGoal that is set.\n The translative weight.\n \n \n \n Sets the rotation of an IK goal.\n \n The AvatarIKGoal that is set.\n The rotation in world space.\n \n \n \n Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).\n \n The AvatarIKGoal that is set.\n The rotational weight.\n \n \n \n See IAnimatorControllerPlayable.SetInteger.\n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetInteger.\n \n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetLayerWeight.\n \n \n \n \n \n \n Sets the look at position.\n \n The position to lookAt.\n \n \n \n Set look at weights.\n \n (0-1) the global weight of the LookAt, multiplier for other parameters.\n (0-1) determines how much the body is involved in the LookAt.\n (0-1) determines how much the head is involved in the LookAt.\n (0-1) determines how much the eyes are involved in the LookAt.\n (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\n \n \n \n Set look at weights.\n \n (0-1) the global weight of the LookAt, multiplier for other parameters.\n (0-1) determines how much the body is involved in the LookAt.\n (0-1) determines how much the head is involved in the LookAt.\n (0-1) determines how much the eyes are involved in the LookAt.\n (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\n \n \n \n Set look at weights.\n \n (0-1) the global weight of the LookAt, multiplier for other parameters.\n (0-1) determines how much the body is involved in the LookAt.\n (0-1) determines how much the head is involved in the LookAt.\n (0-1) determines how much the eyes are involved in the LookAt.\n (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\n \n \n \n Set look at weights.\n \n (0-1) the global weight of the LookAt, multiplier for other parameters.\n (0-1) determines how much the body is involved in the LookAt.\n (0-1) determines how much the head is involved in the LookAt.\n (0-1) determines how much the eyes are involved in the LookAt.\n (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\n \n \n \n Set look at weights.\n \n (0-1) the global weight of the LookAt, multiplier for other parameters.\n (0-1) determines how much the body is involved in the LookAt.\n (0-1) determines how much the head is involved in the LookAt.\n (0-1) determines how much the eyes are involved in the LookAt.\n (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).\n \n \n \n Sets the value of a quaternion parameter.\n \n The name of the parameter.\n The new value for the parameter.\n \n \n \n Sets the value of a quaternion parameter.\n \n Of the parameter. The id is generated using Animator::StringToHash.\n The new value for the parameter.\n \n \n \n Sets an AvatarTarget and a targetNormalizedTime for the current state.\n \n The avatar body part that is queried.\n The current state Time that is queried.\n \n \n \n See IAnimatorControllerPlayable.SetTrigger.\n \n \n \n \n \n \n See IAnimatorControllerPlayable.SetTrigger.\n \n \n \n \n \n \n Sets the value of a vector parameter.\n \n The name of the parameter.\n The new value for the parameter.\n \n \n \n Sets the value of a vector parameter.\n \n The id of the parameter. The id is generated using Animator::StringToHash.\n The new value for the parameter.\n \n \n \n Sets the animator in playback mode.\n \n \n \n \n Sets the animator in recording mode, and allocates a circular buffer of size frameCount.\n \n The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000.\n \n \n \n Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.\n \n \n \n \n Stops animator record mode.\n \n \n \n \n Generates an parameter id from a string.\n \n The string to convert to Id.\n \n \n \n Evaluates the animator based on deltaTime.\n \n The time delta.\n \n \n \n Information about clip being played and blended by the Animator.\n \n \n \n \n Returns the animation clip played by the Animator.\n \n \n \n \n Returns the blending weight used by the Animator to blend this clip.\n \n \n \n \n Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.\n \n \n \n \n The default bool value for the parameter.\n \n \n \n \n The default float value for the parameter.\n \n \n \n \n The default int value for the parameter.\n \n \n \n \n The name of the parameter.\n \n \n \n \n Returns the hash of the parameter based on its name.\n \n \n \n \n The type of the parameter.\n \n \n \n \n The type of the parameter.\n \n \n \n \n Boolean type parameter.\n \n \n \n \n Float type parameter.\n \n \n \n \n Int type parameter.\n \n \n \n \n Trigger type parameter.\n \n \n \n \n Culling mode for the Animator.\n \n \n \n \n Always animate the entire character. Object is animated even when offscreen.\n \n \n \n \n Animation is completely disabled when renderers are not visible.\n \n \n \n \n Retarget, IK and write of Transforms are disabled when renderers are not visible.\n \n \n \n \n Interface to control Animator Override Controller.\n \n \n \n \n Returns the list of orignal Animation Clip from the controller and their override Animation Clip.\n \n \n \n \n Returns the count of overrides.\n \n \n \n \n The Runtime Animator Controller that the Animator Override Controller overrides.\n \n \n \n \n Applies the list of overrides on this Animator Override Controller.\n \n Overrides list to apply.\n \n \n \n Creates an empty Animator Override Controller.\n \n \n \n \n Creates an Animator Override Controller that overrides controller.\n \n Runtime Animator Controller to override.\n \n \n \n Gets the list of Animation Clip overrides currently defined in this Animator Override Controller.\n \n Array to receive results.\n \n \n \n Returns either the overriding Animation Clip if set or the original Animation Clip named name.\n \n \n \n \n Returns either the overriding Animation Clip if set or the original Animation Clip named name.\n \n \n \n \n The mode of the Animator's recorder.\n \n \n \n \n The Animator recorder is offline.\n \n \n \n \n The Animator recorder is in Playback.\n \n \n \n \n The Animator recorder is in Record.\n \n \n \n \n Information about the current or next state.\n \n \n \n \n The full path hash for this state.\n \n \n \n \n Current duration of the state.\n \n \n \n \n Is the state looping.\n \n \n \n \n The hashed name of the State.\n \n \n \n \n Normalized time of the State.\n \n \n \n \n The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name.\n \n \n \n \n The playback speed of the animation. 1 is the normal playback speed.\n \n \n \n \n The speed multiplier for this state.\n \n \n \n \n The Tag of the State.\n \n \n \n \n Does name match the name of the active state in the statemachine?\n \n \n \n \n \n Does tag match the tag of the active state in the statemachine.\n \n \n \n \n \n Information about the current transition.\n \n \n \n \n Returns true if the transition is from an AnyState node, or from Animator.CrossFade().\n \n \n \n \n The unique name of the Transition.\n \n \n \n \n The simplified name of the Transition.\n \n \n \n \n Normalized time of the Transition.\n \n \n \n \n The user-specified name of the Transition.\n \n \n \n \n Does name match the name of the active Transition.\n \n \n \n \n \n Does userName match the name of the active Transition.\n \n \n \n \n \n The update mode of the Animator.\n \n \n \n \n Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine.\n \n \n \n \n Normal update of the animator.\n \n \n \n \n Animator updates independently of Time.timeScale.\n \n \n \n \n Various utilities for animator manipulation.\n \n \n \n \n This function will recreate all transform hierarchy under GameObject.\n \n GameObject to Deoptimize.\n \n \n \n This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.\n \n GameObject to Optimize.\n List of transform name to expose.\n \n \n \n Anisotropic filtering mode.\n \n \n \n \n Disable anisotropic filtering for all textures.\n \n \n \n \n Enable anisotropic filtering, as set for each texture.\n \n \n \n \n Enable anisotropic filtering for all textures.\n \n \n \n \n ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later.\n \n \n \n \n A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only).\nCheck the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false.\n \n \n \n \n A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only).\n \n \n \n \n Camera enabled status, true, if camera enabled, false otherwise.\n \n \n \n \n Boolean property that indicates whether a broadcast is currently in progress (Read Only).\n \n \n \n \n A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only)\n \n \n \n \n A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only)\n \n \n \n \n Microphone enabled status, true, if microhone enabled, false otherwise.\n \n \n \n \n A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only)\n \n \n \n \n A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only)\n \n \n \n \n Function called at the completion of broadcast startup.\n \n This parameter will be true if the broadcast started successfully and false in the event of an error.\n In the event of failure to start a broadcast, this parameter contains the associated error message.\n \n \n \n Discard the current recording.\n \n \n A boolean value of True if the recording was discarded successfully or False if an error occurred.\n \n \n \n \n Hide the camera preview view.\n \n \n \n \n Preview the current recording\n \n \n A boolean value of True if the video preview window opened successfully or False if an error occurred.\n \n \n \n \n Shows camera preview at coordinates posX and posY.\n \n \n \n \n \n \n Initiates and starts a new broadcast\nWhen StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked.\nIt will also be invoked in case of any error.\n \n \n A callback for getting the status of broadcast initiation.\n Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false.\n Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view.\n \n \n \n Start a new recording.\n \n Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false.\n Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view.\n \n A boolean value of True if recording started successfully or False if an error occurred.\n \n \n \n \n Stops current broadcast.\nWill terminate currently on-going broadcast. If no broadcast is in progress, does nothing.\n \n \n \n \n Stop the current recording.\n \n \n A boolean value of True if recording stopped successfully or False if an error occurred.\n \n \n \n \n A class for Apple TV remote input configuration.\n \n \n \n \n Configures how \"Menu\" button behaves on Apple TV Remote. If this property is set to true hitting \"Menu\" on Remote will exit to system home screen. When this property is false current application is responsible for handling \"Menu\" button. It is recommended to set this property to true on top level menus of your application.\n \n \n \n \n Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false.\n \n \n \n \n Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input.\n \n \n \n \n Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect.\nDefault is false.\n \n \n \n \n Access to application run-time data.\n \n \n \n \n The absolute path to the web player data file (Read Only).\n \n \n \n \n Priority of background loading thread.\n \n \n \n \n Returns a GUID for this build (Read Only).\n \n \n \n \n A unique cloud project identifier. It is unique for every project (Read Only).\n \n \n \n \n Return application company name (Read Only).\n \n \n \n \n Contains the path to the game data folder (Read Only).\n \n \n \n \n Returns false if application is altered in any way after it was built.\n \n \n \n \n Returns true if application integrity can be confirmed.\n \n \n \n \n Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. \n \n \n \n \n Returns the name of the store or package that installed the application (Read Only).\n \n \n \n \n Returns application install mode (Read Only).\n \n \n \n \n Returns the type of Internet reachability currently possible on the device.\n \n \n \n \n Is the current Runtime platform a known console platform.\n \n \n \n \n Are we running inside the Unity editor? (Read Only)\n \n \n \n \n Whether the player currently has focus. Read-only.\n \n \n \n \n Is some level being loaded? (Read Only)\n \n \n \n \n Is the current Runtime platform a known mobile platform.\n \n \n \n \n Returns true when in any kind of player (Read Only).\n \n \n \n \n Checks whether splash screen is being shown.\n \n \n \n \n Are we running inside a web player? (Read Only)\n \n \n \n \n The total number of levels available (Read Only).\n \n \n \n \n The level index that was last loaded (Read Only).\n \n \n \n \n The name of the level that was last loaded (Read Only).\n \n \n \n \n Event that is fired if a log message is received.\n \n \n \n \n \n Event that is fired if a log message is received.\n \n \n \n \n \n This event occurs when an iOS, Android, or Tizen device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.\n\nThis event corresponds to the following callbacks on the different platforms:\n\n- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning]\n\n- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)\n\n- Tizen: ui_app_add_event_handler with type APP_EVENT_LOW_MEMORY\n\nHere is an example of handling the callback:\n \n \n \n \n \n Delegate method used to register for \"Just Before Render\" input updates for VR devices.\n \n \n \n \n \n Contains the path to a persistent data directory (Read Only).\n \n \n \n \n Returns the platform the game is running on (Read Only).\n \n \n \n \n Returns application product name (Read Only).\n \n \n \n \n Should the player be running when the application is in the background?\n \n \n \n \n Returns application running in sandbox (Read Only).\n \n \n \n \n The path to the web player data file relative to the html file (Read Only).\n \n \n \n \n Stack trace logging options. The default value is StackTraceLogType.ScriptOnly.\n \n \n \n \n How many bytes have we downloaded from the main unity web stream (Read Only).\n \n \n \n \n Contains the path to the StreamingAssets folder (Read Only).\n \n \n \n \n The language the user's operating system is running in.\n \n \n \n \n Instructs game to try to render at a specified frame rate.\n \n \n \n \n Contains the path to a temporary data / cache directory (Read Only).\n \n \n \n \n The version of the Unity runtime used to play the content.\n \n \n \n \n Returns application version number (Read Only).\n \n \n \n \n Indicates whether Unity's webplayer security model is enabled.\n \n \n \n \n Delegate method for fetching advertising ID.\n \n Advertising ID.\n Indicates whether user has chosen to limit ad tracking.\n Error message.\n \n \n \n Cancels quitting the application. This is useful for showing a splash screen at the end of a game.\n \n \n \n \n Can the streamed level be loaded?\n \n \n \n \n \n Can the streamed level be loaded?\n \n \n \n \n \n Captures a screenshot at path filename as a PNG file.\n \n Pathname to save the screenshot file to.\n Factor by which to increase resolution.\n \n \n \n Captures a screenshot at path filename as a PNG file.\n \n Pathname to save the screenshot file to.\n Factor by which to increase resolution.\n \n \n \n Calls a function in the web page that contains the WebGL Player.\n \n Name of the function to call.\n Array of arguments passed in the call.\n \n \n \n Execution of a script function in the contained web page.\n \n The Javascript function to call.\n \n \n \n Returns an array of feature tags in use for this build.\n \n \n \n \n Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly.\n \n \n \n \n \n How far has the download progressed? [0...1].\n \n \n \n \n \n How far has the download progressed? [0...1].\n \n \n \n \n \n Is Unity activated with the Pro license?\n \n \n \n \n Check if the user has authorized use of the webcam or microphone in the Web Player.\n \n \n \n \n \n Loads the level by its name or index.\n \n The level to load.\n The name of the level to load.\n \n \n \n Loads the level by its name or index.\n \n The level to load.\n The name of the level to load.\n \n \n \n Loads a level additively.\n \n \n \n \n \n \n Loads a level additively.\n \n \n \n \n \n \n Loads the level additively and asynchronously in the background.\n \n \n \n \n \n \n Loads the level additively and asynchronously in the background.\n \n \n \n \n \n \n Loads the level asynchronously in the background.\n \n \n \n \n \n \n Loads the level asynchronously in the background.\n \n \n \n \n \n \n Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.\n \n \n \n \n \n \n \n This is the delegate function when a mobile device notifies of low memory.\n \n \n \n \n Opens the url in a browser.\n \n \n \n \n \n Quits the player application.\n \n \n \n \n Request advertising ID for iOS, Android and Windows Store.\n \n Delegate method.\n \n Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked.\n \n \n \n \n Request authorization to use the webcam or microphone in the Web Player.\n \n \n \n \n \n Set an array of feature tags for this build.\n \n \n \n \n \n Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.\n \n \n \n \n \n \n Unloads the Unity runtime.\n \n \n \n \n Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.\n \n Index of the scene in the PlayerSettings to unload.\n Name of the scene to Unload.\n \n Return true if the scene is unloaded.\n \n \n \n \n Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.\n \n Index of the scene in the PlayerSettings to unload.\n Name of the scene to Unload.\n \n Return true if the scene is unloaded.\n \n \n \n \n Application installation mode (Read Only).\n \n \n \n \n Application installed via ad hoc distribution.\n \n \n \n \n Application installed via developer build.\n \n \n \n \n Application running in editor.\n \n \n \n \n Application installed via enterprise distribution.\n \n \n \n \n Application installed via online store.\n \n \n \n \n Application install mode unknown.\n \n \n \n \n Application sandbox type.\n \n \n \n \n Application not running in a sandbox.\n \n \n \n \n Application is running in broken sandbox.\n \n \n \n \n Application is running in a sandbox.\n \n \n \n \n Application sandbox type is unknown.\n \n \n \n \n Applies forces within an area.\n \n \n \n \n The angular drag to apply to rigid-bodies.\n \n \n \n \n The linear drag to apply to rigid-bodies.\n \n \n \n \n The angle of the force to be applied.\n \n \n \n \n The magnitude of the force to be applied.\n \n \n \n \n The target for where the effector applies any force.\n \n \n \n \n The variation of the magnitude of the force to be applied.\n \n \n \n \n Should the forceAngle use global space?\n \n \n \n \n Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.\n \n \n \n \n Constructor.\n \n \n \n \n The Assert class contains assertion methods for setting invariants in the code.\n \n \n \n \n Should an exception be thrown on a failure.\n \n \n \n \n Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n\nNote: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n\nNote: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n\nNote: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n\nNote: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.\n \n \n \n \n \n \n \n \n Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.\n \n \n \n \n \n \n \n \n Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.\n \n \n \n \n \n \n \n \n Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.\n \n Tolerance of approximation.\n \n \n \n \n \n \n Asserts that the values are not equal.\n \n \n \n \n \n \n \n \n Asserts that the values are not equal.\n \n \n \n \n \n \n \n \n Asserts that the values are not equal.\n \n \n \n \n \n \n \n \n Asserts that the condition is false.\n \n \n \n \n \n \n Asserts that the condition is false.\n \n \n \n \n \n \n Asserts that the value is not null.\n \n \n \n \n \n \n Asserts that the value is not null.\n \n \n \n \n \n \n Asserts that the value is null.\n \n \n \n \n \n \n Asserts that the value is null.\n \n \n \n \n \n \n Asserts that the condition is true.\n \n \n \n \n \n \n Asserts that the condition is true.\n \n \n \n \n \n \n An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true.\n \n \n \n \n A float comparer used by Assertions.Assert performing approximate comparison.\n \n \n \n \n Default epsilon used by the comparer.\n \n \n \n \n Default instance of a comparer class with deafult error epsilon and absolute error check.\n \n \n \n \n Performs equality check with absolute error check.\n \n Expected value.\n Actual value.\n Comparison error.\n \n Result of the comparison.\n \n \n \n \n Performs equality check with relative error check.\n \n Expected value.\n Actual value.\n Comparison error.\n \n Result of the comparison.\n \n \n \n \n Creates an instance of the comparer.\n \n Should a relative check be used when comparing values? By default, an absolute check will be used.\n Allowed comparison error. By default, the FloatComparer.kEpsilon is used.\n \n \n \n Creates an instance of the comparer.\n \n Should a relative check be used when comparing values? By default, an absolute check will be used.\n Allowed comparison error. By default, the FloatComparer.kEpsilon is used.\n \n \n \n Creates an instance of the comparer.\n \n Should a relative check be used when comparing values? By default, an absolute check will be used.\n Allowed comparison error. By default, the FloatComparer.kEpsilon is used.\n \n \n \n Creates an instance of the comparer.\n \n Should a relative check be used when comparing values? By default, an absolute check will be used.\n Allowed comparison error. By default, the FloatComparer.kEpsilon is used.\n \n \n \n An extension class that serves as a wrapper for the Assert class.\n \n \n \n \n An extension method for Assertions.Assert.AreApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreEqual.\n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreEqual.\n \n \n \n \n \n \n \n An extension method for Assertions.Assert.IsFalse.\n \n \n \n \n \n \n An extension method for Assertions.Assert.IsFalse.\n \n \n \n \n \n \n An extension method for Assertions.Assert.IsNull.\n \n \n \n \n \n \n An extension method for Assertions.Assert.IsNull.\n \n \n \n \n \n \n An extension method for Assertions.Assert.IsTrue.\n \n \n \n \n \n \n An extension method for Assertions.Assert.IsTrue.\n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotApproximatelyEqual.\n \n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotEqual.\n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotEqual.\n \n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotNull.\n \n \n \n \n \n \n An extension method for Assertions.Assert.AreNotNull.\n \n \n \n \n \n \n AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.\n \n \n \n \n Return true if the AssetBundle is a streamed scene AssetBundle.\n \n \n \n \n Main asset that was supplied when building the asset bundle (Read Only).\n \n \n \n \n Check if an AssetBundle contains a specific object.\n \n \n \n \n \n Loads an asset bundle from a disk.\n \n Path of the file on disk\n\nSee Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.\n \n \n \n Asynchronously create an AssetBundle from a memory region.\n \n \n \n \n \n Synchronously create an AssetBundle from a memory region.\n \n Array of bytes with the AssetBundle data.\n \n \n \n Return all asset names in the AssetBundle.\n \n \n \n \n To use when you need to get a list of all the currently loaded Asset Bundles.\n \n \n Returns IEnumerable&lt;AssetBundle&gt; of all currently loaded Asset Bundles.\n \n \n \n \n Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.\n \n \n \n \n Loads all assets contained in the asset bundle that inherit from type.\n \n \n \n \n \n Loads all assets contained in the asset bundle.\n \n \n \n \n Loads all assets contained in the asset bundle that inherit from type T.\n \n \n \n \n Loads all assets contained in the asset bundle asynchronously.\n \n \n \n \n Loads all assets contained in the asset bundle that inherit from T asynchronously.\n \n \n \n \n Loads all assets contained in the asset bundle that inherit from type asynchronously.\n \n \n \n \n \n Loads asset with name from the bundle.\n \n \n \n \n \n Loads asset with name of a given type from the bundle.\n \n \n \n \n \n \n Loads asset with name of type T from the bundle.\n \n \n \n \n \n Asynchronously loads asset with name from the bundle.\n \n \n \n \n \n Asynchronously loads asset with name of a given T from the bundle.\n \n \n \n \n \n Asynchronously loads asset with name of a given type from the bundle.\n \n \n \n \n \n \n Loads asset and sub assets with name from the bundle.\n \n \n \n \n \n Loads asset and sub assets with name of a given type from the bundle.\n \n \n \n \n \n \n Loads asset and sub assets with name of type T from the bundle.\n \n \n \n \n \n Loads asset with sub assets with name from the bundle asynchronously.\n \n \n \n \n \n Loads asset with sub assets with name of type T from the bundle asynchronously.\n \n \n \n \n \n Loads asset with sub assets with name of a given type from the bundle asynchronously.\n \n \n \n \n \n \n Synchronously loads an AssetBundle from a file on disk.\n \n Path of the file on disk.\n An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.\n An optional byte offset. This value specifies where to start reading the AssetBundle from.\n \n Loaded AssetBundle object or null if failed.\n \n \n \n \n Synchronously loads an AssetBundle from a file on disk.\n \n Path of the file on disk.\n An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.\n An optional byte offset. This value specifies where to start reading the AssetBundle from.\n \n Loaded AssetBundle object or null if failed.\n \n \n \n \n Asynchronously loads an AssetBundle from a file on disk.\n \n Path of the file on disk.\n An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.\n An optional byte offset. This value specifies where to start reading the AssetBundle from.\n \n Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.\n \n \n \n \n Synchronously create an AssetBundle from a memory region.\n \n Array of bytes with the AssetBundle data.\n An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.\n \n Loaded AssetBundle object or null if failed.\n \n \n \n \n Asynchronously create an AssetBundle from a memory region.\n \n Array of bytes with the AssetBundle data.\n An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.\n \n Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.\n \n \n \n \n Unloads all assets in the bundle.\n \n \n \n \n \n Unloads all currently loaded Asset Bundles.\n \n Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded.\n \n \n \n Asynchronous create request for an AssetBundle.\n \n \n \n \n Asset object being loaded (Read Only).\n \n \n \n \n Manifest for all the AssetBundles in the build.\n \n \n \n \n Get all the AssetBundles in the manifest.\n \n \n An array of asset bundle names.\n \n \n \n \n Get all the AssetBundles with variant in the manifest.\n \n \n An array of asset bundle names.\n \n \n \n \n Get all the dependent AssetBundles for the given AssetBundle.\n \n Name of the asset bundle.\n \n \n \n Get the hash for the given AssetBundle.\n \n Name of the asset bundle.\n \n The 128-bit hash for the asset bundle.\n \n \n \n \n Get the direct dependent AssetBundles for the given AssetBundle.\n \n Name of the asset bundle.\n \n Array of asset bundle names this asset bundle depends on.\n \n \n \n \n Asynchronous load request from an AssetBundle.\n \n \n \n \n Asset objects with sub assets being loaded. (Read Only)\n \n \n \n \n Asset object being loaded (Read Only).\n \n \n \n \n Asynchronous operation coroutine.\n \n \n \n \n Allow scenes to be activated as soon as it is ready.\n \n \n \n \n Has the operation finished? (Read Only)\n \n \n \n \n Priority lets you tweak in which order async operation calls will be performed.\n \n \n \n \n What's the operation's progress. (Read Only)\n \n \n \n \n An implementation of IPlayable that controls an AudioClip.\n \n \n \n \n AudioMixer asset.\n \n \n \n \n Routing target.\n \n \n \n \n How time should progress for this AudioMixer. Used during Snapshot transitions.\n \n \n \n \n Resets an exposed parameter to its initial value.\n \n Exposed parameter.\n \n Returns false if the parameter was not found or could not be set.\n \n \n \n \n Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format \"Master GroupChild of Master GroupGrandchild of Master Group\", so to find the grandchild group in this example, a valid search string would be for instance \"randchi\" which would return exactly one group while \"hild\" or \"oup/\" would return 2 different groups.\n \n Sub-string of the paths to be matched.\n \n Groups in the mixer whose paths match the specified search path.\n \n \n \n \n The name must be an exact match.\n \n Name of snapshot object to be returned.\n \n The snapshot identified by the name.\n \n \n \n \n Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition.\n \n Name of exposed parameter.\n Return value of exposed parameter.\n \n Returns false if the exposed parameter specified doesn't exist.\n \n \n \n \n Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function.\n \n Name of exposed parameter.\n New value of exposed parameter.\n \n Returns false if the exposed parameter was not found or snapshots are currently being edited.\n \n \n \n \n Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location.\n \n The set of snapshots to be mixed.\n The mix weights for the snapshots specified.\n Relative time after which the mixture should be reached from any current state.\n \n \n \n Object representing a group in the mixer.\n \n \n \n \n An implementation of IPlayable that controls an audio mixer.\n \n \n \n \n Object representing a snapshot in the mixer.\n \n \n \n \n Performs an interpolated transition towards this snapshot over the time interval specified.\n \n Relative time after which this snapshot should be reached from any current state.\n \n \n \n The mode in which an AudioMixer should update its time.\n \n \n \n \n Update the AudioMixer with scaled game time.\n \n \n \n \n Update the AudioMixer with unscaled realtime.\n \n \n \n \n A IPlayableOutput implementation that will be used to play audio.\n \n \n \n \n Returns an invalid AudioPlayableOutput.\n \n \n \n \n The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.\n \n \n \n \n Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.\n \n \n \n \n Chorus modulation depth. 0.0 to 1.0. Default = 0.03.\n \n \n \n \n Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.\n \n \n \n \n Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.\n \n \n \n \n Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.\n \n \n \n \n Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.\n \n \n \n \n Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.\n \n \n \n \n Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.\n \n \n \n \n A container for audio data.\n \n \n \n \n Returns true if this audio clip is ambisonic (read-only).\n \n \n \n \n The number of channels in the audio clip. (Read Only)\n \n \n \n \n The sample frequency of the clip in Hertz. (Read Only)\n \n \n \n \n Returns true if the AudioClip is ready to play (read-only).\n \n \n \n \n The length of the audio clip in seconds. (Read Only)\n \n \n \n \n Corresponding to the \"Load In Background\" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.\n \n \n \n \n Returns the current load state of the audio data associated with an AudioClip.\n \n \n \n \n The load type of the clip (read-only).\n \n \n \n \n Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.\n \n \n \n \n The length of the audio clip in samples. (Read Only)\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Creates a user AudioClip with a name and with the given length in samples, channels and frequency.\n \n Name of clip.\n Number of sample frames.\n Number of channels per frame.\n Sample frequency of clip.\n Audio clip is played back in 3D.\n True if clip is streamed, that is if the pcmreadercallback generates data on the fly.\n This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.\n This callback is invoked whenever the clip loops or changes playback position.\n \n A reference to the created AudioClip.\n \n \n \n \n Fills an array with sample data from the clip.\n \n \n \n \n \n \n Loads the audio data of a clip. Clips that have \"Preload Audio Data\" set will load the audio data automatically.\n \n \n Returns true if loading succeeded.\n \n \n \n \n Delegate called each time AudioClip reads data.\n \n Array of floats containing data read from the clip.\n \n \n \n Delegate called each time AudioClip changes read position.\n \n New position in the audio clip.\n \n \n \n Set sample data in a clip.\n \n \n \n \n \n \n Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.\n \n \n Returns false if unloading failed.\n \n \n \n \n Determines how the audio clip is loaded in.\n \n \n \n \n The audio data of the clip will be kept in memory in compressed form.\n \n \n \n \n The audio data is decompressed when the audio clip is loaded.\n \n \n \n \n Streams audio data from disk.\n \n \n \n \n An enum containing different compression types.\n \n \n \n \n AAC Audio Compression.\n \n \n \n \n Adaptive differential pulse-code modulation.\n \n \n \n \n Sony proprietary hardware format.\n \n \n \n \n Nintendo ADPCM audio compression format.\n \n \n \n \n Sony proprietory hardware codec.\n \n \n \n \n MPEG Audio Layer III.\n \n \n \n \n Uncompressed pulse-code modulation.\n \n \n \n \n Sony proprietary hardware format.\n \n \n \n \n Vorbis compression format.\n \n \n \n \n Xbox One proprietary hardware format.\n \n \n \n \n Specifies the current properties or desired properties to be set for the audio system.\n \n \n \n \n The length of the DSP buffer in samples determining the latency of sounds by the audio output device.\n \n \n \n \n The current maximum number of simultaneously audible sounds in the game.\n \n \n \n \n The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.\n \n \n \n \n The current sample rate of the audio output device used.\n \n \n \n \n The current speaker mode used by the audio output device.\n \n \n \n \n Value describing the current load state of the audio data associated with an AudioClip.\n \n \n \n \n Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data.\n \n \n \n \n Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data.\n \n \n \n \n Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data.\n \n \n \n \n Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet.\n \n \n \n \n The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.\n \n \n \n \n Distortion value. 0.0 to 1.0. Default = 0.5.\n \n \n \n \n The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.\n \n \n \n \n Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.\n \n \n \n \n Echo delay in ms. 10 to 5000. Default = 500.\n \n \n \n \n Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.\n \n \n \n \n Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.\n \n \n \n \n The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency.\n \n \n \n \n Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.\n \n \n \n \n Determines how much the filter's self-resonance isdampened.\n \n \n \n \n Representation of a listener in 3D space.\n \n \n \n \n The paused state of the audio system.\n \n \n \n \n This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.\n \n \n \n \n Controls the game sound volume (0.0 to 1.0).\n \n \n \n \n Provides a block of the listener (master)'s output data.\n \n The array to populate with audio samples. Its length must be a power of 2.\n The channel to sample from.\n \n \n \n Deprecated Version. Returns a block of the listener (master)'s output data.\n \n \n \n \n \n \n Provides a block of the listener (master)'s spectrum data.\n \n The array to populate with audio samples. Its length must be a power of 2.\n The channel to sample from.\n The FFTWindow type to use when sampling.\n \n \n \n Deprecated Version. Returns a block of the listener (master)'s spectrum data.\n \n Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192.\n The channel to sample from.\n The FFTWindow type to use when sampling.\n \n \n \n The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency.\n \n \n \n \n Returns or sets the current custom frequency cutoff curve.\n \n \n \n \n Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.\n \n \n \n \n Determines how much the filter's self-resonance is dampened.\n \n \n \n \n The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.\n \n \n \n \n Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.\n \n \n \n \n Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.\n \n \n \n \n Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.\n \n \n \n \n Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.\n \n \n \n \n Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.\n \n \n \n \n Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.\n \n \n \n \n Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.\n \n \n \n \n Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.\n \n \n \n \n Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.\n \n \n \n \n Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.\n \n \n \n \n Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.\n \n \n \n \n Set/Get reverb preset properties.\n \n \n \n \n Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.\n \n \n \n \n Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.\n \n \n \n \n Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.\n \n \n \n \n Reverb presets used by the Reverb Zone class and the audio reverb filter.\n \n \n \n \n Alley preset.\n \n \n \n \n Arena preset.\n \n \n \n \n Auditorium preset.\n \n \n \n \n Bathroom preset.\n \n \n \n \n Carpeted hallway preset.\n \n \n \n \n Cave preset.\n \n \n \n \n City preset.\n \n \n \n \n Concert hall preset.\n \n \n \n \n Dizzy preset.\n \n \n \n \n Drugged preset.\n \n \n \n \n Forest preset.\n \n \n \n \n Generic preset.\n \n \n \n \n Hallway preset.\n \n \n \n \n Hangar preset.\n \n \n \n \n Livingroom preset.\n \n \n \n \n Mountains preset.\n \n \n \n \n No reverb preset selected.\n \n \n \n \n Padded cell preset.\n \n \n \n \n Parking Lot preset.\n \n \n \n \n Plain preset.\n \n \n \n \n Psychotic preset.\n \n \n \n \n Quarry preset.\n \n \n \n \n Room preset.\n \n \n \n \n Sewer pipe preset.\n \n \n \n \n Stone corridor preset.\n \n \n \n \n Stoneroom preset.\n \n \n \n \n Underwater presset.\n \n \n \n \n User defined preset.\n \n \n \n \n Reverb Zones are used when you want to create location based ambient effects in the scene.\n \n \n \n \n High-frequency to mid-frequency decay time ratio.\n \n \n \n \n Reverberation decay time at mid frequencies.\n \n \n \n \n Value that controls the modal density in the late reverberation decay.\n \n \n \n \n Value that controls the echo density in the late reverberation decay.\n \n \n \n \n The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.\n \n \n \n \n The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.\n \n \n \n \n Early reflections level relative to room effect.\n \n \n \n \n Initial reflection delay time.\n \n \n \n \n Late reverberation level relative to room effect.\n \n \n \n \n Late reverberation delay time relative to initial reflection.\n \n \n \n \n Set/Get reverb preset properties.\n \n \n \n \n Room effect level (at mid frequencies).\n \n \n \n \n Relative room effect level at high frequencies.\n \n \n \n \n Relative room effect level at low frequencies.\n \n \n \n \n Like rolloffscale in global settings, but for reverb room size effect.\n \n \n \n \n Reference high frequency (hz).\n \n \n \n \n Reference low frequency (hz).\n \n \n \n \n Rolloff modes that a 3D sound can have in an audio source.\n \n \n \n \n Use this when you want to use a custom rolloff.\n \n \n \n \n Use this mode when you want to lower the volume of your sound over the distance.\n \n \n \n \n Use this mode when you want a real-world rolloff.\n \n \n \n \n Controls the global audio settings from script.\n \n \n \n \n Returns the speaker mode capability of the current audio driver. (Read Only)\n \n \n \n \n Returns the current time of the audio system.\n \n \n \n \n Get the mixer's current output rate.\n \n \n \n \n Gets the current speaker mode. Default is 2 channel stereo.\n \n \n \n \n A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset.\n \n True if the change was caused by an device change.\n \n \n \n Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset.\n \n \n The new configuration to be applied.\n \n \n \n \n Get the mixer's buffer size in samples.\n \n Is the length of each buffer in the ringbuffer.\n Is number of buffers.\n \n \n \n A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset.\n \n True if the change was caused by an device change.\n \n \n \n Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system.\n \n The new configuration to be used.\n \n True if all settings could be successfully applied.\n \n \n \n \n A representation of audio sources in 3D.\n \n \n \n \n Bypass effects (Applied from filter components or global listener filters).\n \n \n \n \n When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.\n \n \n \n \n When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.\n \n \n \n \n The default AudioClip to play.\n \n \n \n \n Sets the Doppler scale for this AudioSource.\n \n \n \n \n Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.\n \n \n \n \n This makes the audio source not take into account the volume of the audio listener.\n \n \n \n \n Is the clip playing right now (Read Only)?\n \n \n \n \n True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system.\n \n \n \n \n Is the audio clip looping?\n \n \n \n \n (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.\n \n \n \n \n Within the Min distance the AudioSource will cease to grow louder in volume.\n \n \n \n \n Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.\n \n \n \n \n The target group to which the AudioSource should route its signal.\n \n \n \n \n Pan has been deprecated. Use panStereo instead.\n \n \n \n \n PanLevel has been deprecated. Use spatialBlend instead.\n \n \n \n \n Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.\n \n \n \n \n The pitch of the audio source.\n \n \n \n \n If set to true, the audio source will automatically start playing on awake.\n \n \n \n \n Sets the priority of the AudioSource.\n \n \n \n \n The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.\n \n \n \n \n Sets/Gets how the AudioSource attenuates over distance.\n \n \n \n \n Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.\n \n \n \n \n Enables or disables spatialization.\n \n \n \n \n Determines if the spatializer effect is inserted before or after the effect filters.\n \n \n \n \n Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.\n \n \n \n \n Playback position in seconds.\n \n \n \n \n Playback position in PCM samples.\n \n \n \n \n Whether the Audio Source should be updated in the fixed or dynamic update.\n \n \n \n \n The volume of the audio source (0.0 to 1.0).\n \n \n \n \n Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.\n \n Zero-based index of user-defined parameter to be read.\n Return value of the user-defined parameter that is read.\n \n True, if the parameter could be read.\n \n \n \n \n Get the current custom curve for the given AudioSourceCurveType.\n \n The curve type to get.\n \n The custom AnimationCurve corresponding to the given curve type.\n \n \n \n \n Provides a block of the currently playing source's output data.\n \n The array to populate with audio samples. Its length must be a power of 2.\n The channel to sample from.\n \n \n \n Deprecated Version. Returns a block of the currently playing source's output data.\n \n \n \n \n \n \n Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.\n \n Zero-based index of user-defined parameter to be read.\n Return value of the user-defined parameter that is read.\n \n True, if the parameter could be read.\n \n \n \n \n Provides a block of the currently playing audio source's spectrum data.\n \n The array to populate with audio samples. Its length must be a power of 2.\n The channel to sample from.\n The FFTWindow type to use when sampling.\n \n \n \n Deprecated Version. Returns a block of the currently playing source's spectrum data.\n \n The number of samples to retrieve. Must be a power of 2.\n The channel to sample from.\n The FFTWindow type to use when sampling.\n \n \n \n Pauses playing the clip.\n \n \n \n \n Plays the clip with an optional certain delay.\n \n Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).\n \n \n \n Plays the clip with an optional certain delay.\n \n Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).\n \n \n \n Plays an AudioClip at a given position in world space.\n \n Audio data to play.\n Position in world space from which sound originates.\n Playback volume.\n \n \n \n Plays an AudioClip at a given position in world space.\n \n Audio data to play.\n Position in world space from which sound originates.\n Playback volume.\n \n \n \n Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.\n \n Delay time specified in seconds.\n \n \n \n Plays an AudioClip, and scales the AudioSource volume by volumeScale.\n \n The clip being played.\n The scale of the volume (0-1).\n \n \n \n Plays an AudioClip, and scales the AudioSource volume by volumeScale.\n \n The clip being played.\n The scale of the volume (0-1).\n \n \n \n Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.\n \n Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.\n \n \n \n Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.\n \n Zero-based index of user-defined parameter to be set.\n New value of the user-defined parameter.\n \n True, if the parameter could be set.\n \n \n \n \n Set the custom curve for the given AudioSourceCurveType.\n \n The curve type that should be set.\n The curve that should be applied to the given curve type.\n \n \n \n Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.\n \n Time in seconds.\n \n \n \n Changes the time at which a sound that has already been scheduled to play will start.\n \n Time in seconds.\n \n \n \n Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.\n \n Zero-based index of user-defined parameter to be set.\n New value of the user-defined parameter.\n \n True, if the parameter could be set.\n \n \n \n \n Stops playing the clip.\n \n \n \n \n Unpause the paused playback of this AudioSource.\n \n \n \n \n This defines the curve type of the different custom curves that can be queried and set within the AudioSource.\n \n \n \n \n Custom Volume Rolloff.\n \n \n \n \n Reverb Zone Mix.\n \n \n \n \n The Spatial Blend.\n \n \n \n \n The 3D Spread.\n \n \n \n \n These are speaker types defined for use with AudioSettings.speakerMode.\n \n \n \n \n Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer.\n \n \n \n \n Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer.\n \n \n \n \n Channel count is set to 1. The speakers are monaural.\n \n \n \n \n Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup.\n \n \n \n \n Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right.\n \n \n \n \n Channel count is unaffected.\n \n \n \n \n Channel count is set to 2. The speakers are stereo. This is the editor default.\n \n \n \n \n Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right.\n \n \n \n \n Type of the imported(native) data.\n \n \n \n \n Acc - not supported.\n \n \n \n \n Aiff.\n \n \n \n \n iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure.\n \n \n \n \n Impulse tracker.\n \n \n \n \n Protracker / Fasttracker MOD.\n \n \n \n \n MP2/MP3 MPEG.\n \n \n \n \n Ogg vorbis.\n \n \n \n \n ScreamTracker 3.\n \n \n \n \n 3rd party / unknown plugin format.\n \n \n \n \n VAG.\n \n \n \n \n Microsoft WAV.\n \n \n \n \n FastTracker 2 XM.\n \n \n \n \n Xbox360 XMA.\n \n \n \n \n Describes when an AudioSource or AudioListener is updated.\n \n \n \n \n Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise.\n \n \n \n \n Updates the source or listener in the dynamic update loop.\n \n \n \n \n Updates the source or listener in the fixed update loop.\n \n \n \n \n Avatar definition.\n \n \n \n \n Return true if this avatar is a valid human avatar.\n \n \n \n \n Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.\n \n \n \n \n Class to build avatars from user scripts.\n \n \n \n \n Create a new generic avatar.\n \n Root object of your transform hierarchy.\n Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself.\n \n \n \n Create a humanoid avatar.\n \n Root object of your transform hierachy. It must be the top most gameobject when you create the avatar.\n Humanoid description of the avatar.\n \n Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid.\n \n \n \n \n IK Goal.\n \n \n \n \n The left foot.\n \n \n \n \n The left hand.\n \n \n \n \n The right foot.\n \n \n \n \n The right hand.\n \n \n \n \n IK Hint.\n \n \n \n \n The left elbow IK hint.\n \n \n \n \n The left knee IK hint.\n \n \n \n \n The right elbow IK hint.\n \n \n \n \n The right knee IK hint.\n \n \n \n \n AvatarMask are used to mask out humanoid body parts and transforms.\n \n \n \n \n Number of transforms.\n \n \n \n \n Adds a transform path into the AvatarMask.\n \n The transform to add into the AvatarMask.\n Whether to also add all children of the specified transform.\n \n \n \n Creates a new AvatarMask.\n \n \n \n \n Returns true if the humanoid body part at the given index is active.\n \n The index of the humanoid body part.\n \n \n \n Returns true if the transform at the given index is active.\n \n The index of the transform.\n \n \n \n Returns the path of the transform at the given index.\n \n The index of the transform.\n \n \n \n Removes a transform path from the AvatarMask.\n \n The Transform that should be removed from the AvatarMask.\n Whether to also remove all children of the specified transform.\n \n \n \n Sets the humanoid body part at the given index to active or not.\n \n The index of the humanoid body part.\n Active or not.\n \n \n \n Sets the tranform at the given index to active or not.\n \n The index of the transform.\n Active or not.\n \n \n \n Sets the path of the transform at the given index.\n \n The index of the transform.\n The path of the transform.\n \n \n \n Avatar body part.\n \n \n \n \n The Body.\n \n \n \n \n The Head.\n \n \n \n \n Total number of body parts.\n \n \n \n \n The Left Arm.\n \n \n \n \n Left Fingers.\n \n \n \n \n Left Foot IK.\n \n \n \n \n Left Hand IK.\n \n \n \n \n The Left Leg.\n \n \n \n \n The Right Arm.\n \n \n \n \n Right Fingers.\n \n \n \n \n Right Foot IK.\n \n \n \n \n Right Hand IK.\n \n \n \n \n The Right Leg.\n \n \n \n \n The Root.\n \n \n \n \n Target.\n \n \n \n \n The body, center of mass.\n \n \n \n \n The left foot.\n \n \n \n \n The left hand.\n \n \n \n \n The right foot.\n \n \n \n \n The right hand.\n \n \n \n \n The root, the position of the game object.\n \n \n \n \n Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery.\n \n \n \n \n Device is plugged in and charging.\n \n \n \n \n Device is unplugged and discharging.\n \n \n \n \n Device is plugged in and the battery is full.\n \n \n \n \n Device is plugged in, but is not charging.\n \n \n \n \n The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value.\n \n \n \n \n Behaviours are Components that can be enabled or disabled.\n \n \n \n \n Enabled Behaviours are Updated, disabled Behaviours are not.\n \n \n \n \n Has the Behaviour had enabled called.\n \n \n \n \n BillboardAsset describes how a billboard is rendered.\n \n \n \n \n Height of the billboard that is below ground.\n \n \n \n \n Height of the billboard.\n \n \n \n \n Number of pre-rendered images that can be switched when the billboard is viewed from different angles.\n \n \n \n \n Number of indices in the billboard mesh.\n \n \n \n \n The material used for rendering.\n \n \n \n \n Number of vertices in the billboard mesh.\n \n \n \n \n Width of the billboard.\n \n \n \n \n Constructs a new BillboardAsset.\n \n \n \n \n Get the array of billboard image texture coordinate data.\n \n The list that receives the array.\n \n \n \n Get the array of billboard image texture coordinate data.\n \n The list that receives the array.\n \n \n \n Get the indices of the billboard mesh.\n \n The list that receives the array.\n \n \n \n Get the indices of the billboard mesh.\n \n The list that receives the array.\n \n \n \n Get the vertices of the billboard mesh.\n \n The list that receives the array.\n \n \n \n Get the vertices of the billboard mesh.\n \n The list that receives the array.\n \n \n \n Set the array of billboard image texture coordinate data.\n \n The array of data to set.\n \n \n \n Set the array of billboard image texture coordinate data.\n \n The array of data to set.\n \n \n \n Set the indices of the billboard mesh.\n \n The array of data to set.\n \n \n \n Set the indices of the billboard mesh.\n \n The array of data to set.\n \n \n \n Set the vertices of the billboard mesh.\n \n The array of data to set.\n \n \n \n Set the vertices of the billboard mesh.\n \n The array of data to set.\n \n \n \n Renders a billboard from a BillboardAsset.\n \n \n \n \n The BillboardAsset to render.\n \n \n \n \n Constructor.\n \n \n \n \n The BitStream class represents seralized variables, packed into a stream.\n \n \n \n \n Is the BitStream currently being read? (Read Only)\n \n \n \n \n Is the BitStream currently being written? (Read Only)\n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Serializes different types of variables.\n \n \n \n \n \n \n \n Blend weights.\n \n \n \n \n Four bones affect each vertex.\n \n \n \n \n One bone affects each vertex.\n \n \n \n \n Two bones affect each vertex.\n \n \n \n \n Skinning bone weights of a vertex in the mesh.\n \n \n \n \n Index of first bone.\n \n \n \n \n Index of second bone.\n \n \n \n \n Index of third bone.\n \n \n \n \n Index of fourth bone.\n \n \n \n \n Skinning weight for first bone.\n \n \n \n \n Skinning weight for second bone.\n \n \n \n \n Skinning weight for third bone.\n \n \n \n \n Skinning weight for fourth bone.\n \n \n \n \n Describes a single bounding sphere for use by a CullingGroup.\n \n \n \n \n The position of the center of the BoundingSphere.\n \n \n \n \n The radius of the BoundingSphere.\n \n \n \n \n Initializes a BoundingSphere.\n \n The center of the sphere.\n The radius of the sphere.\n A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).\n \n \n \n Initializes a BoundingSphere.\n \n The center of the sphere.\n The radius of the sphere.\n A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).\n \n \n \n Represents an axis aligned bounding box.\n \n \n \n \n The center of the bounding box.\n \n \n \n \n The extents of the box. This is always half of the size.\n \n \n \n \n The maximal point of the box. This is always equal to center+extents.\n \n \n \n \n The minimal point of the box. This is always equal to center-extents.\n \n \n \n \n The total size of the box. This is always twice as large as the extents.\n \n \n \n \n The closest point on the bounding box.\n \n Arbitrary point.\n \n The point on the bounding box or inside the bounding box.\n \n \n \n \n Is point contained in the bounding box?\n \n \n \n \n \n Creates a new Bounds.\n \n The location of the origin of the Bounds.\n The dimensions of the Bounds.\n \n \n \n Grows the Bounds to include the point.\n \n \n \n \n \n Grow the bounds to encapsulate the bounds.\n \n \n \n \n \n Expand the bounds by increasing its size by amount along each side.\n \n \n \n \n \n Expand the bounds by increasing its size by amount along each side.\n \n \n \n \n \n Does ray intersect this bounding box?\n \n \n \n \n \n Does ray intersect this bounding box?\n \n \n \n \n \n \n Does another bounding box intersect with this bounding box?\n \n \n \n \n \n Sets the bounds to the min and max value of the box.\n \n \n \n \n \n \n The smallest squared distance between the point and this bounding box.\n \n \n \n \n \n Returns a nicely formatted string for the bounds.\n \n \n \n \n \n Returns a nicely formatted string for the bounds.\n \n \n \n \n \n A box-shaped primitive collider.\n \n \n \n \n The center of the box, measured in the object's local space.\n \n \n \n \n The size of the box, measured in the object's local space.\n \n \n \n \n Collider for 2D physics representing an axis-aligned rectangle.\n \n \n \n \n Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.\n \n \n \n \n The center point of the collider in local space.\n \n \n \n \n Controls the radius of all edges created by the collider.\n \n \n \n \n The width and height of the rectangle.\n \n \n \n \n Applies forces to simulate buoyancy, fluid-flow and fluid drag.\n \n \n \n \n A force applied to slow angular movement of any Collider2D in contact with the effector.\n \n \n \n \n The density of the fluid used to calculate the buoyancy forces.\n \n \n \n \n The angle of the force used to similate fluid flow.\n \n \n \n \n The magnitude of the force used to similate fluid flow.\n \n \n \n \n The random variation of the force used to similate fluid flow.\n \n \n \n \n A force applied to slow linear movement of any Collider2D in contact with the effector.\n \n \n \n \n Defines an arbitrary horizontal line that represents the fluid surface level.\n \n \n \n \n Data structure for cache. Please refer to See Also:Caching.AddCache for more information.\n \n \n \n \n The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.\n \n \n \n \n Returns the index of the cache in the cache list.\n \n \n \n \n Allows you to specify the total number of bytes that can be allocated for the cache.\n \n \n \n \n Returns the path of the cache.\n \n \n \n \n Returns true if the cache is readonly.\n \n \n \n \n Returns true if the cache is ready.\n \n \n \n \n Returns the number of currently unused bytes in the cache.\n \n \n \n \n Returns the used disk space in bytes.\n \n \n \n \n Returns true if the cache is valid.\n \n \n \n \n Removes all cached content in the cache that has been cached by the current application.\n \n \n Returns True when cache clearing succeeded.\n \n \n \n \n Data structure for downloading AssetBundles to a customized cache path. See Also:WWW.LoadFromCacheOrDownload for more information.\n \n \n \n \n Hash128 which is used as the version of the AssetBundle.\n \n \n \n \n AssetBundle name which is used as the customized cache path.\n \n \n \n \n The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.\n \n \n \n \n Returns the cache count in the cache list.\n \n \n \n \n Controls compression of cache data. Enabled by default.\n \n \n \n \n Returns the current cache in which AssetBundles should be cached.\n \n \n \n \n Returns the default cache which is added by Unity internally.\n \n \n \n \n Is Caching enabled?\n \n \n \n \n Is caching ready?\n \n \n \n \n Add a cache with the given path.\n \n Path to the cache folder.\n \n \n \n Removes all the cached versions of the given AssetBundle from the cache.\n \n The AssetBundle name.\n \n Returns true when cache clearing succeeded.\n \n \n \n \n Removes all AssetBundle and Procedural Material content that has been cached by the current application.\n \n \n True when cache clearing succeeded, false if cache was in use.\n \n \n \n \n Removes the given version of the AssetBundle.\n \n The AssetBundle name.\n Version needs to be cleaned.\n \n Returns true when cache clearing succeeded.\n \n \n \n \n Removes all the cached versions of the AssetBundle from the cache, except for the specified version.\n \n The AssetBundle name.\n Version needs to be kept.\n \n Returns true when cache clearing succeeded.\n \n \n \n \n Returns all paths of the cache in the cache list.\n \n List of all the cache paths.\n \n \n \n Returns the Cache at the given position in the cache list.\n \n Index of the cache to get.\n \n A reference to the Cache at the index specified.\n \n \n \n \n Returns the Cache that has the given cache path.\n \n The cache path.\n \n A reference to the Cache with the given path.\n \n \n \n \n Returns all cached versions of the given AssetBundle.\n \n The AssetBundle name.\n List of all the cached version.\n \n \n \n Checks if an AssetBundle is cached.\n \n Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically.\n Version The version number of the AssetBundle to check for. Negative values are not allowed.\n \n \n \n True if an AssetBundle matching the url and version parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API.\n \n \n \n \n Bumps the timestamp of a cached file to be the current time.\n \n \n \n \n \n \n Moves the source Cache after the destination Cache in the cache list.\n \n The Cache to move.\n The Cache which should come before the source Cache in the cache list.\n \n \n \n Moves the source Cache before the destination Cache in the cache list.\n \n The Cache to move.\n The Cache which should come after the source Cache in the cache list.\n \n \n \n Removes the Cache from cache list.\n \n The Cache to be removed.\n \n Returns true if the Cache is removed.\n \n \n \n \n A Camera is a device through which the player views the world.\n \n \n \n \n Gets or sets the temporary RenderTexture target for this Camera.\n \n \n \n \n The rendering path that is currently being used (Read Only).\n \n \n \n \n Returns all enabled cameras in the scene.\n \n \n \n \n The number of cameras in the current scene.\n \n \n \n \n High dynamic range rendering.\n \n \n \n \n MSAA rendering.\n \n \n \n \n Determines whether the stereo view matrices are suitable to allow for a single pass cull.\n \n \n \n \n The aspect ratio (width divided by height).\n \n \n \n \n The color with which the screen will be cleared.\n \n \n \n \n Matrix that transforms from camera space to world space (Read Only).\n \n \n \n \n Identifies what kind of camera this is.\n \n \n \n \n How the camera clears the background.\n \n \n \n \n Should the camera clear the stencil buffer after the deferred light pass?\n \n \n \n \n Number of command buffers set up on this camera (Read Only).\n \n \n \n \n This is used to render parts of the scene selectively.\n \n \n \n \n Sets a custom matrix for the camera to use for all culling queries.\n \n \n \n \n The camera we are currently rendering with, for low-level render control only (Read Only).\n \n \n \n \n Camera's depth in the camera rendering order.\n \n \n \n \n How and if camera generates a depth texture.\n \n \n \n \n Mask to select which layers can trigger events on the camera.\n \n \n \n \n The far clipping plane distance.\n \n \n \n \n The field of view of the camera in degrees.\n \n \n \n \n Should camera rendering be forced into a RenderTexture.\n \n \n \n \n High dynamic range rendering.\n \n \n \n \n Per-layer culling distances.\n \n \n \n \n How to perform per-layer culling for a Camera.\n \n \n \n \n The first enabled camera tagged \"MainCamera\" (Read Only).\n \n \n \n \n The near clipping plane distance.\n \n \n \n \n Get or set the raw projection matrix with no camera offset (no jittering).\n \n \n \n \n Event that is fired after any camera finishes rendering.\n \n \n \n \n Event that is fired before any camera starts culling.\n \n \n \n \n Event that is fired before any camera starts rendering.\n \n \n \n \n Opaque object sorting mode.\n \n \n \n \n Is the camera orthographic (true) or perspective (false)?\n \n \n \n \n Camera's half-size when in orthographic mode.\n \n \n \n \n How tall is the camera in pixels (Read Only).\n \n \n \n \n Where on the screen is the camera rendered in pixel coordinates.\n \n \n \n \n How wide is the camera in pixels (Read Only).\n \n \n \n \n Set a custom projection matrix.\n \n \n \n \n Where on the screen is the camera rendered in normalized coordinates.\n \n \n \n \n The rendering path that should be used, if possible.\n \n \n \n \n If not null, the camera will only render the contents of the specified scene.\n \n \n \n \n Returns the eye that is currently rendering.\nIf called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono.\n\nIf called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye.\n\nIf called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left.\n \n \n \n \n Distance to a point where virtual eyes converge.\n \n \n \n \n Stereoscopic rendering.\n \n \n \n \n Render only once and use resulting image for both eyes.\n \n \n \n \n The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.\n \n \n \n \n Defines which eye of a VR display the Camera renders into.\n \n \n \n \n Set the target display for this Camera.\n \n \n \n \n Destination render texture.\n \n \n \n \n An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.\n \n \n \n \n Transparent object sorting mode.\n \n \n \n \n Should the jittered matrix be used for transparency rendering?\n \n \n \n \n Whether or not the Camera will use occlusion culling during rendering.\n \n \n \n \n Get the world-space speed of the camera (Read Only).\n \n \n \n \n Matrix that transforms from world to camera space.\n \n \n \n \n Add a command buffer to be executed at a specified place.\n \n When to execute the command buffer during rendering.\n The buffer to execute.\n \n \n \n Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.\n \n Normalized viewport coordinates to use for the frustum calculation.\n Z-depth from the camera origin at which the corners will be calculated.\n Camera eye projection matrix to use.\n Output array for the frustum corner vectors. Cannot be null and length must be &gt;= 4.\n \n \n \n Calculates and returns oblique near-plane projection matrix.\n \n Vector4 that describes a clip plane.\n \n Oblique near-plane projection matrix.\n \n \n \n \n Delegate type for camera callbacks.\n \n \n \n \n \n Makes this camera's settings match other camera.\n \n \n \n \n \n Fills an array of Camera with the current cameras in the scene, without allocating a new array.\n \n An array to be filled up with cameras currently in the scene.\n \n \n \n Get command buffers to be executed at a specified place.\n \n When to execute the command buffer during rendering.\n \n Array of command buffers.\n \n \n \n \n Gets the projection matrix of a specific left or right stereoscopic eye.\n \n Specifies the stereoscopic eye whose view matrix needs to be returned.\n \n The view matrix of the specified stereoscopic eye.\n \n \n \n \n Gets the left or right view matrix of a specific stereoscopic eye.\n \n Specifies the stereoscopic eye whose view matrix needs to be returned.\n \n The view matrix of the specified stereoscopic eye.\n \n \n \n \n A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering.\n\nA single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function.\n\nThe default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled.\n \n \n \n \n Camera eye corresponding to stereoscopic rendering of the left eye.\n \n \n \n \n Camera eye corresponding to non-stereoscopic rendering.\n \n \n \n \n Camera eye corresponding to stereoscopic rendering of the right eye.\n \n \n \n \n Remove all command buffers set on this camera.\n \n \n \n \n Remove command buffer from execution at a specified place.\n \n When to execute the command buffer during rendering.\n The buffer to execute.\n \n \n \n Remove command buffers from execution at a specified place.\n \n When to execute the command buffer during rendering.\n \n \n \n Render the camera manually.\n \n \n \n \n Render into a static cubemap from this camera.\n \n The cube map to render to.\n A bitmask which determines which of the six faces are rendered to.\n \n False is rendering fails, else true.\n \n \n \n \n Render into a cubemap from this camera.\n \n A bitfield indicating which cubemap faces should be rendered into.\n The texture to render to.\n \n False is rendering fails, else true.\n \n \n \n \n Render the camera with shader replacement.\n \n \n \n \n \n \n Revert the aspect ratio to the screen's aspect ratio.\n \n \n \n \n Make culling queries reflect the camera's built in parameters.\n \n \n \n \n Reset to the default field of view.\n \n \n \n \n Make the projection reflect normal camera's parameters.\n \n \n \n \n Remove shader replacement from camera.\n \n \n \n \n Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes.\n \n \n \n \n Reset the camera to using the Unity computed view matrices for all stereoscopic eyes.\n \n \n \n \n Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.\n \n \n \n \n Make the rendering position reflect the camera's position in the scene.\n \n \n \n \n Returns a ray going from camera through a screen point.\n \n \n \n \n \n Transforms position from screen space into viewport space.\n \n \n \n \n \n Transforms position from screen space into world space.\n \n \n \n \n \n Make the camera render with shader replacement.\n \n \n \n \n \n \n Sets custom projection matrices for both the left and right stereoscopic eyes.\n \n Projection matrix for the stereoscopic left eye.\n Projection matrix for the stereoscopic right eye.\n \n \n \n Sets a custom projection matrix for a specific stereoscopic eye.\n \n Specifies the stereoscopic eye whose projection matrix needs to be set.\n The matrix to be set.\n \n \n \n Set custom view matrices for both eyes.\n \n View matrix for the stereo left eye.\n View matrix for the stereo right eye.\n \n \n \n Sets a custom view matrix for a specific stereoscopic eye.\n \n Specifies the stereoscopic view matrix to set.\n The matrix to be set.\n \n \n \n Sets the Camera to render to the chosen buffers of one or more RenderTextures.\n \n The RenderBuffer(s) to which color information will be rendered.\n The RenderBuffer to which depth information will be rendered.\n \n \n \n Sets the Camera to render to the chosen buffers of one or more RenderTextures.\n \n The RenderBuffer(s) to which color information will be rendered.\n The RenderBuffer to which depth information will be rendered.\n \n \n \n Enum used to specify either the left or the right eye of a stereoscopic camera.\n \n \n \n \n Specifies the target to be the left eye.\n \n \n \n \n Specifies the target to be the right eye.\n \n \n \n \n Returns a ray going from camera through a viewport point.\n \n \n \n \n \n Transforms position from viewport space into screen space.\n \n \n \n \n \n Transforms position from viewport space into world space.\n \n The 3d vector in Viewport space.\n \n The 3d vector in World space.\n \n \n \n \n Transforms position from world space into screen space.\n \n \n \n \n \n Transforms position from world space into viewport space.\n \n \n \n \n \n Values for Camera.clearFlags, determining what to clear when rendering a Camera.\n \n \n \n \n Clear only the depth buffer.\n \n \n \n \n Don't clear anything.\n \n \n \n \n Clear with the skybox.\n \n \n \n \n Clear with a background color.\n \n \n \n \n Describes different types of camera.\n \n \n \n \n Used to indicate a regular in-game camera.\n \n \n \n \n Used to indicate a camera that is used for rendering previews in the Editor.\n \n \n \n \n Used to indicate a camera that is used for rendering reflection probes.\n \n \n \n \n Used to indicate that a camera is used for rendering the Scene View in the Editor.\n \n \n \n \n Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor.\n \n \n \n \n Element that can be used for screen rendering.\n \n \n \n \n Get or set the mask of additional shader channels to be used when creating the Canvas mesh.\n \n \n \n \n Cached calculated value based upon SortingLayerID.\n \n \n \n \n Is this the root Canvas?\n \n \n \n \n The normalized grid size that the canvas will split the renderable area into.\n \n \n \n \n Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.\n \n \n \n \n Override the sorting of canvas.\n \n \n \n \n Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.\n \n \n \n \n Get the render rect for the Canvas.\n \n \n \n \n How far away from the camera is the Canvas generated.\n \n \n \n \n The number of pixels per unit that is considered the default.\n \n \n \n \n Is the Canvas in World or Overlay mode?\n \n \n \n \n The render order in which the canvas is being emitted to the scene.\n \n \n \n \n Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.\n \n \n \n \n Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.\n \n \n \n \n The normalized grid size that the canvas will split the renderable area into.\n \n \n \n \n Unique ID of the Canvas' sorting layer.\n \n \n \n \n Name of the Canvas' sorting layer.\n \n \n \n \n Canvas' order within a sorting layer.\n \n \n \n \n For Overlay mode, display index on which the UI canvas will appear.\n \n \n \n \n Event that is called just before Canvas rendering happens.\n \n \n \n \n \n Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas].\n \n \n \n \n Force all canvases to update their content.\n \n \n \n \n Returns the default material that can be used for rendering normal elements on the Canvas.\n \n \n \n \n Returns the default material that can be used for rendering text elements on the Canvas.\n \n \n \n \n Gets or generates the ETC1 Material.\n \n \n The generated ETC1 Material from the Canvas.\n \n \n \n \n A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.\n \n \n \n \n Set the alpha of the group.\n \n \n \n \n Does this group block raycasting (allow collision).\n \n \n \n \n Should the group ignore parent groups?\n \n \n \n \n Is the group interactable (are the elements beneath the group enabled).\n \n \n \n \n Returns true if the Group allows raycasts.\n \n \n \n \n \n \n A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.\n \n \n \n \n Depth of the renderer relative to the root canvas.\n \n \n \n \n Indicates whether geometry emitted by this renderer is ignored.\n \n \n \n \n True if any change has occured that would invalidate the positions of generated geometry.\n \n \n \n \n Enable 'render stack' pop draw call.\n \n \n \n \n True if rect clipping has been enabled on this renderer.\nSee Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping.\n \n \n \n \n Is the UIRenderer a mask component.\n \n \n \n \n The number of materials usable by this renderer.\n \n \n \n \n (Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt.\n \n \n \n \n \n The number of materials usable by this renderer. Used internally for masking.\n \n \n \n \n Depth of the renderer realative to the parent canvas.\n \n \n \n \n Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).\n \n The UIVertex list to split.\n The destination list for the verts positions.\n The destination list for the verts colors.\n The destination list for the verts uv0s.\n The destination list for the verts uv1s.\n The destination list for the verts normals.\n The destination list for the verts tangents.\n \n \n \n Remove all cached vertices.\n \n \n \n \n Convert a set of vertex components into a stream of UIVertex.\n \n \n \n \n \n \n \n \n \n \n \n \n Disables rectangle clipping for this CanvasRenderer.\n \n \n \n \n Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).\n \n \n \n \n \n Get the current alpha of the renderer.\n \n \n \n \n Get the current color of the renderer.\n \n \n \n \n Gets the current Material assigned to the CanvasRenderer.\n \n The material index to retrieve (0 if this parameter is omitted).\n \n Result.\n \n \n \n \n Gets the current Material assigned to the CanvasRenderer.\n \n The material index to retrieve (0 if this parameter is omitted).\n \n Result.\n \n \n \n \n Gets the current Material assigned to the CanvasRenderer. Used internally for masking.\n \n \n \n \n \n Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha.\n \n Alpha.\n \n \n \n The Alpha Texture that will be passed to the Shader under the _AlphaTex property.\n \n The Texture to be passed.\n \n \n \n Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.\n \n Renderer multiply color.\n \n \n \n Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.\nSee Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.\n \n Material for rendering.\n Material texture overide.\n Material index.\n \n \n \n Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.\nSee Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.\n \n Material for rendering.\n Material texture overide.\n Material index.\n \n \n \n Sets the Mesh used by this renderer.\n \n \n \n \n \n Set the material for the canvas renderer. Used internally for masking.\n \n \n \n \n \n \n Sets the texture used by this renderer's material.\n \n \n \n \n \n Set the vertices for the UIRenderer.\n \n Array of vertices to set.\n Number of vertices to set.\n \n \n \n Set the vertices for the UIRenderer.\n \n Array of vertices to set.\n Number of vertices to set.\n \n \n \n Given a list of UIVertex, split the stream into it's component types.\n \n \n \n \n \n \n \n \n \n \n \n \n A capsule-shaped primitive collider.\n \n \n \n \n The center of the capsule, measured in the object's local space.\n \n \n \n \n The direction of the capsule.\n \n \n \n \n The height of the capsule meased in the object's local space.\n \n \n \n \n The radius of the sphere, measured in the object's local space.\n \n \n \n \n A capsule-shaped primitive collider.\n \n \n \n \n The direction that the capsule sides can extend.\n \n \n \n \n The width and height of the capsule area.\n \n \n \n \n The direction that the capsule sides can extend.\n \n \n \n \n The capsule sides extend horizontally.\n \n \n \n \n The capsule sides extend vertically.\n \n \n \n \n A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.\n \n \n \n \n The center of the character's capsule relative to the transform's position.\n \n \n \n \n What part of the capsule collided with the environment during the last CharacterController.Move call.\n \n \n \n \n Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).\n \n \n \n \n Enables or disables overlap recovery.\n Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.\n \n \n \n \n The height of the character's capsule.\n \n \n \n \n Was the CharacterController touching the ground during the last move?\n \n \n \n \n Gets or sets the minimum move distance of the character controller.\n \n \n \n \n The radius of the character's capsule.\n \n \n \n \n The character's collision skin width.\n \n \n \n \n The character controllers slope limit in degrees.\n \n \n \n \n The character controllers step offset in meters.\n \n \n \n \n The current relative velocity of the Character (see notes).\n \n \n \n \n A more complex move function taking absolute movement deltas.\n \n \n \n \n \n Moves the character with speed.\n \n \n \n \n \n Specification for how to render a character from the font texture. See Font.characterInfo.\n \n \n \n \n The horizontal distance from the origin of this character to the origin of the next character.\n \n \n \n \n The horizontal distance from the origin of this glyph to the begining of the glyph image.\n \n \n \n \n Is the character flipped?\n \n \n \n \n The height of the glyph image.\n \n \n \n \n The width of the glyph image.\n \n \n \n \n Unicode value of the character.\n \n \n \n \n The maximum extend of the glyph image in the x-axis.\n \n \n \n \n The maximum extend of the glyph image in the y-axis.\n \n \n \n \n The minium extend of the glyph image in the x-axis.\n \n \n \n \n The minimum extend of the glyph image in the y-axis.\n \n \n \n \n The size of the character or 0 if it is the default font size.\n \n \n \n \n The style of the character.\n \n \n \n \n UV coordinates for the character in the texture.\n \n \n \n \n The uv coordinate matching the bottom left of the glyph image in the font texture.\n \n \n \n \n The uv coordinate matching the bottom right of the glyph image in the font texture.\n \n \n \n \n The uv coordinate matching the top left of the glyph image in the font texture.\n \n \n \n \n The uv coordinate matching the top right of the glyph image in the font texture.\n \n \n \n \n Screen coordinates for the character in generated text meshes.\n \n \n \n \n How far to advance between the beginning of this charcater and the next.\n \n \n \n \n Character Joints are mainly used for Ragdoll effects.\n \n \n \n \n Brings violated constraints back into alignment even when the solver fails.\n \n \n \n \n The upper limit around the primary axis of the character joint.\n \n \n \n \n The lower limit around the primary axis of the character joint.\n \n \n \n \n Set the angular tolerance threshold (in degrees) for projection.\n \n \n \n \n Set the linear tolerance threshold for projection.\n \n \n \n \n The angular limit of rotation (in degrees) around the primary axis of the character joint.\n \n \n \n \n The angular limit of rotation (in degrees) around the primary axis of the character joint.\n \n \n \n \n The secondary axis around which the joint can rotate.\n \n \n \n \n The configuration of the spring attached to the swing limits of the joint.\n \n \n \n \n The configuration of the spring attached to the twist limits of the joint.\n \n \n \n \n Collider for 2D physics representing an circle.\n \n \n \n \n The center point of the collider in local space.\n \n \n \n \n Radius of the circle.\n \n \n \n \n The Cloth class provides an interface to cloth simulation physics.\n \n \n \n \n Bending stiffness of the cloth.\n \n \n \n \n An array of CapsuleColliders which this Cloth instance should collide with.\n \n \n \n \n The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.\n \n \n \n \n How much to increase mass of colliding particles.\n \n \n \n \n Damp cloth motion.\n \n \n \n \n Is this cloth enabled?\n \n \n \n \n A constant, external acceleration applied to the cloth.\n \n \n \n \n The friction of the cloth when colliding with the character.\n \n \n \n \n The current normals of the cloth object.\n \n \n \n \n A random, external acceleration applied to the cloth.\n \n \n \n \n Cloth's sleep threshold.\n \n \n \n \n An array of ClothSphereColliderPairs which this Cloth instance should collide with.\n \n \n \n \n Stretching stiffness of the cloth.\n \n \n \n \n Should gravity affect the cloth simulation?\n \n \n \n \n Add one virtual particle per triangle to improve collision stability.\n \n \n \n \n The current vertex positions of the cloth object.\n \n \n \n \n How much world-space acceleration of the character will affect cloth vertices.\n \n \n \n \n How much world-space movement of the character will affect cloth vertices.\n \n \n \n \n Clear the pending transform changes from affecting the cloth simulation.\n \n \n \n \n Fade the cloth simulation in or out.\n \n Fading enabled or not.\n \n \n \n \n The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.\n \n \n \n \n Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.\n \n \n \n \n Distance a vertex is allowed to travel from the skinned mesh vertex position.\n \n \n \n \n A pair of SphereColliders used to define shapes for Cloth objects to collide against.\n \n \n \n \n The first SphereCollider of a ClothSphereColliderPair.\n \n \n \n \n The second SphereCollider of a ClothSphereColliderPair.\n \n \n \n \n Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.\n \n The first SphereCollider of a ClothSphereColliderPair.\n The second SphereCollider of a ClothSphereColliderPair.\n \n \n \n Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.\n \n The first SphereCollider of a ClothSphereColliderPair.\n The second SphereCollider of a ClothSphereColliderPair.\n \n \n \n Interface for reading and writing inputs in a Unity Cluster.\n \n \n \n \n Add a new VRPN input entry.\n \n Name of the input entry. This has to be unique.\n Device name registered to VRPN server.\n URL to the vrpn server.\n Index of the Input entry, refer to vrpn.cfg if unsure.\n Type of the input.\n \n True if the operation succeed.\n \n \n \n \n Check the connection status of the device to the VRPN server it connected to.\n \n Name of the input entry.\n \n \n \n Edit an input entry which added via ClusterInput.AddInput.\n \n Name of the input entry. This has to be unique.\n Device name registered to VRPN server.\n URL to the vrpn server.\n Index of the Input entry, refer to vrpn.cfg if unsure.\n Type of the ClusterInputType as follow.\n \n \n \n Returns the axis value as a continous float.\n \n Name of input to poll.c.\n \n \n \n Returns the binary value of a button.\n \n Name of input to poll.\n \n \n \n Return the position of a tracker as a Vector3.\n \n Name of input to poll.\n \n \n \n Returns the rotation of a tracker as a Quaternion.\n \n Name of input to poll.\n \n \n \n Sets the axis value for this input. Only works for input typed Custom.\n \n Name of input to modify.\n Value to set.\n \n \n \n Sets the button value for this input. Only works for input typed Custom.\n \n Name of input to modify.\n Value to set.\n \n \n \n Sets the tracker position for this input. Only works for input typed Custom.\n \n Name of input to modify.\n Value to set.\n \n \n \n Sets the tracker rotation for this input. Only works for input typed Custom.\n \n Name of input to modify.\n Value to set.\n \n \n \n Values to determine the type of input value to be expect from one entry of ClusterInput.\n \n \n \n \n Device is an analog axis that provides continuous value represented by a float.\n \n \n \n \n Device that return a binary result of pressed or not pressed.\n \n \n \n \n A user customized input.\n \n \n \n \n Device that provide position and orientation values.\n \n \n \n \n A helper class that contains static method to inquire status of Unity Cluster.\n \n \n \n \n Check whether the current instance is disconnected from the cluster network.\n \n \n \n \n Check whether the current instance is a master node in the cluster network.\n \n \n \n \n To acquire or set the node index of the current machine from the cluster network.\n \n \n \n \n A base class of all colliders.\n \n \n \n \n The rigidbody the collider is attached to.\n \n \n \n \n The world space bounding volume of the collider.\n \n \n \n \n Contact offset value of this collider.\n \n \n \n \n Enabled Colliders will collide with other colliders, disabled Colliders won't.\n \n \n \n \n Is the collider a trigger?\n \n \n \n \n The material used by the collider.\n \n \n \n \n The shared physic material of this collider.\n \n \n \n \n Returns a point on the collider that is closest to a given location.\n \n Location you want to find the closest point to.\n \n The point on the collider that is closest to the specified location.\n \n \n \n \n The closest point to the bounding box of the attached collider.\n \n \n \n \n \n Casts a Ray that ignores all Colliders except this one.\n \n The starting point and direction of the ray.\n If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).\n The max length of the ray.\n \n True when the ray intersects any collider, otherwise false.\n \n \n \n \n Parent class for collider types used with 2D gameplay.\n \n \n \n \n The Rigidbody2D attached to the Collider2D.\n \n \n \n \n Get the bounciness used by the collider.\n \n \n \n \n The world space bounding area of the collider.\n \n \n \n \n Get the CompositeCollider2D that is available to be attached to the collider.\n \n \n \n \n The density of the collider used to calculate its mass (when auto mass is enabled).\n \n \n \n \n Get the friction used by the collider.\n \n \n \n \n Is this collider configured as a trigger?\n \n \n \n \n The local offset of the collider geometry.\n \n \n \n \n The number of separate shaped regions in the collider.\n \n \n \n \n The PhysicsMaterial2D that is applied to this collider.\n \n \n \n \n Sets whether the Collider will be used or not used by a CompositeCollider2D.\n \n \n \n \n Whether the collider is used by an attached effector or not.\n \n \n \n \n Casts the collider shape into the scene starting at the collider position ignoring the collider itself.\n \n Vector representing the direction to cast the shape.\n Array to receive results.\n Maximum distance over which to cast the shape.\n Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored?\n \n The number of results returned.\n \n \n \n \n Casts the collider shape into the scene starting at the collider position ignoring the collider itself.\n \n Vector representing the direction to cast the shape.\n Filter results defined by the contact filter.\n Array to receive results.\n Maximum distance over which to cast the shape.\n Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored?\n \n The number of results returned.\n \n \n \n \n Calculates the minimum separation of this collider against another collider.\n \n A collider used to calculate the minimum separation against this collider.\n \n The minimum separation of collider and this collider.\n \n \n \n \n Retrieves all contact points for this collider.\n \n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with this collider.\n \n An array of Collider2D used to receive the results.\n \n Returns the number of contacts placed in the colliders array.\n \n \n \n \n Retrieves all contact points for this collider, with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with this collider, with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of Collider2D used to receive the results.\n \n Returns the number of collidersplaced in the colliders array.\n \n \n \n \n Check whether this collider is touching the collider or not.\n \n The collider to check if it is touching this collider.\n \n Whether this collider is touching the collider or not.\n \n \n \n \n Check whether this collider is touching the collider or not with the results filtered by the ContactFilter2D.\n \n The collider to check if it is touching this collider.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether this collider is touching the collider or not.\n \n \n \n \n Check whether this collider is touching other colliders or not with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether this collider is touching the collider or not.\n \n \n \n \n Checks whether this collider is touching any colliders on the specified layerMask or not.\n \n Any colliders on any of these layers count as touching.\n \n Whether this collider is touching any collider on the specified layerMask or not.\n \n \n \n \n Get a list of all colliders that overlap this collider.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Check if a collider overlaps a point in space.\n \n A point in world space.\n \n Does point overlap the collider?\n \n \n \n \n Casts a ray into the scene starting at the collider position ignoring the collider itself.\n \n Vector representing the direction of the ray.\n Array to receive results.\n Maximum distance over which to cast the ray.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n Filter results defined by the contact filter.\n \n The number of results returned.\n \n \n \n \n Casts a ray into the scene starting at the collider position ignoring the collider itself.\n \n Vector representing the direction of the ray.\n Array to receive results.\n Maximum distance over which to cast the ray.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n Filter results defined by the contact filter.\n \n The number of results returned.\n \n \n \n \n Represents the separation or overlap of two Collider2D.\n \n \n \n \n Gets the distance between two colliders.\n \n \n \n \n Gets whether the distance represents an overlap or not.\n \n \n \n \n Gets whether the distance is valid or not.\n \n \n \n \n A normalized vector that points from pointB to pointA.\n \n \n \n \n A point on a Collider2D that is a specific distance away from pointB.\n \n \n \n \n A point on a Collider2D that is a specific distance away from pointA.\n \n \n \n \n Describes a collision.\n \n \n \n \n The Collider we hit (Read Only).\n \n \n \n \n The contact points generated by the physics engine.\n \n \n \n \n The GameObject whose collider we are colliding with. (Read Only).\n \n \n \n \n The total impulse applied to this contact pair to resolve the collision.\n \n \n \n \n The relative linear velocity of the two colliding objects (Read Only).\n \n \n \n \n The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.\n \n \n \n \n The Transform of the object we hit (Read Only).\n \n \n \n \n Collision details returned by 2D physics callback functions.\n \n \n \n \n The incoming Collider2D involved in the collision with the otherCollider.\n \n \n \n \n The specific points of contact with the incoming Collider2D.\n \n \n \n \n Indicates whether the collision response or reaction is enabled or disabled.\n \n \n \n \n The incoming GameObject involved in the collision.\n \n \n \n \n The other Collider2D involved in the collision with the collider.\n \n \n \n \n The other Rigidbody2D involved in the collision with the rigidbody.\n \n \n \n \n The relative linear velocity of the two colliding objects (Read Only).\n \n \n \n \n The incoming Rigidbody2D involved in the collision with the otherRigidbody.\n \n \n \n \n The Transform of the incoming object involved in the collision.\n \n \n \n \n The collision detection mode constants used for Rigidbody.collisionDetectionMode.\n \n \n \n \n Continuous collision detection is on for colliding with static mesh geometry.\n \n \n \n \n Continuous collision detection is on for colliding with static and dynamic geometry.\n \n \n \n \n Continuous collision detection is off for this Rigidbody.\n \n \n \n \n Controls how collisions are detected when a Rigidbody2D moves.\n \n \n \n \n Ensures that all collisions are detected when a Rigidbody2D moves.\n \n \n \n \n When a Rigidbody2D moves, only collisions at the new position are detected.\n \n \n \n \n This mode is obsolete. You should use Discrete mode.\n \n \n \n \n CollisionFlags is a bitmask returned by CharacterController.Move.\n \n \n \n \n CollisionFlags is a bitmask returned by CharacterController.Move.\n \n \n \n \n CollisionFlags is a bitmask returned by CharacterController.Move.\n \n \n \n \n CollisionFlags is a bitmask returned by CharacterController.Move.\n \n \n \n \n CollisionFlags is a bitmask returned by CharacterController.Move.\n \n \n \n \n Representation of RGBA colors.\n \n \n \n \n Alpha component of the color.\n \n \n \n \n Blue component of the color.\n \n \n \n \n Solid black. RGBA is (0, 0, 0, 1).\n \n \n \n \n Solid blue. RGBA is (0, 0, 1, 1).\n \n \n \n \n Completely transparent. RGBA is (0, 0, 0, 0).\n \n \n \n \n Cyan. RGBA is (0, 1, 1, 1).\n \n \n \n \n Green component of the color.\n \n \n \n \n A version of the color that has had the gamma curve applied.\n \n \n \n \n Gray. RGBA is (0.5, 0.5, 0.5, 1).\n \n \n \n \n The grayscale value of the color. (Read Only)\n \n \n \n \n Solid green. RGBA is (0, 1, 0, 1).\n \n \n \n \n English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).\n \n \n \n \n A linear value of an sRGB color.\n \n \n \n \n Magenta. RGBA is (1, 0, 1, 1).\n \n \n \n \n Returns the maximum color component value: Max(r,g,b).\n \n \n \n \n Red component of the color.\n \n \n \n \n Solid red. RGBA is (1, 0, 0, 1).\n \n \n \n \n Solid white. RGBA is (1, 1, 1, 1).\n \n \n \n \n Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!\n \n \n \n \n Constructs a new Color with given r,g,b,a components.\n \n Red component.\n Green component.\n Blue component.\n Alpha component.\n \n \n \n Constructs a new Color with given r,g,b components and sets a to 1.\n \n Red component.\n Green component.\n Blue component.\n \n \n \n Creates an RGB colour from HSV input.\n \n Hue [0..1].\n Saturation [0..1].\n Value [0..1].\n Output HDR colours. If true, the returned colour will not be clamped to [0..1].\n \n An opaque colour with HSV matching the input.\n \n \n \n \n Creates an RGB colour from HSV input.\n \n Hue [0..1].\n Saturation [0..1].\n Value [0..1].\n Output HDR colours. If true, the returned colour will not be clamped to [0..1].\n \n An opaque colour with HSV matching the input.\n \n \n \n \n Colors can be implicitly converted to and from Vector4.\n \n \n \n \n \n Colors can be implicitly converted to and from Vector4.\n \n \n \n \n \n Linearly interpolates between colors a and b by t.\n \n Color a\n Color b\n Float for combining a and b\n \n \n \n Linearly interpolates between colors a and b by t.\n \n \n \n \n \n \n \n Divides color a by the float b. Each color component is scaled separately.\n \n \n \n \n \n \n Subtracts color b from color a. Each component is subtracted separately.\n \n \n \n \n \n \n Multiplies two colors together. Each component is multiplied separately.\n \n \n \n \n \n \n Multiplies color a by the float b. Each color component is scaled separately.\n \n \n \n \n \n \n Multiplies color a by the float b. Each color component is scaled separately.\n \n \n \n \n \n \n Adds two colors together. Each component is added separately.\n \n \n \n \n \n \n Calculates the hue, saturation and value of an RGB input color.\n \n An input color.\n Output variable for hue.\n Output variable for saturation.\n Output variable for value.\n \n \n \n Access the r, g, b,a components using [0], [1], [2], [3] respectively.\n \n \n \n \n Returns a nicely formatted string of this color.\n \n \n \n \n \n Returns a nicely formatted string of this color.\n \n \n \n \n \n Representation of RGBA colors in 32 bit format.\n \n \n \n \n Alpha component of the color.\n \n \n \n \n Blue component of the color.\n \n \n \n \n Green component of the color.\n \n \n \n \n Red component of the color.\n \n \n \n \n Constructs a new Color32 with given r, g, b, a components.\n \n \n \n \n \n \n \n \n Color32 can be implicitly converted to and from Color.\n \n \n \n \n \n Color32 can be implicitly converted to and from Color.\n \n \n \n \n \n Linearly interpolates between colors a and b by t.\n \n \n \n \n \n \n \n Linearly interpolates between colors a and b by t.\n \n \n \n \n \n \n \n Returns a nicely formatted string of this color.\n \n \n \n \n \n Returns a nicely formatted string of this color.\n \n \n \n \n \n Color space for player settings.\n \n \n \n \n Gamma color space.\n \n \n \n \n Linear color space.\n \n \n \n \n Uninitialized color space.\n \n \n \n \n Attribute used to configure the usage of the ColorField and Color Picker for a color.\n \n \n \n \n If set to true the Color is treated as a HDR color.\n \n \n \n \n Maximum allowed HDR color component value when using the HDR Color Picker.\n \n \n \n \n Maximum exposure value allowed in the HDR Color Picker.\n \n \n \n \n Minimum allowed HDR color component value when using the Color Picker.\n \n \n \n \n Minimum exposure value allowed in the HDR Color Picker.\n \n \n \n \n If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.\n \n \n \n \n Attribute for Color fields. Used for configuring the GUI for the color.\n \n If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.\n Set to true if the color should be treated as a HDR color (default value: false).\n Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).\n Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).\n Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).\n Maximum exposure value allowed in the HDR Color Picker (default value: 3).\n \n \n \n Attribute for Color fields. Used for configuring the GUI for the color.\n \n If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.\n Set to true if the color should be treated as a HDR color (default value: false).\n Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).\n Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).\n Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).\n Maximum exposure value allowed in the HDR Color Picker (default value: 3).\n \n \n \n A collection of common color functions.\n \n \n \n \n Returns the color as a hexadecimal string in the format \"RRGGBB\".\n \n The color to be converted.\n \n Hexadecimal string representing the color.\n \n \n \n \n Returns the color as a hexadecimal string in the format \"RRGGBBAA\".\n \n The color to be converted.\n \n Hexadecimal string representing the color.\n \n \n \n \n Attempts to convert a html color string.\n \n Case insensitive html string to be converted into a color.\n The converted color.\n \n True if the string was successfully converted else false.\n \n \n \n \n Struct used to describe meshes to be combined using Mesh.CombineMeshes.\n \n \n \n \n The baked lightmap UV scale and offset applied to the Mesh.\n \n \n \n \n Mesh to combine.\n \n \n \n \n The realtime lightmap UV scale and offset applied to the Mesh.\n \n \n \n \n Sub-Mesh index of the Mesh.\n \n \n \n \n Matrix to transform the Mesh with before combining.\n \n \n \n \n Interface into compass functionality.\n \n \n \n \n Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().\n \n \n \n \n Accuracy of heading reading in degrees.\n \n \n \n \n The heading in degrees relative to the magnetic North Pole. (Read Only)\n \n \n \n \n The raw geomagnetic data measured in microteslas. (Read Only)\n \n \n \n \n Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)\n \n \n \n \n The heading in degrees relative to the geographic North Pole. (Read Only)\n \n \n \n \n Base class for everything attached to GameObjects.\n \n \n \n \n The Animation attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The AudioSource attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Camera attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Collider attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Collider2D component attached to the object.\n \n \n \n \n The ConstantForce attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The game object this component is attached to. A component is always attached to a game object.\n \n \n \n \n The GUIText attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The GUITexture attached to this GameObject (Read Only). (null if there is none attached).\n \n \n \n \n The HingeJoint attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Light attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The NetworkView attached to this GameObject (Read Only). (null if there is none attached).\n \n \n \n \n The ParticleEmitter attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The ParticleSystem attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Renderer attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Rigidbody attached to this GameObject. (Null if there is none attached).\n \n \n \n \n The Rigidbody2D that is attached to the Component's GameObject.\n \n \n \n \n The tag of this game object.\n \n \n \n \n The Transform attached to this GameObject.\n \n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n Name of the method to call.\n Optional parameter to pass to the method (can be any value).\n Should an error be raised if the method does not exist for a given target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n Name of the method to call.\n Optional parameter to pass to the method (can be any value).\n Should an error be raised if the method does not exist for a given target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n Name of the method to call.\n Optional parameter to pass to the method (can be any value).\n Should an error be raised if the method does not exist for a given target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n Name of the method to call.\n Optional parameter to pass to the method (can be any value).\n Should an error be raised if the method does not exist for a given target object?\n \n \n \n Is this game object tagged with tag ?\n \n The tag to compare.\n \n \n \n Returns the component of Type type if the game object has one attached, null if it doesn't.\n \n The type of Component to retrieve.\n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Returns the component with name type if the game object has one attached, null if it doesn't.\n \n \n \n \n \n Returns the component of Type type in the GameObject or any of its children using depth first search.\n \n The type of Component to retrieve.\n \n A component of the matching type, if found.\n \n \n \n \n Generic version. See the page for more details.\n \n \n \n A component of the matching type, if found.\n \n \n \n \n Returns the component of Type type in the GameObject or any of its parents.\n \n The type of Component to retrieve.\n \n A component of the matching type, if found.\n \n \n \n \n Generic version. See the page for more details.\n \n \n A component of the matching type, if found.\n \n \n \n \n Returns all components of Type type in the GameObject.\n \n The type of Component to retrieve.\n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Returns all components of Type type in the GameObject or any of its children.\n \n The type of Component to retrieve.\n Should Components on inactive GameObjects be included in the found set?\n \n \n \n Returns all components of Type type in the GameObject or any of its children.\n \n The type of Component to retrieve.\n Should Components on inactive GameObjects be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should Components on inactive GameObjects be included in the found set?\n \n A list of all found components matching the specified type.\n \n \n \n \n Generic version. See the page for more details.\n \n \n A list of all found components matching the specified type.\n \n \n \n \n Returns all components of Type type in the GameObject or any of its parents.\n \n The type of Component to retrieve.\n Should inactive Components be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should inactive Components be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should inactive Components be included in the found set?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n Name of the method to call.\n Optional parameter for the method.\n Should an error be raised if the target object doesn't implement the method for the message?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n Name of the method to call.\n Optional parameter for the method.\n Should an error be raised if the target object doesn't implement the method for the message?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n Name of the method to call.\n Optional parameter for the method.\n Should an error be raised if the target object doesn't implement the method for the message?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n Name of the method to call.\n Optional parameter for the method.\n Should an error be raised if the target object doesn't implement the method for the message?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n Name of method to call.\n Optional parameter value for the method.\n Should an error be raised if the method does not exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n Name of method to call.\n Optional parameter value for the method.\n Should an error be raised if the method does not exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n Name of method to call.\n Optional parameter value for the method.\n Should an error be raised if the method does not exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n Name of method to call.\n Optional parameter value for the method.\n Should an error be raised if the method does not exist on the target object?\n \n \n \n A Collider that can merge other Colliders together.\n \n \n \n \n Controls the radius of all edges created by the Collider.\n \n \n \n \n Specifies when to generate the Composite Collider geometry.\n \n \n \n \n Specifies the type of geometry the Composite Collider should generate.\n \n \n \n \n The number of paths in the Collider.\n \n \n \n \n Gets the total number of points in all the paths within the Collider.\n \n \n \n \n Controls the minimum distance allowed between generated vertices.\n \n \n \n \n Regenerates the Composite Collider geometry.\n \n \n \n \n Specifies when to generate the Composite Collider geometry.\n \n \n \n \n Sets the Composite Collider geometry to not automatically update when a Collider used by the Composite Collider changes.\n \n \n \n \n Sets the Composite Collider geometry to update synchronously immediately when a Collider used by the Composite Collider changes.\n \n \n \n \n Specifies the type of geometry the Composite Collider generates.\n \n \n \n \n Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of only edges.\n \n \n \n \n Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of convex polygon shapes.\n \n \n \n \n Gets a path from the Collider by its index.\n \n The index of the path from 0 to pathCount.\n An ordered array of the vertices or points in the selected path.\n \n Returns the number of points placed in the points array.\n \n \n \n \n Gets the number of points in the specified path from the Collider by its index.\n \n The index of the path from 0 to pathCount.\n \n Returns the number of points in the path specified by index.\n \n \n \n \n GPU data buffer, mostly for use with compute shaders.\n \n \n \n \n Number of elements in the buffer (Read Only).\n \n \n \n \n Size of one element in the buffer (Read Only).\n \n \n \n \n Copy counter value of append/consume buffer into another buffer.\n \n Append/consume buffer to copy the counter from.\n A buffer to copy the counter to.\n Target byte offset in dst.\n \n \n \n Create a Compute Buffer.\n \n Number of elements in the buffer.\n Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.\n Type of the buffer, default is ComputeBufferType.Default (structured buffer).\n \n \n \n Create a Compute Buffer.\n \n Number of elements in the buffer.\n Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.\n Type of the buffer, default is ComputeBufferType.Default (structured buffer).\n \n \n \n Read data values from the buffer into an array.\n \n An array to receive the data.\n \n \n \n Partial read of data values from the buffer into an array.\n \n An array to receive the data.\n The first element index in data where retrieved elements are copied.\n The first element index of the compute buffer from which elements are read.\n The number of elements to retrieve.\n \n \n \n Retrieve a native (underlying graphics API) pointer to the buffer.\n \n \n Pointer to the underlying graphics API buffer.\n \n \n \n \n Release a Compute Buffer.\n \n \n \n \n Sets counter value of append/consume buffer.\n \n Value of the append/consume counter.\n \n \n \n Set the buffer with values from an array.\n \n Array of values to fill the buffer.\n \n \n \n Partial copy of data values from an array into the buffer.\n \n Array of values to fill the buffer.\n The first element index in data to copy to the compute buffer.\n The first element index in compute buffer to receive the data.\n The number of elements to copy.\n \n \n \n ComputeBuffer type.\n \n \n \n \n Append-consume ComputeBuffer type.\n \n \n \n \n ComputeBuffer with a counter.\n \n \n \n \n Default ComputeBuffer type (structured buffer).\n \n \n \n \n ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments.\n \n \n \n \n Raw ComputeBuffer type (byte address buffer).\n \n \n \n \n Compute Shader asset.\n \n \n \n \n Execute a compute shader.\n \n Which kernel to execute. A single compute shader asset can have multiple kernel entry points.\n Number of work groups in the X dimension.\n Number of work groups in the Y dimension.\n Number of work groups in the Z dimension.\n \n \n \n Execute a compute shader.\n \n Which kernel to execute. A single compute shader asset can have multiple kernel entry points.\n Buffer with dispatch arguments.\n The byte offset into the buffer, where the draw arguments start.\n \n \n \n Find ComputeShader kernel index.\n \n Name of kernel function.\n \n The Kernel index, or logs a \"FindKernel failed\" error message if the kernel is not found.\n \n \n \n \n Get kernel thread group sizes.\n \n Which kernel to query. A single compute shader asset can have multiple kernel entry points.\n Thread group size in the X dimension.\n Thread group size in the Y dimension.\n Thread group size in the Z dimension.\n \n \n \n Checks whether a shader contains a given kernel.\n \n The name of the kernel to look for.\n \n True if the kernel is found, false otherwise.\n \n \n \n \n Set a bool parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set a bool parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Sets an input or output compute buffer.\n \n For which kernel the buffer is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Buffer to set.\n \n \n \n Sets an input or output compute buffer.\n \n For which kernel the buffer is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Buffer to set.\n \n \n \n Set a float parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set a float parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set multiple consecutive float parameters at once.\n \n Array variable name in the shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value array to set.\n \n \n \n Set multiple consecutive float parameters at once.\n \n Array variable name in the shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value array to set.\n \n \n \n Set an integer parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set an integer parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set multiple consecutive integer parameters at once.\n \n Array variable name in the shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value array to set.\n \n \n \n Set multiple consecutive integer parameters at once.\n \n Array variable name in the shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value array to set.\n \n \n \n Set a texture parameter.\n \n For which kernel the texture is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Texture to set.\n \n \n \n Set a texture parameter.\n \n For which kernel the texture is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Texture to set.\n \n \n \n Set a texture parameter from a global texture property.\n \n For which kernel the texture is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Global texture property to assign to shader.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Set a texture parameter from a global texture property.\n \n For which kernel the texture is being set. See FindKernel.\n Property name ID, use Shader.PropertyToID to get it.\n Name of the buffer variable in shader code.\n Global texture property to assign to shader.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Set a vector parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n Set a vector parameter.\n \n Variable name in shader code.\n Property name ID, use Shader.PropertyToID to get it.\n Value to set.\n \n \n \n The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.\n \n \n \n \n Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.\n \n \n \n \n The configuration of the spring attached to the angular X limit of the joint.\n \n \n \n \n Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.\n \n \n \n \n Boundary defining rotation restriction, based on delta from original rotation.\n \n \n \n \n Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.\n \n \n \n \n Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.\n \n \n \n \n The configuration of the spring attached to the angular Y and angular Z limits of the joint.\n \n \n \n \n Boundary defining rotation restriction, based on delta from original rotation.\n \n \n \n \n Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.\n \n \n \n \n If enabled, all Target values will be calculated in world space instead of the object's local space.\n \n \n \n \n Boundary defining upper rotation restriction, based on delta from original rotation.\n \n \n \n \n Boundary defining movement restriction, based on distance from the joint's origin.\n \n \n \n \n The configuration of the spring attached to the linear limit of the joint.\n \n \n \n \n Boundary defining lower rotation restriction, based on delta from original rotation.\n \n \n \n \n Set the angular tolerance threshold (in degrees) for projection.\n\nIf the joint deviates by more than this angle around its locked angular degrees of freedom,\nthe solver will move the bodies to close the angle.\n\nSetting a very small tolerance may result in simulation jitter or other artifacts.\n\nSometimes it is not possible to project (for example when the joints form a cycle).\n \n \n \n \n Set the linear tolerance threshold for projection.\n\nIf the joint separates by more than this distance along its locked degrees of freedom, the solver\nwill move the bodies to close the distance.\n\nSetting a very small tolerance may result in simulation jitter or other artifacts.\n\nSometimes it is not possible to project (for example when the joints form a cycle).\n \n \n \n \n Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts.\n \n \n \n \n Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.\n \n \n \n \n The joint's secondary axis.\n \n \n \n \n Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.\n \n \n \n \n If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.\n \n \n \n \n This is a Vector3. It defines the desired angular velocity that the joint should rotate into.\n \n \n \n \n The desired position that the joint should move into.\n \n \n \n \n This is a Quaternion. It defines the desired rotation that the joint should rotate into.\n \n \n \n \n The desired velocity that the joint should move along.\n \n \n \n \n Definition of how the joint's movement will behave along its local X axis.\n \n \n \n \n Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.\n \n \n \n \n Definition of how the joint's movement will behave along its local Y axis.\n \n \n \n \n Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.\n \n \n \n \n Definition of how the joint's movement will behave along its local Z axis.\n \n \n \n \n Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.\n \n \n \n \n Constrains movement for a ConfigurableJoint along the 6 axes.\n \n \n \n \n Motion along the axis will be completely free and completely unconstrained.\n \n \n \n \n Motion along the axis will be limited by the respective limit.\n \n \n \n \n Motion along the axis will be locked.\n \n \n \n \n The various test results the connection tester may return with.\n \n \n \n \n Some unknown error occurred.\n \n \n \n \n Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric.\n \n \n \n \n Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type.\n \n \n \n \n Address-restricted cone type, NAT punchthrough fully supported.\n \n \n \n \n Full cone type, NAT punchthrough fully supported.\n \n \n \n \n Public IP address detected and game listen port is accessible to the internet.\n \n \n \n \n Public IP address detected but server is not initialized and no port is listening.\n \n \n \n \n Public IP address detected but the port is not connectable from the internet.\n \n \n \n \n Test result undetermined, still in progress.\n \n \n \n \n A force applied constantly.\n \n \n \n \n The force applied to the rigidbody every frame.\n \n \n \n \n The force - relative to the rigid bodies coordinate system - applied every frame.\n \n \n \n \n The torque - relative to the rigid bodies coordinate system - applied every frame.\n \n \n \n \n The torque applied to the rigidbody every frame.\n \n \n \n \n Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.\n \n \n \n \n The linear force applied to the rigidbody each physics update.\n \n \n \n \n The linear force, relative to the rigid-body coordinate system, applied each physics update.\n \n \n \n \n The torque applied to the rigidbody each physics update.\n \n \n \n \n A set of parameters for filtering contact results.\n \n \n \n \n Given the current state of the contact filter, determine whether it would filter anything.\n \n \n \n \n Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask.\n \n \n \n \n Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value.\n \n \n \n \n Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle.\n \n \n \n \n Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value.\n \n \n \n \n Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle.\n \n \n \n \n Sets the contact filter to filter the results by depth using minDepth and maxDepth.\n \n \n \n \n Sets the contact filter to filter results by layer mask.\n \n \n \n \n Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle.\n \n \n \n \n Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range.\n \n \n \n \n Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range.\n \n \n \n \n Sets to filter contact results based on trigger collider involvement.\n \n \n \n \n Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed.\n \n \n \n \n Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed.\n \n \n \n \n Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed.\n \n \n \n \n Checks if the Transform for obj is within the depth range to be filtered.\n \n The GameObject used to check the z-position (depth) of Transform.position.\n \n Returns true when obj is excluded by the filter and false if otherwise.\n \n \n \n \n Checks if the GameObject.layer for obj is included in the layerMask to be filtered.\n \n The GameObject used to check the GameObject.layer.\n \n Returns true when obj is excluded by the filter and false if otherwise.\n \n \n \n \n Checks if the angle of normal is within the normal angle range to be filtered.\n \n The normal used to calculate an angle.\n \n Returns true when normal is excluded by the filter and false if otherwise.\n \n \n \n \n Checks if the angle is within the normal angle range to be filtered.\n \n The angle used for comparison in the filter.\n \n Returns true when angle is excluded by the filter and false if otherwise.\n \n \n \n \n Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered.\n \n The Collider2D used to check for a trigger.\n \n Returns true when collider is excluded by the filter and false if otherwise.\n \n \n \n \n Sets the contact filter to not filter any ContactPoint2D.\n \n \n A copy of the contact filter set to not filter any ContactPoint2D.\n \n \n \n \n Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true.\n \n The value used to set minDepth.\n The value used to set maxDepth.\n \n \n \n Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true.\n \n The value used to set the layerMask.\n \n \n \n Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true.\n \n The value used to set the minNormalAngle.\n The value used to set the maxNormalAngle.\n \n \n \n Describes a contact point where the collision occurs.\n \n \n \n \n Normal of the contact point.\n \n \n \n \n The other collider in contact at the point.\n \n \n \n \n The point of contact.\n \n \n \n \n The distance between the colliders at the contact point.\n \n \n \n \n The first collider in contact at the point.\n \n \n \n \n Details about a specific point of contact involved in a 2D physics collision.\n \n \n \n \n The incoming Collider2D involved in the collision with the otherCollider.\n \n \n \n \n Indicates whether the collision response or reaction is enabled or disabled.\n \n \n \n \n Surface normal at the contact point.\n \n \n \n \n Gets the impulse force applied at the contact point along the ContactPoint2D.normal.\n \n \n \n \n The other Collider2D involved in the collision with the collider.\n \n \n \n \n The other Rigidbody2D involved in the collision with the rigidbody.\n \n \n \n \n The point of contact between the two colliders in world space.\n \n \n \n \n Gets the relative velocity of the two colliders at the contact point (Read Only).\n \n \n \n \n The incoming Rigidbody2D involved in the collision with the otherRigidbody.\n \n \n \n \n Gets the distance between the colliders at the contact point.\n \n \n \n \n Gets the impulse force applied at the contact point which is perpendicular to the ContactPoint2D.normal.\n \n \n \n \n The ContextMenu attribute allows you to add commands to the context menu.\n \n \n \n \n Adds the function to the context menu of the component.\n \n The name of the context menu item.\n Whether this is a validate function (defaults to false).\n Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.\n \n \n \n Adds the function to the context menu of the component.\n \n The name of the context menu item.\n Whether this is a validate function (defaults to false).\n Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.\n \n \n \n Adds the function to the context menu of the component.\n \n The name of the context menu item.\n Whether this is a validate function (defaults to false).\n Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.\n \n \n \n Use this attribute to add a context menu to a field that calls a named method.\n \n \n \n \n The name of the function that should be called.\n \n \n \n \n The name of the context menu item.\n \n \n \n \n Use this attribute to add a context menu to a field that calls a named method.\n \n The name of the context menu item.\n The name of the function that should be called.\n \n \n \n ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.\n \n \n \n \n The collider that was hit by the controller.\n \n \n \n \n The controller that hit the collider.\n \n \n \n \n The game object that was hit by the controller.\n \n \n \n \n The direction the CharacterController was moving in when the collision occured.\n \n \n \n \n How far the character has travelled until it hit the collider.\n \n \n \n \n The normal of the surface we collided with in world space.\n \n \n \n \n The impact point in world space.\n \n \n \n \n The rigidbody that was hit by the controller.\n \n \n \n \n The transform that was hit by the controller.\n \n \n \n \n MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions.\n \n \n \n \n Holds data for a single application crash event and provides access to all gathered crash reports.\n \n \n \n \n Returns last crash report, or null if no reports are available.\n \n \n \n \n Returns all currently available reports in a new array.\n \n \n \n \n Crash report data as formatted text.\n \n \n \n \n Time, when the crash occured.\n \n \n \n \n Remove report from available reports list.\n \n \n \n \n Remove all reports from available reports list.\n \n \n \n \n Engine API for CrashReporting Service.\n \n \n \n \n This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.\n \n \n \n \n Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as \".asset\" files.\n \n \n \n \n The default file name used by newly created instances of this type.\n \n \n \n \n The display name for this type shown in the Assets/Create menu.\n \n \n \n \n The position of the menu item within the Assets/Create menu.\n \n \n \n \n Class for handling cube maps, Use this to create or modify existing.\n \n \n \n \n The format of the pixel data in the texture (Read Only).\n \n \n \n \n How many mipmap levels are in this texture (Read Only).\n \n \n \n \n Actually apply all previous SetPixel and SetPixels changes.\n \n When set to true, mipmap levels are recalculated.\n When set to true, system memory copy of a texture is released.\n \n \n \n Creates a Unity cubemap out of externally created native cubemap object.\n \n The width and height of each face of the cubemap should be the same.\n Format of underlying cubemap object.\n Does the cubemap have mipmaps?\n Native cubemap texture object.\n \n \n \n Create a new empty cubemap texture.\n \n Width/height of a cube face in pixels.\n Pixel data format to be used for the Cubemap.\n Should mipmaps be created?\n \n \n \n Returns pixel color at coordinates (face, x, y).\n \n \n \n \n \n \n \n Returns pixel colors of a cubemap face.\n \n The face from which pixel data is taken.\n Mipmap level for the chosen face.\n \n \n \n Sets pixel color at coordinates (face, x, y).\n \n \n \n \n \n \n \n \n Sets pixel colors of a cubemap face.\n \n Pixel data for the Cubemap face.\n The face to which the new data should be applied.\n The mipmap level for the face.\n \n \n \n Performs smoothing of near edge regions.\n \n Pixel distance at edges over which to apply smoothing.\n \n \n \n Class for handling Cubemap arrays.\n \n \n \n \n Number of cubemaps in the array (Read Only).\n \n \n \n \n Texture format (Read Only).\n \n \n \n \n Actually apply all previous SetPixels changes.\n \n When set to true, mipmap levels are recalculated.\n When set to true, system memory copy of a texture is released.\n \n \n \n Create a new cubemap array.\n \n Cubemap face size in pixels.\n Number of elements in the cubemap array.\n Format of the pixel data.\n Should mipmaps be created?\n Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.\n \n \n \n Create a new cubemap array.\n \n Cubemap face size in pixels.\n Number of elements in the cubemap array.\n Format of the pixel data.\n Should mipmaps be created?\n Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.\n \n \n \n Returns pixel colors of a single array slice/face.\n \n Cubemap face to read pixels from.\n Array slice to read pixels from.\n Mipmap level to read pixels from.\n \n Array of pixel colors.\n \n \n \n \n Returns pixel colors of a single array slice/face.\n \n Cubemap face to read pixels from.\n Array slice to read pixels from.\n Mipmap level to read pixels from.\n \n Array of pixel colors in low precision (8 bits/channel) format.\n \n \n \n \n Set pixel colors for a single array slice/face.\n \n An array of pixel colors.\n Cubemap face to set pixels for.\n Array element index to set pixels for.\n Mipmap level to set pixels for.\n \n \n \n Set pixel colors for a single array slice/face.\n \n An array of pixel colors in low precision (8 bits/channel) format.\n Cubemap face to set pixels for.\n Array element index to set pixels for.\n Mipmap level to set pixels for.\n \n \n \n Cubemap face.\n \n \n \n \n Left facing side (-x).\n \n \n \n \n Downward facing side (-y).\n \n \n \n \n Backward facing side (-z).\n \n \n \n \n Right facing side (+x).\n \n \n \n \n Upwards facing side (+y).\n \n \n \n \n Forward facing side (+z).\n \n \n \n \n Cubemap face is unknown or unspecified.\n \n \n \n \n Describes a set of bounding spheres that should have their visibility and distances maintained.\n \n \n \n \n Pauses culling group execution.\n \n \n \n \n Sets the callback that will be called when a sphere's visibility and/or distance state has changed.\n \n \n \n \n Locks the CullingGroup to a specific camera.\n \n \n \n \n Create a CullingGroup.\n \n \n \n \n Clean up all memory used by the CullingGroup immediately.\n \n \n \n \n Erase a given bounding sphere by moving the final sphere on top of it.\n \n The index of the entry to erase.\n \n \n \n Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one.\n \n The index of the entry to erase.\n An array of entries.\n The number of entries in the array that are actually used.\n \n \n \n Get the current distance band index of a given sphere.\n \n The index of the sphere.\n \n The sphere's current distance band index.\n \n \n \n \n Returns true if the bounding sphere at index is currently visible from any of the contributing cameras.\n \n The index of the bounding sphere.\n \n True if the sphere is visible; false if it is invisible.\n \n \n \n \n Retrieve the indices of spheres that have particular visibility and/or distance states.\n \n True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.\n The distance band that retrieved spheres must be in.\n An array that will be filled with the retrieved sphere indices.\n The index of the sphere to begin searching at.\n \n The number of sphere indices found and written into the result array.\n \n \n \n \n Retrieve the indices of spheres that have particular visibility and/or distance states.\n \n True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.\n The distance band that retrieved spheres must be in.\n An array that will be filled with the retrieved sphere indices.\n The index of the sphere to begin searching at.\n \n The number of sphere indices found and written into the result array.\n \n \n \n \n Retrieve the indices of spheres that have particular visibility and/or distance states.\n \n True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.\n The distance band that retrieved spheres must be in.\n An array that will be filled with the retrieved sphere indices.\n The index of the sphere to begin searching at.\n \n The number of sphere indices found and written into the result array.\n \n \n \n \n Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated.\n \n An array of bounding distances. The distances should be sorted in increasing order.\n An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour.\n \n \n \n Sets the number of bounding spheres in the bounding spheres array that are actually being used.\n \n The number of bounding spheres being used.\n \n \n \n Sets the array of bounding sphere definitions that the CullingGroup should compute culling for.\n \n The BoundingSpheres to cull.\n \n \n \n Set the reference point from which distance bands are measured.\n \n A fixed point to measure the distance from.\n A transform to measure the distance from. The transform's position will be automatically tracked.\n \n \n \n Set the reference point from which distance bands are measured.\n \n A fixed point to measure the distance from.\n A transform to measure the distance from. The transform's position will be automatically tracked.\n \n \n \n This delegate is used for recieving a callback when a sphere's distance or visibility state has changed.\n \n A CullingGroupEvent that provides information about the sphere that has changed.\n \n \n \n Provides information about the current and previous states of one sphere in a CullingGroup.\n \n \n \n \n The current distance band index of the sphere, after the most recent culling pass.\n \n \n \n \n Did this sphere change from being visible to being invisible in the most recent culling pass?\n \n \n \n \n Did this sphere change from being invisible to being visible in the most recent culling pass?\n \n \n \n \n The index of the sphere that has changed.\n \n \n \n \n Was the sphere considered visible by the most recent culling pass?\n \n \n \n \n The distance band index of the sphere before the most recent culling pass.\n \n \n \n \n Was the sphere visible before the most recent culling pass?\n \n \n \n \n Cursor API for setting the cursor (mouse pointer).\n \n \n \n \n Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.\n \n \n \n \n Determines whether the hardware pointer is visible or not.\n \n \n \n \n Sets the mouse cursor to the given texture.\n \n \n \n \n Specify a custom cursor that you wish to use as a cursor.\n \n The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with \"Read/Write enabled\" in the texture importer (or using the \"Cursor\" defaults), in order to be used as a cursor.\n The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor).\n Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.\n \n \n \n How the cursor should behave.\n \n \n \n \n Confine cursor to the game window.\n \n \n \n \n Lock cursor to the center of the game window.\n \n \n \n \n Cursor behavior is unmodified.\n \n \n \n \n Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering.\n \n \n \n \n Use hardware cursors on supported platforms.\n \n \n \n \n Force the use of software cursors.\n \n \n \n \n Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader.\n \n \n \n \n Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z.\n \n \n \n \n If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered.\n \n \n \n \n Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set.\n \n \n \n \n Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set.\n \n \n \n \n Specify how the texture should be initialized.\n \n \n \n \n Specify if the texture should be initialized with a Texture and a Color or a Material.\n \n \n \n \n Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set.\n \n \n \n \n Material with which the content of the Custom Render Texture is updated.\n \n \n \n \n Shader Pass used to update the Custom Render Texture.\n \n \n \n \n Specify how the texture should be updated.\n \n \n \n \n Space in which the update zones are expressed (Normalized or Pixel space).\n \n \n \n \n If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture.\n \n \n \n \n Clear all Update Zones.\n \n \n \n \n Create a new Custom Render Texture.\n \n \n \n \n \n \n \n \n Create a new Custom Render Texture.\n \n \n \n \n \n \n \n \n Create a new Custom Render Texture.\n \n \n \n \n \n \n \n \n Returns the list of Update Zones.\n \n Output list of Update Zones.\n \n \n \n Triggers an initialization of the Custom Render Texture.\n \n \n \n \n Setup the list of Update Zones for the Custom Render Texture.\n \n \n \n \n \n Triggers the update of the Custom Render Texture.\n \n Number of upate pass to perform.\n \n \n \n Specify the source of a Custom Render Texture initialization.\n \n \n \n \n Custom Render Texture is initalized with a Material.\n \n \n \n \n Custom Render Texture is initialized by a Texture multiplied by a Color.\n \n \n \n \n Frequency of update or initialization of a Custom Render Texture.\n \n \n \n \n Initialization/Update will only occur when triggered by the script.\n \n \n \n \n Initialization/Update will occur once at load time and then can be triggered again by script.\n \n \n \n \n Initialization/Update will occur at every frame.\n \n \n \n \n Structure describing an Update Zone.\n \n \n \n \n If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped.\n \n \n \n \n Shader Pass used to update the Custom Render Texture for this Update Zone.\n \n \n \n \n Rotation of the Update Zone.\n \n \n \n \n Position of the center of the Update Zone within the Custom Render Texture.\n \n \n \n \n Size of the Update Zone.\n \n \n \n \n Space in which coordinates are provided for Update Zones.\n \n \n \n \n Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right.\n \n \n \n \n Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right.\n \n \n \n \n Base class for custom yield instructions to suspend coroutines.\n \n \n \n \n Indicates if coroutine should be kept suspended.\n \n \n \n \n Class containing methods to ease debugging while developing a game.\n \n \n \n \n Reports whether the development console is visible. The development console cannot be made to appear using:\n \n \n \n \n In the Build Settings dialog there is a check box called \"Development Build\".\n \n \n \n \n Get default debug logger.\n \n \n \n \n Assert a condition and logs an error message to the Unity console on failure.\n \n Condition you expect to be true.\n Object to which the message applies.\n String or object to be converted to string representation for display.\n \n \n \n Assert a condition and logs an error message to the Unity console on failure.\n \n Condition you expect to be true.\n Object to which the message applies.\n String or object to be converted to string representation for display.\n \n \n \n Assert a condition and logs an error message to the Unity console on failure.\n \n Condition you expect to be true.\n Object to which the message applies.\n String or object to be converted to string representation for display.\n \n \n \n Assert a condition and logs an error message to the Unity console on failure.\n \n Condition you expect to be true.\n Object to which the message applies.\n String or object to be converted to string representation for display.\n \n \n \n Assert a condition and logs a formatted error message to the Unity console on failure.\n \n Condition you expect to be true.\n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Assert a condition and logs a formatted error message to the Unity console on failure.\n \n Condition you expect to be true.\n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Pauses the editor.\n \n \n \n \n Clears errors from the developer console.\n \n \n \n \n Draws a line between specified start and end points.\n \n Point in world space where the line should start.\n Point in world space where the line should end.\n Color of the line.\n How long the line should be visible for.\n Should the line be obscured by objects closer to the camera?\n \n \n \n Draws a line between specified start and end points.\n \n Point in world space where the line should start.\n Point in world space where the line should end.\n Color of the line.\n How long the line should be visible for.\n Should the line be obscured by objects closer to the camera?\n \n \n \n Draws a line between specified start and end points.\n \n Point in world space where the line should start.\n Point in world space where the line should end.\n Color of the line.\n How long the line should be visible for.\n Should the line be obscured by objects closer to the camera?\n \n \n \n Draws a line between specified start and end points.\n \n Point in world space where the line should start.\n Point in world space where the line should end.\n Color of the line.\n How long the line should be visible for.\n Should the line be obscured by objects closer to the camera?\n \n \n \n Draws a line from start to start + dir in world coordinates.\n \n Point in world space where the ray should start.\n Direction and length of the ray.\n Color of the drawn line.\n How long the line will be visible for (in seconds).\n Should the line be obscured by other objects closer to the camera?\n \n \n \n Draws a line from start to start + dir in world coordinates.\n \n Point in world space where the ray should start.\n Direction and length of the ray.\n Color of the drawn line.\n How long the line will be visible for (in seconds).\n Should the line be obscured by other objects closer to the camera?\n \n \n \n Draws a line from start to start + dir in world coordinates.\n \n Point in world space where the ray should start.\n Direction and length of the ray.\n Color of the drawn line.\n How long the line will be visible for (in seconds).\n Should the line be obscured by other objects closer to the camera?\n \n \n \n Draws a line from start to start + dir in world coordinates.\n \n Point in world space where the ray should start.\n Direction and length of the ray.\n Color of the drawn line.\n How long the line will be visible for (in seconds).\n Should the line be obscured by other objects closer to the camera?\n \n \n \n Logs message to the Unity Console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs an assertion message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs an assertion message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs a formatted assertion message to the Unity console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Logs a formatted assertion message to the Unity console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs an error message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs an error message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs a formatted error message to the Unity console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Logs a formatted error message to the Unity console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs an error message to the console.\n \n Object to which the message applies.\n Runtime Exception.\n \n \n \n A variant of Debug.Log that logs an error message to the console.\n \n Object to which the message applies.\n Runtime Exception.\n \n \n \n Logs a formatted message to the Unity Console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Logs a formatted message to the Unity Console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs a warning message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Debug.Log that logs a warning message to the console.\n \n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs a formatted warning message to the Unity Console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Logs a formatted warning message to the Unity Console.\n \n A composite format string.\n Format arguments.\n Object to which the message applies.\n \n \n \n Attribute used to make a float, int, or string variable in a script be delayed.\n \n \n \n \n Attribute used to make a float, int, or string variable in a script be delayed.\n \n \n \n \n Depth texture generation mode for Camera.\n \n \n \n \n Generate a depth texture.\n \n \n \n \n Generate a depth + normals texture.\n \n \n \n \n Specifies whether motion vectors should be rendered (if possible).\n \n \n \n \n Do not generate depth texture (Default).\n \n \n \n \n Detail prototype used by the Terrain GameObject.\n \n \n \n \n Bend factor of the detailPrototype.\n \n \n \n \n Color when the DetailPrototypes are \"dry\".\n \n \n \n \n Color when the DetailPrototypes are \"healthy\".\n \n \n \n \n Maximum height of the grass billboards (if render mode is GrassBillboard).\n \n \n \n \n Maximum width of the grass billboards (if render mode is GrassBillboard).\n \n \n \n \n Minimum height of the grass billboards (if render mode is GrassBillboard).\n \n \n \n \n Minimum width of the grass billboards (if render mode is GrassBillboard).\n \n \n \n \n How spread out is the noise for the DetailPrototype.\n \n \n \n \n GameObject used by the DetailPrototype.\n \n \n \n \n Texture used by the DetailPrototype.\n \n \n \n \n Render mode for the DetailPrototype.\n \n \n \n \n Render mode for detail prototypes.\n \n \n \n \n The detail prototype will use the grass shader.\n \n \n \n \n The detail prototype will be rendered as billboards that are always facing the camera.\n \n \n \n \n Will show the prototype using diffuse shading.\n \n \n \n \n Describes physical orientation of the device as determined by the OS.\n \n \n \n \n The device is held parallel to the ground with the screen facing downwards.\n \n \n \n \n The device is held parallel to the ground with the screen facing upwards.\n \n \n \n \n The device is in landscape mode, with the device held upright and the home button on the right side.\n \n \n \n \n The device is in landscape mode, with the device held upright and the home button on the left side.\n \n \n \n \n The device is in portrait mode, with the device held upright and the home button at the bottom.\n \n \n \n \n The device is in portrait mode but upside down, with the device held upright and the home button at the top.\n \n \n \n \n The orientation of the device cannot be determined.\n \n \n \n \n Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.\n\nWindows Store Apps: tablets are treated as desktop machines, thus DeviceType.Handheld will only be returned for Windows Phones.\n \n \n \n \n A stationary gaming console.\n \n \n \n \n Desktop or laptop computer.\n \n \n \n \n A handheld device like mobile phone or a tablet.\n \n \n \n \n Device type is unknown. You should never see this in practice.\n \n \n \n \n Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.\n \n \n \n \n Provides access to a display / screen for rendering operations.\n \n \n \n \n Gets the state of the display and returns true if the display is active and false if otherwise.\n \n \n \n \n Color RenderBuffer.\n \n \n \n \n Depth RenderBuffer.\n \n \n \n \n The list of currently connected Displays. Contains at least one (main) display.\n \n \n \n \n Main Display.\n \n \n \n \n Vertical resolution that the display is rendering at.\n \n \n \n \n Horizontal resolution that the display is rendering at.\n \n \n \n \n Vertical native display resolution.\n \n \n \n \n Horizontal native display resolution.\n \n \n \n \n Activate an external display. Eg. Secondary Monitors connected to the System.\n \n \n \n \n This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate.\n \n Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width).\n Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height).\n Desired Refresh Rate.\n \n \n \n Query relative mouse coordinates.\n \n Mouse Input Position as Coordinates.\n \n \n \n Set rendering size and position on screen (Windows only).\n \n Change Window Width (Windows Only).\n Change Window Height (Windows Only).\n Change Window Position X (Windows Only).\n Change Window Position Y (Windows Only).\n \n \n \n Sets rendering resolution for the display.\n \n Rendering width in pixels.\n Rendering height in pixels.\n \n \n \n Joint that keeps two Rigidbody2D objects a fixed distance apart.\n \n \n \n \n Should the distance be calculated automatically?\n \n \n \n \n The distance separating the two ends of the joint.\n \n \n \n \n Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead.\n \n \n \n \n A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.\n \n \n \n \n Add a RectTransform to be driven.\n \n The object to drive properties.\n The RectTransform to be driven.\n The properties to be driven.\n \n \n \n Clear the list of RectTransforms being driven.\n \n \n \n \n An enumeration of transform properties that can be driven on a RectTransform by an object.\n \n \n \n \n Selects all driven properties.\n \n \n \n \n Selects driven property RectTransform.anchoredPosition.\n \n \n \n \n Selects driven property RectTransform.anchoredPosition3D.\n \n \n \n \n Selects driven property RectTransform.anchoredPosition.x.\n \n \n \n \n Selects driven property RectTransform.anchoredPosition.y.\n \n \n \n \n Selects driven property RectTransform.anchoredPosition3D.z.\n \n \n \n \n Selects driven property combining AnchorMaxX and AnchorMaxY.\n \n \n \n \n Selects driven property RectTransform.anchorMax.x.\n \n \n \n \n Selects driven property RectTransform.anchorMax.y.\n \n \n \n \n Selects driven property combining AnchorMinX and AnchorMinY.\n \n \n \n \n Selects driven property RectTransform.anchorMin.x.\n \n \n \n \n Selects driven property RectTransform.anchorMin.y.\n \n \n \n \n Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY.\n \n \n \n \n Deselects all driven properties.\n \n \n \n \n Selects driven property combining PivotX and PivotY.\n \n \n \n \n Selects driven property RectTransform.pivot.x.\n \n \n \n \n Selects driven property RectTransform.pivot.y.\n \n \n \n \n Selects driven property Transform.localRotation.\n \n \n \n \n Selects driven property combining ScaleX, ScaleY &amp;&amp; ScaleZ.\n \n \n \n \n Selects driven property Transform.localScale.x.\n \n \n \n \n Selects driven property Transform.localScale.y.\n \n \n \n \n Selects driven property Transform.localScale.z.\n \n \n \n \n Selects driven property combining SizeDeltaX and SizeDeltaY.\n \n \n \n \n Selects driven property RectTransform.sizeDelta.x.\n \n \n \n \n Selects driven property RectTransform.sizeDelta.y.\n \n \n \n \n Allows to control the dynamic Global Illumination.\n \n \n \n \n Allows for scaling the contribution coming from realtime &amp; static lightmaps.\n \n \n \n \n When enabled, new dynamic Global Illumination output is shown in each frame.\n \n \n \n \n Threshold for limiting updates of realtime GI. The unit of measurement is \"percentage intensity change\".\n \n \n \n \n Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.\n \n The Renderer that should get a new color.\n The emissive Color.\n \n \n \n Allows overriding the distant environment lighting for Realtime GI, without changing the Skybox Material.\n \n Array of float values to be used for Realtime GI environment lighting.\n \n \n \n Schedules an update of the environment texture.\n \n \n \n \n Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.\n \n The Renderer to use when searching for a system to update.\n The Terrain to use when searching for systems to update.\n \n \n \n Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.\n \n The Renderer to use when searching for a system to update.\n The Terrain to use when searching for systems to update.\n \n \n \n Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.\n \n The Renderer to use when searching for a system to update.\n The Terrain to use when searching for systems to update.\n \n \n \n Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.\n \n \n \n \n Gets the number of edges.\n \n \n \n \n Controls the radius of all edges created by the collider.\n \n \n \n \n Gets the number of points.\n \n \n \n \n Get or set the points defining multiple continuous edges.\n \n \n \n \n Reset to a single edge consisting of two points.\n \n \n \n \n A base class for all 2D effectors.\n \n \n \n \n The mask used to select specific layers allowed to interact with the effector.\n \n \n \n \n Should the collider-mask be used or the global collision matrix?\n \n \n \n \n The mode used to apply Effector2D forces.\n \n \n \n \n The force is applied at a constant rate.\n \n \n \n \n The force is applied inverse-linear relative to a point.\n \n \n \n \n The force is applied inverse-squared relative to a point.\n \n \n \n \n Selects the source and/or target to be used by an Effector2D.\n \n \n \n \n The source/target is defined by the Collider2D.\n \n \n \n \n The source/target is defined by the Rigidbody2D.\n \n \n \n \n Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.\n \n \n \n \n A UnityGUI event.\n \n \n \n \n Is Alt/Option key held down? (Read Only)\n \n \n \n \n Which mouse button was pressed.\n \n \n \n \n Is Caps Lock on? (Read Only)\n \n \n \n \n The character typed.\n \n \n \n \n How many consecutive mouse clicks have we received.\n \n \n \n \n Is Command/Windows key held down? (Read Only)\n \n \n \n \n The name of an ExecuteCommand or ValidateCommand Event.\n \n \n \n \n Is Control key held down? (Read Only)\n \n \n \n \n The current event that's being processed right now.\n \n \n \n \n The relative movement of the mouse compared to last event.\n \n \n \n \n Index of display that the event belongs to.\n \n \n \n \n Is the current keypress a function key? (Read Only)\n \n \n \n \n Is this event a keyboard event? (Read Only)\n \n \n \n \n Is this event a mouse event? (Read Only)\n \n \n \n \n The raw key code for keyboard events.\n \n \n \n \n Which modifier keys are held down.\n \n \n \n \n The mouse position.\n \n \n \n \n Is the current keypress on the numeric keyboard? (Read Only)\n \n \n \n \n Is Shift held down? (Read Only)\n \n \n \n \n The type of event.\n \n \n \n \n Returns the current number of events that are stored in the event queue.\n \n \n Current number of events currently in the event queue.\n \n \n \n \n Get a filtered event type for a given control ID.\n \n The ID of the control you are querying from.\n \n \n \n Create a keyboard event.\n \n \n \n \n \n Get the next queued [Event] from the event system.\n \n Next Event.\n \n \n \n Use this event.\n \n \n \n \n Types of modifier key that can be active during a keystroke event.\n \n \n \n \n Alt key.\n \n \n \n \n Caps lock key.\n \n \n \n \n Command key (Mac).\n \n \n \n \n Control key.\n \n \n \n \n Function key.\n \n \n \n \n No modifier key pressed during a keystroke event.\n \n \n \n \n Num lock key.\n \n \n \n \n Shift key.\n \n \n \n \n THe mode that a listener is operating in.\n \n \n \n \n The listener will bind to one argument bool functions.\n \n \n \n \n The listener will use the function binding specified by the even.\n \n \n \n \n The listener will bind to one argument float functions.\n \n \n \n \n The listener will bind to one argument int functions.\n \n \n \n \n The listener will bind to one argument Object functions.\n \n \n \n \n The listener will bind to one argument string functions.\n \n \n \n \n The listener will bind to zero argument functions.\n \n \n \n \n Zero argument delegate used by UnityEvents.\n \n \n \n \n One argument delegate used by UnityEvents.\n \n \n \n \n \n Two argument delegate used by UnityEvents.\n \n \n \n \n \n \n Three argument delegate used by UnityEvents.\n \n \n \n \n \n \n \n Four argument delegate used by UnityEvents.\n \n \n \n \n \n \n \n \n A zero argument persistent callback that can be saved with the scene.\n \n \n \n \n Add a non persistent listener to the UnityEvent.\n \n Callback function.\n \n \n \n Constructor.\n \n \n \n \n Invoke all registered callbacks (runtime and persistent).\n \n \n \n \n Remove a non persistent listener from the UnityEvent.\n \n Callback function.\n \n \n \n One argument version of UnityEvent.\n \n \n \n \n Two argument version of UnityEvent.\n \n \n \n \n Three argument version of UnityEvent.\n \n \n \n \n Four argument version of UnityEvent.\n \n \n \n \n Abstract base class for UnityEvents.\n \n \n \n \n Get the number of registered persistent listeners.\n \n \n \n \n Get the target method name of the listener at index index.\n \n Index of the listener to query.\n \n \n \n Get the target component of the listener at index index.\n \n Index of the listener to query.\n \n \n \n Given an object, function name, and a list of argument types; find the method that matches.\n \n Object to search for the method.\n Function name to search for.\n Argument types for the function.\n \n \n \n Remove all non-persisent (ie created from script) listeners from the event.\n \n \n \n \n Modify the execution state of a persistent listener.\n \n Index of the listener to query.\n State to set.\n \n \n \n Controls the scope of UnityEvent callbacks.\n \n \n \n \n Callback is always issued.\n \n \n \n \n Callback is not issued.\n \n \n \n \n Callback is only issued in the Runtime and Editor playmode.\n \n \n \n \n Types of UnityGUI input and processing events.\n \n \n \n \n User has right-clicked (or control-clicked on the mac).\n \n \n \n \n Editor only: drag &amp; drop operation exited.\n \n \n \n \n Editor only: drag &amp; drop operation performed.\n \n \n \n \n Editor only: drag &amp; drop operation updated.\n \n \n \n \n Execute a special command (eg. copy &amp; paste).\n \n \n \n \n Event should be ignored.\n \n \n \n \n A keyboard key was pressed.\n \n \n \n \n A keyboard key was released.\n \n \n \n \n A layout event.\n \n \n \n \n Mouse button was pressed.\n \n \n \n \n Mouse was dragged.\n \n \n \n \n Mouse entered a window (Editor views only).\n \n \n \n \n Mouse left a window (Editor views only).\n \n \n \n \n Mouse was moved (Editor views only).\n \n \n \n \n Mouse button was released.\n \n \n \n \n A repaint event. One is sent every frame.\n \n \n \n \n The scroll wheel was moved.\n \n \n \n \n Already processed event.\n \n \n \n \n Validates a special command (e.g. copy &amp; paste).\n \n \n \n \n Makes all instances of a script execute in edit mode.\n \n \n \n \n Parameters controlling culling process in CullResults.\n \n \n \n \n Layer mask used for culling.\n \n \n \n \n World to clip space matrix.\n \n \n \n \n Number of culling planes to use.\n \n \n \n \n True if camera is orthographic (this affects LOD culling).\n \n \n \n \n LODGroup culling parameters.\n \n \n \n \n Camera position.\n \n \n \n \n Visible reflection probes sorting options.\n \n \n \n \n Realtime shadows distance.\n \n \n \n \n Get a culling plane.\n \n Plane index (up to cullingPlaneCount).\n \n Culling plane.\n \n \n \n \n Get per-layer culling distance.\n \n Game object layer index (0 to 31).\n \n Distance beyond which objects in this layer are culled.\n \n \n \n \n Set a culling plane.\n \n Plane index (up to cullingPlaneCount).\n Culling plane.\n \n \n \n Set per-layer culling distance.\n \n Game object layer index (0 to 31).\n Distance beyond which objects in this layer are culled.\n \n \n \n Culling results (visible objects, lights, reflection probes).\n \n \n \n \n Array of visible lights.\n \n \n \n \n Off screen lights that still effect visible scene vertices.\n \n \n \n \n Array of visible reflection probes.\n \n \n \n \n Calculates the view and projection matrices and shadow split data for a directional light.\n \n The index into the active light array.\n The cascade index.\n The number of cascades.\n The cascade ratios.\n The resolution of the shadowmap.\n The near plane offset for the light.\n The computed view matrix.\n The computed projection matrix.\n The computed cascade data.\n \n If false, the shadow map for this cascade does not need to be rendered this frame.\n \n \n \n \n Calculates the view and projection matrices and shadow split data for a point light.\n \n The index into the active light array.\n The cubemap face to be rendered.\n The amount by which to increase the camera FOV above 90 degrees.\n The computed view matrix.\n The computed projection matrix.\n The computed split data.\n \n If false, the shadow map for this light and cubemap face does not need to be rendered this frame.\n \n \n \n \n Calculates the view and projection matrices and shadow split data for a spot light.\n \n The index into the active light array.\n The computed view matrix.\n The computed projection matrix.\n The computed split data.\n \n If false, the shadow map for this light does not need to be rendered this frame.\n \n \n \n \n Perform culling for a Camera.\n \n Camera to cull for.\n Render loop the culling results will be used with.\n Culling results.\n \n Flag indicating whether culling succeeded.\n \n \n \n \n Perform culling with custom CullingParameters.\n \n Parameters for culling.\n Render loop the culling results will be used with.\n \n Culling results.\n \n \n \n \n Fills a compute buffer with per-object light indices.\n \n The compute buffer object to fill.\n \n \n \n Get culling parameters for a camera.\n \n Camera to get parameters for.\n Result culling parameters.\n \n Flag indicating whether culling parameters are valid.\n \n \n \n \n Gets the number of per-object light indices.\n \n \n The number of per-object light indices.\n \n \n \n \n Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges.\n \n The index of the shadow-casting light.\n The bounds to be computed.\n \n True if the light affects at least one shadow casting object in the scene.\n \n \n \n \n Flags controlling RenderLoop.DrawRenderers.\n \n \n \n \n When set, enables dynamic batching.\n \n \n \n \n When set, enables GPU instancing.\n \n \n \n \n No flags are set.\n \n \n \n \n Settings for RenderLoop.DrawRenderers.\n \n \n \n \n Culling results to use.\n \n \n \n \n Other flags controlling object rendering.\n \n \n \n \n Which subset of visible objects to render.\n \n \n \n \n What kind of per-object data to setup during rendering.\n \n \n \n \n Which shader pass to use.\n \n \n \n \n How to sort objects during rendering.\n \n \n \n \n Create a draw settings struct.\n \n Culling results to use.\n Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting.\n Shader pass to use.\n \n \n \n Describes how to sort objects during rendering.\n \n \n \n \n Camera position, used to determine distances to objects.\n \n \n \n \n What kind of sorting to do while rendering.\n \n \n \n \n Should orthographic sorting be used?\n \n \n \n \n Camera view matrix, used to determine distances to objects.\n \n \n \n \n Settings for RenderLoop.DrawShadows.\n \n \n \n \n Culling results to use.\n \n \n \n \n The index of the shadow-casting light to be rendered.\n \n \n \n \n The split data.\n \n \n \n \n Create a shadow settings object.\n \n The cull results for this light.\n The light index.\n \n \n \n Describes which subset of visible objects to render.\n \n \n \n \n Only render objects in the given layer mask.\n \n \n \n \n Render objects that have material render queue smaller or equal to this.\n \n \n \n \n Render objects that have material render queue larger or equal to this.\n \n \n \n \n Default input filter: render all objects.\n \n \n \n \n Set to render only opaque objects.\n \n \n \n \n Set to render only transparent objects.\n \n \n \n \n Defines a series of commands and settings that describes how Unity renders a frame.\n \n \n \n \n When the IRenderPipeline is invalid or destroyed this returns true.\n \n \n \n \n Defines custom rendering for this RenderPipeline.\n \n Structure that holds the rendering commands for this loop.\n Cameras to render.\n \n \n \n An asset that produces a specific IRenderPipeline.\n \n \n \n \n Create a IRenderPipeline specific to this asset.\n \n \n Created pipeline.\n \n \n \n \n Override this method to destroy RenderPipeline cached state.\n \n \n \n \n The render index for the terrain brush in the editor.\n \n \n Queue index.\n \n \n \n \n LODGroup culling parameters.\n \n \n \n \n Rendering view height in pixels.\n \n \n \n \n Camera position.\n \n \n \n \n Camera's field of view.\n \n \n \n \n Indicates whether camera is orthographic.\n \n \n \n \n Orhographic camera size.\n \n \n \n \n Visible reflection probes sorting options.\n \n \n \n \n Sort probes by importance.\n \n \n \n \n Sort probes by importance, then by size.\n \n \n \n \n Do not sort reflection probes.\n \n \n \n \n Sort probes from largest to smallest.\n \n \n \n \n What kind of per-object data to setup during rendering.\n \n \n \n \n Do not setup any particular per-object data besides the transformation matrix.\n \n \n \n \n Setup per-object lightmaps.\n \n \n \n \n Setup per-object light probe SH data.\n \n \n \n \n Setup per-object light probe proxy volume data.\n \n \n \n \n Setup per-object reflection probe data.\n \n \n \n \n Setup per-object light indices.\n \n \n \n \n An asset that produces a specific IRenderPipeline.\n \n \n \n \n Returns the list of current IRenderPipeline's created by the asset.\n \n \n Enumerable of created pipelines.\n \n \n \n \n Create a IRenderPipeline specific to this asset.\n \n \n Created pipeline.\n \n \n \n \n Destroys all cached data and created IRenderLoop's.\n \n \n \n \n The render index for the terrain brush in the editor.\n \n \n Queue index.\n \n \n \n \n Create a IRenderPipeline specific to this asset.\n \n \n Created pipeline.\n \n \n \n \n Render Pipeline manager.\n \n \n \n \n Returns the instance of the currently used Render Pipeline.\n \n \n \n \n Defines state and drawing commands used in a custom render pipelines.\n \n \n \n \n Draw subset of visible objects.\n \n Specifies which set of visible objects to draw, and how to draw them.\n \n \n \n Draw shadow casters for a single light.\n \n Specifies which set of shadow casters to draw, and how to draw them.\n \n \n \n Draw skybox.\n \n Camera to draw the skybox for.\n \n \n \n Execute a custom graphics command buffer.\n \n Command buffer to execute.\n \n \n \n Setup camera specific global shader variables.\n \n Camera to setup shader variables for.\n \n \n \n Submit rendering loop for execution.\n \n \n \n \n Shader pass name identifier.\n \n \n \n \n Create shader pass name identifier.\n \n Pass name.\n \n \n \n Describes the culling information for a given shadow split (e.g. directional cascade).\n \n \n \n \n The number of culling planes.\n \n \n \n \n The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius.\n \n \n \n \n Gets a culling plane.\n \n The culling plane index.\n \n The culling plane.\n \n \n \n \n Sets a culling plane.\n \n The index of the culling plane to set.\n The culling plane.\n \n \n \n How to sort objects during rendering.\n \n \n \n \n Sort objects back to front.\n \n \n \n \n Sort renderers taking canvas order into account.\n \n \n \n \n Typical sorting for opaque objects.\n \n \n \n \n Typical sorting for transparencies.\n \n \n \n \n Do not sort objects.\n \n \n \n \n Sort objects to reduce draw state changes.\n \n \n \n \n Sort objects in rough front-to-back buckets.\n \n \n \n \n Sort by material render queue.\n \n \n \n \n Sort by renderer sorting layer.\n \n \n \n \n Holds data of a visible light.\n \n \n \n \n Light color multiplied by intensity.\n \n \n \n \n Light flags, see VisibleLightFlags.\n \n \n \n \n Accessor to Light component.\n \n \n \n \n Light type.\n \n \n \n \n Light transformation matrix.\n \n \n \n \n Light range.\n \n \n \n \n Light's influence rectangle on screen.\n \n \n \n \n Spot light angle.\n \n \n \n \n Flags for VisibleLight.\n \n \n \n \n Light intersects far clipping plane.\n \n \n \n \n Light intersects near clipping plane.\n \n \n \n \n No flags are set.\n \n \n \n \n Holds data of a visible reflection probe.\n \n \n \n \n Probe blending distance.\n \n \n \n \n Probe bounding box.\n \n \n \n \n Should probe use box projection.\n \n \n \n \n Probe projection center.\n \n \n \n \n Shader data for probe HDR texture decoding.\n \n \n \n \n Probe importance.\n \n \n \n \n Probe transformation matrix.\n \n \n \n \n Accessor to ReflectionProbe component.\n \n \n \n \n Probe texture.\n \n \n \n \n Object that is used to resolve references to an ExposedReference field.\n \n \n \n \n Creates a type whos value is resolvable at runtime.\n \n \n \n \n The default value, in case the value cannot be resolved.\n \n \n \n \n The name of the ExposedReference.\n \n \n \n \n Gets the value of the reference by resolving it given the ExposedPropertyResolver context object.\n \n The ExposedPropertyResolver context object.\n \n The resolved reference value.\n \n \n \n \n Spectrum analysis windowing types.\n \n \n \n \n W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ).\n \n \n \n \n W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)).\n \n \n \n \n W[n] = 0.54 - (0.46 * COS(n/N) ).\n \n \n \n \n W[n] = 0.5 * (1.0 - COS(n/N) ).\n \n \n \n \n W[n] = 1.0.\n \n \n \n \n W[n] = TRI(2n/N).\n \n \n \n \n Filtering mode for textures. Corresponds to the settings in a.\n \n \n \n \n Bilinear filtering - texture samples are averaged.\n \n \n \n \n Point filtering - texture pixels become blocky up close.\n \n \n \n \n Trilinear filtering - texture samples are averaged and also blended between mipmap levels.\n \n \n \n \n The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.\n \n \n \n \n Connects two Rigidbody2D together at their anchor points using a configurable spring.\n \n \n \n \n The amount by which the spring force is reduced in proportion to the movement speed.\n \n \n \n \n The frequency at which the spring oscillates around the distance between the objects.\n \n \n \n \n The angle referenced between the two bodies used as the constraint for the joint.\n \n \n \n \n A flare asset. Read more about flares in the.\n \n \n \n \n FlareLayer component.\n \n \n \n \n Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.\n \n \n \n \n This control can receive keyboard focus.\n \n \n \n \n This control can not receive keyboard focus.\n \n \n \n \n Fog mode to use.\n \n \n \n \n Exponential fog.\n \n \n \n \n Exponential squared fog (default).\n \n \n \n \n Linear fog.\n \n \n \n \n Script interface for.\n \n \n \n \n The ascent of the font.\n \n \n \n \n Access an array of all characters contained in the font texture.\n \n \n \n \n Is the font a dynamic font.\n \n \n \n \n The default size of the font.\n \n \n \n \n The line height of the font.\n \n \n \n \n The material used for the font display.\n \n \n \n \n Set a function to be called when the dynamic font texture is rebuilt.\n \n \n \n \n \n Creates a Font object which lets you render a font installed on the user machine.\n \n The name of the OS font to use for this font object.\n The default character size of the generated font.\n Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.\n \n The generate Font object.\n \n \n \n \n Creates a Font object which lets you render a font installed on the user machine.\n \n The name of the OS font to use for this font object.\n The default character size of the generated font.\n Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.\n \n The generate Font object.\n \n \n \n \n Create a new Font.\n \n The name of the created Font object.\n \n \n \n Create a new Font.\n \n The name of the created Font object.\n \n \n \n Get rendering info for a specific character.\n \n The character you need rendering information for.\n Returns the CharacterInfo struct with the rendering information for the character (if available).\n The size of the character (default value of zero will use font default size).\n The style of the character.\n \n \n \n Get rendering info for a specific character.\n \n The character you need rendering information for.\n Returns the CharacterInfo struct with the rendering information for the character (if available).\n The size of the character (default value of zero will use font default size).\n The style of the character.\n \n \n \n Get rendering info for a specific character.\n \n The character you need rendering information for.\n Returns the CharacterInfo struct with the rendering information for the character (if available).\n The size of the character (default value of zero will use font default size).\n The style of the character.\n \n \n \n Returns the maximum number of verts that the text generator may return for a given string.\n \n Input string.\n \n \n \n Get names of fonts installed on the machine.\n \n \n An array of the names of all fonts installed on the machine.\n \n \n \n \n Does this font have a specific character?\n \n The character to check for.\n \n Whether or not the font has the character specified.\n \n \n \n \n Request characters to be added to the font texture (dynamic fonts only).\n \n The characters which are needed to be in the font texture.\n The size of the requested characters (the default value of zero will use the font's default size).\n The style of the requested characters.\n \n \n \n Font Style applied to GUI Texts, Text Meshes or GUIStyles.\n \n \n \n \n Bold style applied to your texts.\n \n \n \n \n Bold and Italic styles applied to your texts.\n \n \n \n \n Italic style applied to your texts.\n \n \n \n \n No special style is applied.\n \n \n \n \n Option for how to apply a force using Rigidbody.AddForce.\n \n \n \n \n Add a continuous acceleration to the rigidbody, ignoring its mass.\n \n \n \n \n Add a continuous force to the rigidbody, using its mass.\n \n \n \n \n Add an instant force impulse to the rigidbody, using its mass.\n \n \n \n \n Add an instant velocity change to the rigidbody, ignoring its mass.\n \n \n \n \n Option for how to apply a force using Rigidbody2D.AddForce.\n \n \n \n \n Add a force to the Rigidbody2D, using its mass.\n \n \n \n \n Add an instant force impulse to the rigidbody2D, using its mass.\n \n \n \n \n Applies both force and torque to reduce both the linear and angular velocities to zero.\n \n \n \n \n The maximum force that can be generated when trying to maintain the friction joint constraint.\n \n \n \n \n The maximum torque that can be generated when trying to maintain the friction joint constraint.\n \n \n \n \n Describes options for displaying movie playback controls.\n \n \n \n \n Do not display any controls, but cancel movie playback if input occurs.\n \n \n \n \n Display the standard controls for controlling movie playback.\n \n \n \n \n Do not display any controls.\n \n \n \n \n Display minimal set of controls controlling movie playback.\n \n \n \n \n Describes scaling modes for displaying movies.\n \n \n \n \n Scale the movie until the movie fills the entire screen.\n \n \n \n \n Scale the movie until one dimension fits on the screen exactly.\n \n \n \n \n Scale the movie until both dimensions fit the screen exactly.\n \n \n \n \n Do not scale the movie.\n \n \n \n \n Base class for all entities in Unity scenes.\n \n \n \n \n Is the GameObject active in the scene?\n \n \n \n \n The local active state of this GameObject. (Read Only)\n \n \n \n \n The Animation attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The AudioSource attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Camera attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Collider attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Collider2D component attached to this object.\n \n \n \n \n The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The GUIText attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The GUITexture attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n Editor only API that specifies if a game object is static.\n \n \n \n \n The layer the game object is in. A layer is in the range [0...31].\n \n \n \n \n The Light attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The NetworkView attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The ParticleEmitter attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Renderer attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached).\n \n \n \n \n The Rigidbody2D component attached to this GameObject. (Read Only)\n \n \n \n \n Scene that the GameObject is part of.\n \n \n \n \n The tag of this game object.\n \n \n \n \n The Transform attached to this GameObject.\n \n \n \n \n Adds a component class named className to the game object.\n \n \n \n \n \n Adds a component class of type componentType to the game object. C# Users can use a generic version.\n \n \n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n \n \n \n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n \n \n \n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object or any of its children.\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n Is this game object tagged with tag ?\n \n The tag to compare.\n \n \n \n Creates a game object with a primitive mesh renderer and appropriate collider.\n \n The type of primitive object to create.\n \n \n \n Creates a new game object, named name.\n \n The name that the GameObject is created with.\n A list of Components to add to the GameObject on creation.\n \n \n \n Creates a new game object, named name.\n \n The name that the GameObject is created with.\n A list of Components to add to the GameObject on creation.\n \n \n \n Creates a new game object, named name.\n \n The name that the GameObject is created with.\n A list of Components to add to the GameObject on creation.\n \n \n \n Finds a GameObject by name and returns it.\n \n \n \n \n \n Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.\n \n The name of the tag to search GameObjects for.\n \n \n \n Returns one active GameObject tagged tag. Returns null if no GameObject was found.\n \n The tag to search for.\n \n \n \n Returns the component of Type type if the game object has one attached, null if it doesn't.\n \n The type of Component to retrieve.\n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Returns the component with name type if the game object has one attached, null if it doesn't.\n \n The type of Component to retrieve.\n \n \n \n Returns the component of Type type in the GameObject or any of its children using depth first search.\n \n The type of Component to retrieve.\n \n \n A component of the matching type, if found.\n \n \n \n \n Returns the component of Type type in the GameObject or any of its children using depth first search.\n \n The type of Component to retrieve.\n \n \n A component of the matching type, if found.\n \n \n \n \n Generic version. See the page for more details.\n \n \n \n A component of the matching type, if found.\n \n \n \n \n Generic version. See the page for more details.\n \n \n \n A component of the matching type, if found.\n \n \n \n \n Returns the component of Type type in the GameObject or any of its parents.\n \n Type of component to find.\n \n \n \n Returns the component &lt;T&gt; in the GameObject or any of its parents.\n \n \n \n \n Returns all components of Type type in the GameObject.\n \n The type of Component to retrieve.\n \n \n \n Generic version. See the page for more details.\n \n \n \n \n Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved.\n \n The type of Component to retrieve.\n List to receive the results.\n \n \n \n Returns all components of Type type in the GameObject into List results.\n \n List of type T to receive the results.\n \n \n \n Returns all components of Type type in the GameObject or any of its children.\n \n The type of Component to retrieve.\n Should Components on inactive GameObjects be included in the found set?\n \n \n \n Returns all components of Type type in the GameObject or any of its children.\n \n The type of Component to retrieve.\n Should Components on inactive GameObjects be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should inactive GameObjects be included in the found set?\n \n A list of all found components matching the specified type.\n \n \n \n \n Generic version. See the page for more details.\n \n Should inactive GameObjects be included in the found set?\n \n A list of all found components matching the specified type.\n \n \n \n \n Return all found Components into List results.\n \n List to receive found Components.\n Should inactive GameObjects be included in the found set?\n \n \n \n Return all found Components into List results.\n \n List to receive found Components.\n Should inactive GameObjects be included in the found set?\n \n \n \n Returns all components of Type type in the GameObject or any of its parents.\n \n The type of Component to retrieve.\n Should inactive Components be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should inactive Components be included in the found set?\n \n \n \n Generic version. See the page for more details.\n \n Should inactive Components be included in the found set?\n \n \n \n Find Components in GameObject or parents, and return them in List results.\n \n Should inactive Components be included in the found set?\n List holding the found Components.\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n \n \n \n \n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.\n \n The name of the method to call.\n An optional parameter value to pass to the called method.\n Should an error be raised if the method doesn't exist on the target object?\n \n \n \n \n \n \n \n \n \n \n Activates/Deactivates the GameObject.\n \n Activate or deactivation the object.\n \n \n \n Utility class for common geometric functions.\n \n \n \n \n Calculates a bounding box given an array of positions and a transformation matrix.\n \n \n \n \n \n \n Calculates frustum planes.\n \n \n \n \n \n Calculates frustum planes.\n \n \n \n \n \n Returns true if bounds are inside the plane array.\n \n \n \n \n \n \n Creates a plane from a given list of vertices. Works for concave polygons and polygons that have multiple aligned vertices.\n \n An array of vertex positions that define the shape of a polygon.\n If successful, a valid plane that goes through all the vertices.\n \n Returns true on success, false if the algorithm failed to create a plane from the given vertices.\n \n \n \n \n Gizmos are used to give visual debugging or setup aids in the scene view.\n \n \n \n \n Sets the color for the gizmos that will be drawn next.\n \n \n \n \n Set the gizmo matrix used to draw all gizmos.\n \n \n \n \n Draw a solid box with center and size.\n \n \n \n \n \n \n Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.\n \n The apex of the truncated pyramid.\n Vertical field of view (ie, the angle at the apex in degrees).\n Distance of the frustum's far plane.\n Distance of the frustum's near plane.\n Width/height ratio.\n \n \n \n Draw a texture in the scene.\n \n The size and position of the texture on the \"screen\" defined by the XY plane.\n The texture to be displayed.\n An optional material to apply the texture.\n Inset from the rectangle's left edge.\n Inset from the rectangle's right edge.\n Inset from the rectangle's top edge.\n Inset from the rectangle's bottom edge.\n \n \n \n Draw a texture in the scene.\n \n The size and position of the texture on the \"screen\" defined by the XY plane.\n The texture to be displayed.\n An optional material to apply the texture.\n Inset from the rectangle's left edge.\n Inset from the rectangle's right edge.\n Inset from the rectangle's top edge.\n Inset from the rectangle's bottom edge.\n \n \n \n Draw a texture in the scene.\n \n The size and position of the texture on the \"screen\" defined by the XY plane.\n The texture to be displayed.\n An optional material to apply the texture.\n Inset from the rectangle's left edge.\n Inset from the rectangle's right edge.\n Inset from the rectangle's top edge.\n Inset from the rectangle's bottom edge.\n \n \n \n Draw a texture in the scene.\n \n The size and position of the texture on the \"screen\" defined by the XY plane.\n The texture to be displayed.\n An optional material to apply the texture.\n Inset from the rectangle's left edge.\n Inset from the rectangle's right edge.\n Inset from the rectangle's top edge.\n Inset from the rectangle's bottom edge.\n \n \n \n Draw an icon at a position in the scene view.\n \n \n \n \n \n \n \n Draw an icon at a position in the scene view.\n \n \n \n \n \n \n \n Draws a line starting at from towards to.\n \n \n \n \n \n \n Draws a mesh.\n \n Mesh to draw as a gizmo.\n Position (default is zero).\n Rotation (default is no rotation).\n Scale (default is no scale).\n Submesh to draw (default is -1, which draws whole mesh).\n \n \n \n Draws a mesh.\n \n Mesh to draw as a gizmo.\n Position (default is zero).\n Rotation (default is no rotation).\n Scale (default is no scale).\n Submesh to draw (default is -1, which draws whole mesh).\n \n \n \n Draws a ray starting at from to from + direction.\n \n \n \n \n \n \n \n Draws a ray starting at from to from + direction.\n \n \n \n \n \n \n \n Draws a solid sphere with center and radius.\n \n \n \n \n \n \n Draw a wireframe box with center and size.\n \n \n \n \n \n \n Draws a wireframe mesh.\n \n Mesh to draw as a gizmo.\n Position (default is zero).\n Rotation (default is no rotation).\n Scale (default is no scale).\n Submesh to draw (default is -1, which draws whole mesh).\n \n \n \n Draws a wireframe mesh.\n \n Mesh to draw as a gizmo.\n Position (default is zero).\n Rotation (default is no rotation).\n Scale (default is no scale).\n Submesh to draw (default is -1, which draws whole mesh).\n \n \n \n Draws a wireframe sphere with center and radius.\n \n \n \n \n \n \n Low-level graphics library.\n \n \n \n \n Select whether to invert the backface culling (true) or not (false).\n \n \n \n \n The current modelview matrix.\n \n \n \n \n Controls whether Linear-to-sRGB color conversion is performed while rendering.\n \n \n \n \n Should rendering be done in wireframe?\n \n \n \n \n Begin drawing 3D primitives.\n \n Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES.\n \n \n \n Clear the current render buffer.\n \n Should the depth buffer be cleared?\n Should the color buffer be cleared?\n The color to clear with, used only if clearColor is true.\n The depth to clear Z buffer with, used only if clearDepth is true.\n \n \n \n Clear the current render buffer with camera's skybox.\n \n Should the depth buffer be cleared?\n Camera to get projection parameters and skybox from.\n \n \n \n Sets current vertex color.\n \n \n \n \n \n End drawing 3D primitives.\n \n \n \n \n Sends queued-up commands in the driver's command buffer to the GPU.\n \n \n \n \n Compute GPU projection matrix from camera's projection matrix.\n \n Source projection matrix.\n Will this projection be used for rendering into a RenderTexture?\n \n Adjusted projection matrix for the current graphics API.\n \n \n \n \n Invalidate the internally cached render state.\n \n \n \n \n Send a user-defined event to a native code plugin.\n \n User defined id to send to the callback.\n Native code callback to queue for Unity's renderer to invoke.\n \n \n \n Send a user-defined event to a native code plugin.\n \n User defined id to send to the callback.\n Native code callback to queue for Unity's renderer to invoke.\n \n \n \n Mode for Begin: draw line strip.\n \n \n \n \n Mode for Begin: draw lines.\n \n \n \n \n Load the identity matrix to the current modelview matrix.\n \n \n \n \n Helper function to set up an ortho perspective transform.\n \n \n \n \n Setup a matrix for pixel-correct rendering.\n \n \n \n \n Setup a matrix for pixel-correct rendering.\n \n \n \n \n \n \n \n \n Load an arbitrary matrix to the current projection matrix.\n \n \n \n \n \n Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.\n \n \n \n \n \n \n Sets current texture coordinate (x,y) for the actual texture unit.\n \n \n \n \n \n \n \n Sets current texture coordinate (x,y,z) to the actual texture unit.\n \n \n \n \n \n \n \n \n Multiplies the current modelview matrix with the one specified.\n \n \n \n \n \n Restores both projection and modelview matrices off the top of the matrix stack.\n \n \n \n \n Saves both projection and modelview matrices to the matrix stack.\n \n \n \n \n Mode for Begin: draw quads.\n \n \n \n \n Resolves the render target for subsequent operations sampling from it.\n \n \n \n \n Sets current texture coordinate (v.x,v.y,v.z) for all texture units.\n \n \n \n \n \n Sets current texture coordinate (x,y) for all texture units.\n \n \n \n \n \n \n Sets current texture coordinate (x,y,z) for all texture units.\n \n \n \n \n \n \n \n Mode for Begin: draw triangle strip.\n \n \n \n \n Mode for Begin: draw triangles.\n \n \n \n \n Submit a vertex.\n \n \n \n \n \n Submit a vertex.\n \n \n \n \n \n \n \n Set the rendering viewport.\n \n \n \n \n \n Gradient used for animating colors.\n \n \n \n \n All alpha keys defined in the gradient.\n \n \n \n \n All color keys defined in the gradient.\n \n \n \n \n Control how the gradient is evaluated.\n \n \n \n \n Create a new Gradient object.\n \n \n \n \n Calculate color at a given time.\n \n Time of the key (0 - 1).\n \n \n \n Setup Gradient with an array of color keys and alpha keys.\n \n Color keys of the gradient (maximum 8 color keys).\n Alpha keys of the gradient (maximum 8 alpha keys).\n \n \n \n Alpha key used by Gradient.\n \n \n \n \n Alpha channel of key.\n \n \n \n \n Time of the key (0 - 1).\n \n \n \n \n Gradient alpha key.\n \n Alpha of key (0 - 1).\n Time of the key (0 - 1).\n \n \n \n Color key used by Gradient.\n \n \n \n \n Color of key.\n \n \n \n \n Time of the key (0 - 1).\n \n \n \n \n Gradient color key.\n \n Color of key.\n Time of the key (0 - 1).\n \n \n \n \n Select how gradients will be evaluated.\n \n \n \n \n Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color.\n \n \n \n \n Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time.\n \n \n \n \n Raw interface to Unity's drawing functions.\n \n \n \n \n Currently active color buffer (Read Only).\n \n \n \n \n Currently active depth/stencil buffer (Read Only).\n \n \n \n \n Graphics Tier classification for current device.\nChanging this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use.\n \n \n \n \n Copies source texture into destination render texture with a shader.\n \n Source texture.\n Destination RenderTexture, or null to blit directly to screen.\n Material to use. Material's shader could do some post-processing effect, for example.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n Offset applied to the source texture coordinate.\n Scale applied to the source texture coordinate.\n \n \n \n Copies source texture into destination render texture with a shader.\n \n Source texture.\n Destination RenderTexture, or null to blit directly to screen.\n Material to use. Material's shader could do some post-processing effect, for example.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n Offset applied to the source texture coordinate.\n Scale applied to the source texture coordinate.\n \n \n \n Copies source texture into destination render texture with a shader.\n \n Source texture.\n Destination RenderTexture, or null to blit directly to screen.\n Material to use. Material's shader could do some post-processing effect, for example.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n Offset applied to the source texture coordinate.\n Scale applied to the source texture coordinate.\n \n \n \n Copies source texture into destination render texture with a shader.\n \n Source texture.\n Destination RenderTexture, or null to blit directly to screen.\n Material to use. Material's shader could do some post-processing effect, for example.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n Offset applied to the source texture coordinate.\n Scale applied to the source texture coordinate.\n \n \n \n Copies source texture into destination, for multi-tap shader.\n \n Source texture.\n Destination RenderTexture, or null to blit directly to screen.\n Material to use for copying. Material's shader should do some post-processing effect.\n Variable number of filtering offsets. Offsets are given in pixels.\n \n \n \n Clear random write targets for level pixel shaders.\n \n \n \n \n This function provides an efficient way to convert between textures of different formats and dimensions.\nThe destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.\n \n Source texture.\n Destination texture.\n Source element (e.g. cubemap face). Set this to 0 for 2d source textures.\n Destination element (e.g. cubemap face or texture array element).\n \n True if the call succeeded.\n \n \n \n \n This function provides an efficient way to convert between textures of different formats and dimensions.\nThe destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.\n \n Source texture.\n Destination texture.\n Source element (e.g. cubemap face). Set this to 0 for 2d source textures.\n Destination element (e.g. cubemap face or texture array element).\n \n True if the call succeeded.\n \n \n \n \n Copy texture contents.\n \n Source texture.\n Destination texture.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Copy texture contents.\n \n Source texture.\n Destination texture.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Copy texture contents.\n \n Source texture.\n Destination texture.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw a mesh.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Subset of the mesh to draw.\n Transformation matrix of the mesh (combines position, rotation and other transformations).\n Material to use.\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n Should the mesh use light probes?\n If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.\n \n \n \n Draw the same mesh multiple times using GPU instancing.\n \n The Mesh to draw.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Material to use.\n The array of object transformation matrices.\n The number of instances to be drawn.\n Additional material properties to apply. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.\n \n \n \n Draw the same mesh multiple times using GPU instancing.\n \n The Mesh to draw.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Material to use.\n The array of object transformation matrices.\n The number of instances to be drawn.\n Additional material properties to apply. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.\n \n \n \n Draw the same mesh multiple times using GPU instancing.\n \n The Mesh to draw.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Material to use.\n The bounding volume surrounding the instances you intend to draw.\n The GPU buffer containing the arguments for how many instances of this mesh to draw.\n The byte offset into the buffer, where the draw arguments start.\n Additional material properties to apply. See MaterialPropertyBlock.\n Should the mesh cast shadows?\n Should the mesh receive shadows?\n to use.\n If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.\n \n \n \n Draw a mesh immediately.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.\n Subset of the mesh to draw.\n \n \n \n Draw a mesh immediately.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.\n Subset of the mesh to draw.\n \n \n \n Draw a mesh immediately.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.\n Subset of the mesh to draw.\n \n \n \n Draw a mesh immediately.\n \n The Mesh to draw.\n Position of the mesh.\n Rotation of the mesh.\n Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.\n Subset of the mesh to draw.\n \n \n \n Draws a fully procedural geometry on the GPU.\n \n \n \n \n \n \n \n Draws a fully procedural geometry on the GPU.\n \n Topology of the procedural geometry.\n Buffer with draw arguments.\n Byte offset where in the buffer the draw arguments are.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Draw a texture in screen coordinates.\n \n Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.\n Texture to draw.\n Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.\n Number of pixels from the left that are not affected by scale.\n Number of pixels from the right that are not affected by scale.\n Number of pixels from the top that are not affected by scale.\n Number of pixels from the bottom that are not affected by scale.\n Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.\n Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.\n If -1 (default), draws all passes in the material. Otherwise, draws given pass only.\n \n \n \n Execute a command buffer.\n \n The buffer to execute.\n \n \n \n Set random write target for level pixel shaders.\n \n Index of the random write target in the shader.\n RenderTexture to set as write target.\n Whether to leave the append/consume counter value unchanged.\n \n \n \n Set random write target for level pixel shaders.\n \n Index of the random write target in the shader.\n RenderTexture to set as write target.\n Whether to leave the append/consume counter value unchanged.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n Sets current render target.\n \n RenderTexture to set as active render target.\n Mipmap level to render into (use 0 if not mipmapped).\n Cubemap face to render into (use Unknown if not a cubemap).\n Depth slice to render into (use 0 if not a 3D or 2DArray render target).\n Color buffer to render into.\n Depth buffer to render into.\n \nColor buffers to render into (for multiple render target effects).\n Full render target setup information.\n \n \n \n The GUI class is the interface for Unity's GUI with manual positioning.\n \n \n \n \n Global tinting color for all background elements rendered by the GUI.\n \n \n \n \n Returns true if any controls changed the value of the input data.\n \n \n \n \n Global tinting color for the GUI.\n \n \n \n \n Tinting color for all text rendered by the GUI.\n \n \n \n \n The sorting depth of the currently executing GUI behaviour.\n \n \n \n \n Is the GUI enabled?\n \n \n \n \n The GUI transform matrix.\n \n \n \n \n The global skin to use.\n \n \n \n \n The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).\n \n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a group. Must be matched with a call to EndGroup.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Begin a scrolling view inside your GUI.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.\n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin a scrolling view inside your GUI.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.\n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin a scrolling view inside your GUI.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.\n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin a scrolling view inside your GUI.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.\n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Create a Box on the GUI Layer.\n \n Rectangle on the screen to use for the box.\n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n \n \n \n Bring a specific window to back of the floating windows.\n \n The identifier used when you created the window in the Window call.\n \n \n \n Bring a specific window to front of the floating windows.\n \n The identifier used when you created the window in the Window call.\n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button. The user clicks them and something happens immediately.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n true when the users clicks the button.\n \n \n \n \n Make a window draggable.\n \n The part of the window that can be dragged. This is clipped to the actual window.\n \n \n \n If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function.\n \n \n \n \n Draw a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to apply alpha blending when drawing the image (enabled by default).\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.\n \n \n \n Draw a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to apply alpha blending when drawing the image (enabled by default).\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.\n \n \n \n Draw a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to apply alpha blending when drawing the image (enabled by default).\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.\n \n \n \n Draw a texture within a rectangle.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to apply alpha blending when drawing the image (enabled by default).\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.\n \n \n \n Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to apply alpha blending when drawing the image (enabled by default).\n Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.\n A tint color to apply on the texture.\n The width of the border. If 0, the full texture is drawn.\n The radius for rounded corners. If 0, corners will not be rounded.\n \n \n \n Draw a texture within a rectangle with the given texture coordinates.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.\n \n \n \n Draw a texture within a rectangle with the given texture coordinates.\n \n Rectangle on the screen to draw the texture within.\n Texture to display.\n How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.\n Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.\n \n \n \n End a group.\n \n \n \n \n Ends a scrollview started with a call to BeginScrollView.\n \n \n \n \n \n Ends a scrollview started with a call to BeginScrollView.\n \n \n \n \n \n Move keyboard focus to a named control.\n \n Name set using SetNextControlName.\n \n \n \n Make a window become the active window.\n \n The identifier used when you created the window in the Window call.\n \n \n \n Get the name of named control that has focus.\n \n \n \n \n Disposable helper class for managing BeginGroup / EndGroup.\n \n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Create a new GroupScope and begin the corresponding group.\n \n Rectangle on the screen to use for the group.\n Text to display on the group.\n Texture to display on the group.\n Text, image and tooltip for this group. If supplied, any mouse clicks are \"captured\" by the group and not If left out, no background is rendered, and mouse clicks are passed.\n The style to use for the background.\n \n \n \n Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.\n \n Rectangle on the screen to use for the scrollbar.\n The position between min and max.\n How much can we see?\n The value at the left end of the scrollbar.\n The value at the right end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.\n \n Rectangle on the screen to use for the scrollbar.\n The position between min and max.\n How much can we see?\n The value at the left end of the scrollbar.\n The value at the right end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n A horizontal slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n \n The value that has been set by the user.\n \n \n \n \n A horizontal slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n \n The value that has been set by the user.\n \n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Make a text or texture label on screen.\n \n Rectangle on the screen to use for the label.\n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Show a Modal Window.\n \n A unique id number.\n Position and size of the window.\n A function which contains the immediate mode GUI code to draw the contents of your window.\n Text to appear in the title-bar area of the window, if any.\n An image to appear in the title bar of the window, if any.\n GUIContent to appear in the title bar of the window, if any.\n Style to apply to the window.\n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the text field.\n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the text field.\n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the text field.\n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Rectangle on the screen to use for the text field.\n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited password.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Make a button that is active as long as the user holds it down.\n \n Rectangle on the screen to use for the button.\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n True when the users clicks the button.\n \n \n \n \n Scrolls all enclosing scrollviews so they try to make position visible.\n \n \n \n \n \n Disposable helper class for managing BeginScrollView / EndScrollView.\n \n \n \n \n Whether this ScrollView should handle scroll wheel events. (default: true).\n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n Rectangle on the screen to use for the ScrollView.\n The pixel distance that the view is scrolled in the X and Y directions.\n The rectangle used inside the scrollview.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a grid of buttons.\n \n Rectangle on the screen to use for the grid.\n The index of the selected grid button.\n An array of strings to show on the grid buttons.\n An array of textures on the grid buttons.\n An array of text, image and tooltips for the grid button.\n How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Set the name of the next control.\n \n \n \n \n \n Make a Multi-line text area where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a Multi-line text area where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a Multi-line text area where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a Multi-line text area where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Rectangle on the screen to use for the text field.\n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n The edited string.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Rectangle on the screen to use for the button.\n Is this button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the toggle style from the current GUISkin is used.\n \n The new value of the button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n Rectangle on the screen to use for the toolbar.\n The index of the selected button.\n An array of strings to show on the toolbar buttons.\n An array of textures on the toolbar buttons.\n An array of text, image and tooltips for the toolbar buttons.\n The style to use. If left out, the button style from the current GUISkin is used.\n \n \n The index of the selected button.\n \n \n \n \n Remove focus from all windows.\n \n \n \n \n Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.\n \n Rectangle on the screen to use for the scrollbar.\n The position between min and max.\n How much can we see?\n The value at the top of the scrollbar.\n The value at the bottom of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.\n \n Rectangle on the screen to use for the scrollbar.\n The position between min and max.\n How much can we see?\n The value at the top of the scrollbar.\n The value at the bottom of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n A vertical slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the top end of the slider.\n The value at the bottom end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n \n The value that has been set by the user.\n \n \n \n \n A vertical slider the user can drag to change a value between a min and a max.\n \n Rectangle on the screen to use for the slider.\n The value the slider shows. This determines the position of the draggable thumb.\n The value at the top end of the slider.\n The value at the bottom end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n \n The value that has been set by the user.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Make a popup window.\n \n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n ID number for the window (can be any value as long as it is unique).\n Onscreen rectangle denoting the window's position and size.\n Script function to display the window's contents.\n Text to render inside the window.\n Image to render inside the window.\n GUIContent to render inside the window.\n Style information for the window.\n Text displayed in the window's title bar.\n \n Onscreen rectangle denoting the window's position and size.\n \n \n \n \n Callback to draw GUI within a window (used with GUI.Window).\n \n \n \n \n \n The contents of a GUI element.\n \n \n \n \n The icon image contained.\n \n \n \n \n Shorthand for empty content.\n \n \n \n \n The text contained.\n \n \n \n \n The tooltip of this element.\n \n \n \n \n Constructor for GUIContent in all shapes and sizes.\n \n \n \n \n Build a GUIContent object containing only text.\n \n \n \n \n \n Build a GUIContent object containing only an image.\n \n \n \n \n \n Build a GUIContent object containing both text and an image.\n \n \n \n \n \n \n Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.\n \n \n \n \n \n \n Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.\n \n \n \n \n \n \n Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.\n \n \n \n \n \n \n \n Build a GUIContent as a copy of another GUIContent.\n \n \n \n \n \n Base class for images &amp; text strings displayed in a GUI.\n \n \n \n \n Returns bounding rectangle of GUIElement in screen coordinates.\n \n \n \n \n \n Returns bounding rectangle of GUIElement in screen coordinates.\n \n \n \n \n \n Is a point on screen inside the element?\n \n \n \n \n \n \n Is a point on screen inside the element?\n \n \n \n \n \n \n Component added to a camera to make it render 2D GUI elements.\n \n \n \n \n Get the GUI element at a specific screen position.\n \n \n \n \n \n The GUILayout class is the interface for Unity gui with automatic layout.\n \n \n \n \n Disposable helper class for managing BeginArea / EndArea.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Create a new AreaScope and begin the corresponding Area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a GUILayout block of GUI controls in a fixed screen area.\n \n Optional text to display in the area.\n Optional texture to display in the area.\n Optional text, image and tooltip top display for this area.\n The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.\n \n \n \n \n Begin a Horizontal control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a Horizontal control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a Horizontal control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a Horizontal control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a Horizontal control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin an automatically laid out scrollview.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Begin a vertical control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Begin a vertical control group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout box.\n \n Text to display on the box.\n Texture to display on the box.\n Text, image and tooltip for this box.\n The style to use. If left out, the box style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Make a single press button.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the users clicks the button.\n \n \n \n \n Close a GUILayout block started with BeginArea.\n \n \n \n \n Close a group started with BeginHorizontal.\n \n \n \n \n End a scroll view begun with a call to BeginScrollView.\n \n \n \n \n Close a group started with BeginVertical.\n \n \n \n \n Option passed to a control to allow or disallow vertical expansion.\n \n \n \n \n \n Option passed to a control to allow or disallow horizontal expansion.\n \n \n \n \n \n Insert a flexible space element.\n \n \n \n \n Option passed to a control to give it an absolute height.\n \n \n \n \n \n Disposable helper class for managing BeginHorizontal / EndHorizontal.\n \n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new HorizontalScope and begin the corresponding horizontal group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a horizontal scrollbar.\n \n The position between min and max.\n How much can we see?\n The value at the left end of the scrollbar.\n The value at the right end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n Make a horizontal scrollbar.\n \n The position between min and max.\n How much can we see?\n The value at the left end of the scrollbar.\n The value at the right end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n A horizontal slider the user can drag to change a value between a min and a max.\n \n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The value that has been set by the user.\n \n \n \n \n A horizontal slider the user can drag to change a value between a min and a max.\n \n The value the slider shows. This determines the position of the draggable thumb.\n The value at the left end of the slider.\n The value at the right end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The value that has been set by the user.\n \n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make an auto-layout label.\n \n Text to display on the label.\n Texture to display on the label.\n Text, image and tooltip for this label.\n The style to use. If left out, the label style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Option passed to a control to specify a maximum height.\n \n \n \n \n \n Option passed to a control to specify a maximum width.\n \n \n \n \n \n Option passed to a control to specify a minimum height.\n \n \n \n \n \n Option passed to a control to specify a minimum width.\n\n \n \n \n \n \n Make a text field where the user can enter a password.\n \n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n \n The edited password.\n \n \n \n \n Make a text field where the user can enter a password.\n \n Password to edit. The return value of this function should be assigned back to the string as shown in the example.\n Character to mask the password with.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n \n \n The edited password.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Make a repeating button. The button returns true as long as the user holds down the mouse.\n \n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n true when the holds down the mouse.\n \n \n \n \n Disposable helper class for managing BeginScrollView / EndScrollView.\n \n \n \n \n Whether this ScrollView should handle scroll wheel events. (default: true).\n \n \n \n \n The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.\n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Create a new ScrollViewScope and begin the corresponding ScrollView.\n \n The position to use display.\n Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.\n Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.\n Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.\n Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.\n \n \n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a Selection Grid.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Insert a space in the current layout group.\n \n \n \n \n \n Make a multi-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a multi-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a multi-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a multi-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textField style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make a single-line text field where the user can edit a string.\n \n Text to edit. The return value of this function should be assigned back to the string as shown in the example.\n The maximum length of the string. If left out, the user can type for ever and ever.\n The style to use. If left out, the textArea style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The edited string.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make an on/off toggle button.\n \n Is the button on or off?\n Text to display on the button.\n Texture to display on the button.\n Text, image and tooltip for this button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The new value of the button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Make a toolbar.\n \n The index of the selected button.\n An array of strings to show on the buttons.\n An array of textures on the buttons.\n An array of text, image and tooltips for the button.\n The style to use. If left out, the button style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n The index of the selected button.\n \n \n \n \n Disposable helper class for managing BeginVertical / EndVertical.\n \n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Create a new VerticalScope and begin the corresponding vertical group.\n \n Text to display on group.\n Texture to display on group.\n Text, image, and tooltip for this group.\n The style to use for background image and padding values. If left out, the background is transparent.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n \n \n Make a vertical scrollbar.\n \n The position between min and max.\n How much can we see?\n The value at the top end of the scrollbar.\n The value at the bottom end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n Make a vertical scrollbar.\n \n The position between min and max.\n How much can we see?\n The value at the top end of the scrollbar.\n The value at the bottom end of the scrollbar.\n The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.\n \n \n \n \n A vertical slider the user can drag to change a value between a min and a max.\n \n The value the slider shows. This determines the position of the draggable thumb.\n The value at the top end of the slider.\n The value at the bottom end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n \n \n The value that has been set by the user.\n \n \n \n \n A vertical slider the user can drag to change a value between a min and a max.\n \n The value the slider shows. This determines the position of the draggable thumb.\n The value at the top end of the slider.\n The value at the bottom end of the slider.\n The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.\n The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.\n \n \n \n The value that has been set by the user.\n \n \n \n \n Option passed to a control to give it an absolute width.\n \n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Make a popup window that layouts its contents automatically.\n \n A unique ID to use for each window. This is the ID you'll use to interface to it.\n Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.\n The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.\n Text to display as a title for the window.\n Texture to display an image in the titlebar.\n Text, image and tooltip for this window.\n An optional style to use for the window. If left out, the window style from the current GUISkin is used.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.\n \n \n \n \n Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.\n \n \n \n \n Utility functions for implementing and extending the GUILayout class.\n \n \n \n \n Reserve layout space for a rectangle with a specific aspect ratio.\n \n The aspect ratio of the element (width / height).\n An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rect for the control.\n \n \n \n \n Reserve layout space for a rectangle with a specific aspect ratio.\n \n The aspect ratio of the element (width / height).\n An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rect for the control.\n \n \n \n \n Reserve layout space for a rectangle with a specific aspect ratio.\n \n The aspect ratio of the element (width / height).\n An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rect for the control.\n \n \n \n \n Reserve layout space for a rectangle with a specific aspect ratio.\n \n The aspect ratio of the element (width / height).\n An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rect for the control.\n \n \n \n \n Get the rectangle last used by GUILayout for a control.\n \n \n The last used rectangle.\n \n \n \n \n Reserve layout space for a rectangle for displaying some contents with a specific style.\n \n The content to make room for displaying.\n The GUIStyle to layout for.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle that is large enough to contain content when rendered in style.\n \n \n \n \n Reserve layout space for a rectangle for displaying some contents with a specific style.\n \n The content to make room for displaying.\n The GUIStyle to layout for.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle that is large enough to contain content when rendered in style.\n \n \n \n \n Reserve layout space for a rectangle with a fixed content area.\n \n The width of the area you want.\n The height of the area you want.\n An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectanlge to put your control in.\n \n \n \n \n Reserve layout space for a rectangle with a fixed content area.\n \n The width of the area you want.\n The height of the area you want.\n An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectanlge to put your control in.\n \n \n \n \n Reserve layout space for a rectangle with a fixed content area.\n \n The width of the area you want.\n The height of the area you want.\n An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectanlge to put your control in.\n \n \n \n \n Reserve layout space for a rectangle with a fixed content area.\n \n The width of the area you want.\n The height of the area you want.\n An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n The rectanlge to put your control in.\n \n \n \n \n Reserve layout space for a flexible rect.\n \n The minimum width of the area passed back.\n The maximum width of the area passed back.\n The minimum width of the area passed back.\n The maximum width of the area passed back.\n An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle with size between minWidth &amp; maxWidth on both axes.\n \n \n \n \n Reserve layout space for a flexible rect.\n \n The minimum width of the area passed back.\n The maximum width of the area passed back.\n The minimum width of the area passed back.\n The maximum width of the area passed back.\n An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle with size between minWidth &amp; maxWidth on both axes.\n \n \n \n \n Reserve layout space for a flexible rect.\n \n The minimum width of the area passed back.\n The maximum width of the area passed back.\n The minimum width of the area passed back.\n The maximum width of the area passed back.\n An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle with size between minWidth &amp; maxWidth on both axes.\n \n \n \n \n Reserve layout space for a flexible rect.\n \n The minimum width of the area passed back.\n The maximum width of the area passed back.\n The minimum width of the area passed back.\n The maximum width of the area passed back.\n An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.\n An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt;\nSee Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight,\nGUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.\n \n A rectangle with size between minWidth &amp; maxWidth on both axes.\n \n \n \n \n General settings for how the GUI behaves.\n \n \n \n \n The color of the cursor in text fields.\n \n \n \n \n The speed of text field cursor flashes.\n \n \n \n \n Should double-clicking select words in text fields.\n \n \n \n \n The color of the selection rect in text fields.\n \n \n \n \n Should triple-clicking select whole text in text fields.\n \n \n \n \n Defines how GUI looks and behaves.\n \n \n \n \n Style used by default for GUI.Box controls.\n \n \n \n \n Style used by default for GUI.Button controls.\n \n \n \n \n Array of GUI styles for specific needs.\n \n \n \n \n The default font to use for all styles.\n \n \n \n \n Style used by default for the background part of GUI.HorizontalScrollbar controls.\n \n \n \n \n Style used by default for the left button on GUI.HorizontalScrollbar controls.\n \n \n \n \n Style used by default for the right button on GUI.HorizontalScrollbar controls.\n \n \n \n \n Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.\n \n \n \n \n Style used by default for the background part of GUI.HorizontalSlider controls.\n \n \n \n \n Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.\n \n \n \n \n Style used by default for GUI.Label controls.\n \n \n \n \n Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).\n \n \n \n \n Generic settings for how controls should behave with this skin.\n \n \n \n \n Style used by default for GUI.TextArea controls.\n \n \n \n \n Style used by default for GUI.TextField controls.\n \n \n \n \n Style used by default for GUI.Toggle controls.\n \n \n \n \n Style used by default for the background part of GUI.VerticalScrollbar controls.\n \n \n \n \n Style used by default for the down button on GUI.VerticalScrollbar controls.\n \n \n \n \n Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.\n \n \n \n \n Style used by default for the up button on GUI.VerticalScrollbar controls.\n \n \n \n \n Style used by default for the background part of GUI.VerticalSlider controls.\n \n \n \n \n Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.\n \n \n \n \n Style used by default for Window controls (SA GUI.Window).\n \n \n \n \n Try to search for a GUIStyle. This functions returns NULL and does not give an error.\n \n \n \n \n \n Get a named GUIStyle.\n \n \n \n \n \n Styling information for GUI elements.\n \n \n \n \n Rendering settings for when the control is pressed down.\n \n \n \n \n Text alignment.\n \n \n \n \n The borders of all background images.\n \n \n \n \n What to do when the contents to be rendered is too large to fit within the area given.\n \n \n \n \n Pixel offset to apply to the content of this GUIstyle.\n \n \n \n \n If non-0, any GUI elements rendered with this style will have the height specified here.\n \n \n \n \n If non-0, any GUI elements rendered with this style will have the width specified here.\n \n \n \n \n Rendering settings for when the element has keyboard focus.\n \n \n \n \n The font to use for rendering. If null, the default font for the current GUISkin is used instead.\n \n \n \n \n The font size to use (for dynamic fonts).\n \n \n \n \n The font style to use (for dynamic fonts).\n \n \n \n \n Rendering settings for when the mouse is hovering over the control.\n \n \n \n \n How image and text of the GUIContent is combined.\n \n \n \n \n The height of one line of text with this style, measured in pixels. (Read Only)\n \n \n \n \n The margins between elements rendered in this style and any other GUI elements.\n \n \n \n \n The name of this GUIStyle. Used for getting them based on name.\n \n \n \n \n Shortcut for an empty GUIStyle.\n \n \n \n \n Rendering settings for when the component is displayed normally.\n \n \n \n \n Rendering settings for when the element is turned on and pressed down.\n \n \n \n \n Rendering settings for when the element has keyboard and is turned on.\n \n \n \n \n Rendering settings for when the control is turned on and the mouse is hovering it.\n \n \n \n \n Rendering settings for when the control is turned on.\n \n \n \n \n Extra space to be added to the background image.\n \n \n \n \n Space from the edge of GUIStyle to the start of the contents.\n \n \n \n \n Enable HTML-style tags for Text Formatting Markup.\n \n \n \n \n Can GUI elements of this style be stretched vertically for better layout?\n \n \n \n \n Can GUI elements of this style be stretched horizontally for better layouting?\n \n \n \n \n Should the text be wordwrapped?\n \n \n \n \n How tall this element will be when rendered with content and a specific width.\n \n \n \n \n \n \n Calculate the minimum and maximum widths for this style rendered with content.\n \n \n \n \n \n \n \n Calculate the size of an element formatted with this style, and a given space to content.\n \n \n \n \n \n Calculate the size of some content if it is rendered with this style.\n \n \n \n \n \n Constructor for empty GUIStyle.\n \n \n \n \n Constructs GUIStyle identical to given other GUIStyle.\n \n \n \n \n \n Draw this GUIStyle on to the screen, internal version.\n \n \n \n \n \n \n \n \n \n Draw the GUIStyle with a text string inside.\n \n \n \n \n \n \n \n \n \n \n Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down.\n \n \n \n \n \n \n \n \n \n \n Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.\n \n \n \n \n \n \n \n \n \n \n \n Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.\n \n \n \n \n \n \n \n \n \n \n \n Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.\n \n \n \n \n \n \n \n \n \n \n \n Draw this GUIStyle with selected content.\n \n \n \n \n \n \n \n \n Draw this GUIStyle with selected content.\n \n \n \n \n \n \n \n \n \n Get the pixel position of a given string index.\n \n \n \n \n \n \n \n Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.\n \n \n \n \n \n \n \n Get a named GUI style from the current skin.\n \n \n \n \n \n Specialized values for the given states used by GUIStyle objects.\n \n \n \n \n The background image used by GUI elements in this given state.\n \n \n \n \n Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code.\n \n \n \n \n The text color used by GUI elements in this state.\n \n \n \n \n Allows to control for which display the OnGUI is called.\n \n \n \n \n Default constructor initializes the attribute for OnGUI to be called for all available displays.\n \n Display index.\n Display index.\n Display index list.\n \n \n \n Default constructor initializes the attribute for OnGUI to be called for all available displays.\n \n Display index.\n Display index.\n Display index list.\n \n \n \n Default constructor initializes the attribute for OnGUI to be called for all available displays.\n \n Display index.\n Display index.\n Display index list.\n \n \n \n Default constructor initializes the attribute for OnGUI to be called for all available displays.\n \n Display index.\n Display index.\n Display index list.\n \n \n \n A text string displayed in a GUI.\n \n \n \n \n The alignment of the text.\n \n \n \n \n The anchor of the text.\n \n \n \n \n The color used to render the text.\n \n \n \n \n The font used for the text.\n \n \n \n \n The font size to use (for dynamic fonts).\n \n \n \n \n The font style to use (for dynamic fonts).\n \n \n \n \n The line spacing multiplier.\n \n \n \n \n The Material to use for rendering.\n \n \n \n \n The pixel offset of the text.\n \n \n \n \n Enable HTML-style tags for Text Formatting Markup.\n \n \n \n \n The tab width multiplier.\n \n \n \n \n The text to display.\n \n \n \n \n A texture image used in a 2D GUI.\n \n \n \n \n The border defines the number of pixels from the edge that are not affected by scale.\n \n \n \n \n The color of the GUI texture.\n \n \n \n \n Pixel inset used for pixel adjustments for size and position.\n \n \n \n \n The texture used for drawing.\n \n \n \n \n Utility class for making new GUI controls.\n \n \n \n \n A global property, which is true if a ModalWindow is being displayed, false otherwise.\n \n \n \n \n The controlID of the current hot control.\n \n \n \n \n The controlID of the control that has keyboard focus.\n \n \n \n \n Get access to the system-wide pasteboard.\n \n \n \n \n Get a unique ID for a control.\n \n \n \n \n \n \n Get a unique ID for a control.\n \n \n \n \n \n \n Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.\n \n \n \n \n \n \n \n Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.\n \n \n \n \n \n \n \n Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.\n \n \n \n \n \n \n \n Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.\n \n \n \n \n \n \n \n Get a state object from a controlID.\n \n \n \n \n \n \n Convert a point from GUI position to screen space.\n \n \n \n \n \n Get an existing state object from a controlID.\n \n \n \n \n \n \n Helper function to rotate the GUI around a point.\n \n \n \n \n \n \n Helper function to scale the GUI around a point.\n \n \n \n \n \n \n Convert a point from screen space to GUI position.\n \n \n \n \n \n Interface into the Gyroscope.\n \n \n \n \n Returns the attitude (ie, orientation in space) of the device.\n \n \n \n \n Sets or retrieves the enabled status of this gyroscope.\n \n \n \n \n Returns the gravity acceleration vector expressed in the device's reference frame.\n \n \n \n \n Returns rotation rate as measured by the device's gyroscope.\n \n \n \n \n Returns unbiased rotation rate as measured by the device's gyroscope.\n \n \n \n \n Sets or retrieves gyroscope interval in seconds.\n \n \n \n \n Returns the acceleration that the user is giving to the device.\n \n \n \n \n Interface into functionality unique to handheld devices.\n \n \n \n \n Determines whether or not a 32-bit display buffer will be used.\n \n \n \n \n Gets the current activity indicator style.\n \n \n \n \n Plays a full-screen movie.\n \n Filesystem path to the movie file.\n Background color.\n How the playback controls are to be displayed.\n How the movie is to be scaled to fit the screen.\n \n \n \n Plays a full-screen movie.\n \n Filesystem path to the movie file.\n Background color.\n How the playback controls are to be displayed.\n How the movie is to be scaled to fit the screen.\n \n \n \n Plays a full-screen movie.\n \n Filesystem path to the movie file.\n Background color.\n How the playback controls are to be displayed.\n How the movie is to be scaled to fit the screen.\n \n \n \n Plays a full-screen movie.\n \n Filesystem path to the movie file.\n Background color.\n How the playback controls are to be displayed.\n How the movie is to be scaled to fit the screen.\n \n \n \n Sets the desired activity indicator style.\n \n \n \n \n \n Sets the desired activity indicator style.\n \n \n \n \n \n Sets the desired activity indicator style.\n \n \n \n \n \n Starts os activity indicator.\n \n \n \n \n Stops os activity indicator.\n \n \n \n \n Triggers device vibration.\n \n \n \n \n Represent the hash value.\n \n \n \n \n Get if the hash value is valid or not. (Read Only)\n \n \n \n \n Construct the Hash128.\n \n \n \n \n \n \n \n \n Convert the input string to Hash128.\n \n \n \n \n \n Convert Hash128 to string.\n \n \n \n \n Use this PropertyAttribute to add a header above some fields in the Inspector.\n \n \n \n \n The header text.\n \n \n \n \n Add a header above some fields in the Inspector.\n \n The header text.\n \n \n \n Provide a custom documentation URL for a class.\n \n \n \n \n Initialize the HelpURL attribute with a documentation url.\n \n The custom documentation URL for this class.\n \n \n \n The documentation URL specified for this class.\n \n \n \n \n Bit mask that controls object destruction, saving and visibility in inspectors.\n \n \n \n \n The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.\n \n \n \n \n The object will not be saved when building a player.\n \n \n \n \n The object will not be saved to the scene in the editor.\n \n \n \n \n The object will not be unloaded by Resources.UnloadUnusedAssets.\n \n \n \n \n A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets.\n \n \n \n \n The object will not appear in the hierarchy.\n \n \n \n \n It is not possible to view it in the inspector.\n \n \n \n \n A normal, visible object. This is the default.\n \n \n \n \n The object is not be editable in the inspector.\n \n \n \n \n Makes a variable not show up in the inspector but be serialized.\n \n \n \n \n The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.\n \n \n \n \n The current angle in degrees of the joint relative to its rest position. (Read Only)\n \n \n \n \n Limit of angular rotation (in degrees) on the hinge joint.\n \n \n \n \n The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.\n \n \n \n \n The spring attempts to reach a target angle by adding spring and damping forces.\n \n \n \n \n Enables the joint's limits. Disabled by default.\n \n \n \n \n Enables the joint's motor. Disabled by default.\n \n \n \n \n Enables the joint's spring. Disabled by default.\n \n \n \n \n The angular velocity of the joint in degrees per second. (Read Only)\n \n \n \n \n Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.\n \n \n \n \n The current joint angle (in degrees) with respect to the reference angle.\n \n \n \n \n The current joint speed.\n \n \n \n \n Limit of angular rotation (in degrees) on the joint.\n \n \n \n \n Gets the state of the joint limit.\n \n \n \n \n Parameters for the motor force applied to the joint.\n \n \n \n \n The angle (in degrees) referenced between the two bodies used as the constraint for the joint.\n \n \n \n \n Should limits be placed on the range of rotation?\n \n \n \n \n Should the joint be rotated automatically by a motor torque?\n \n \n \n \n Gets the motor torque of the joint given the specified timestep.\n \n The time to calculate the motor torque for.\n \n \n \n Wrapping modes for text that reaches the horizontal boundary.\n \n \n \n \n Text can exceed the horizontal boundary.\n \n \n \n \n Text will word-wrap when reaching the horizontal boundary.\n \n \n \n \n This is the data structure for holding individual host information.\n \n \n \n \n A miscellaneous comment (can hold data).\n \n \n \n \n Currently connected players.\n \n \n \n \n The name of the game (like John Doe's Game).\n \n \n \n \n The type of the game (like \"MyUniqueGameType\").\n \n \n \n \n The GUID of the host, needed when connecting with NAT punchthrough.\n \n \n \n \n Server IP address.\n \n \n \n \n Does the server require a password?\n \n \n \n \n Maximum players limit.\n \n \n \n \n Server port.\n \n \n \n \n Does this server require NAT punchthrough?\n \n \n \n \n Human Body Bones.\n \n \n \n \n This is the Chest bone.\n \n \n \n \n This is the Head bone.\n \n \n \n \n This is the Hips bone.\n \n \n \n \n This is the Jaw bone.\n \n \n \n \n This is the Last bone index delimiter.\n \n \n \n \n This is the Left Eye bone.\n \n \n \n \n This is the Left Ankle bone.\n \n \n \n \n This is the Left Wrist bone.\n \n \n \n \n This is the left index 3rd phalange.\n \n \n \n \n This is the left index 2nd phalange.\n \n \n \n \n This is the left index 1st phalange.\n \n \n \n \n This is the left little 3rd phalange.\n \n \n \n \n This is the left little 2nd phalange.\n \n \n \n \n This is the left little 1st phalange.\n \n \n \n \n This is the Left Elbow bone.\n \n \n \n \n This is the Left Knee bone.\n \n \n \n \n This is the left middle 3rd phalange.\n \n \n \n \n This is the left middle 2nd phalange.\n \n \n \n \n This is the left middle 1st phalange.\n \n \n \n \n This is the left ring 3rd phalange.\n \n \n \n \n This is the left ring 2nd phalange.\n \n \n \n \n This is the left ring 1st phalange.\n \n \n \n \n This is the Left Shoulder bone.\n \n \n \n \n This is the left thumb 3rd phalange.\n \n \n \n \n This is the left thumb 2nd phalange.\n \n \n \n \n This is the left thumb 1st phalange.\n \n \n \n \n This is the Left Toes bone.\n \n \n \n \n This is the Left Upper Arm bone.\n \n \n \n \n This is the Left Upper Leg bone.\n \n \n \n \n This is the Neck bone.\n \n \n \n \n This is the Right Eye bone.\n \n \n \n \n This is the Right Ankle bone.\n \n \n \n \n This is the Right Wrist bone.\n \n \n \n \n This is the right index 3rd phalange.\n \n \n \n \n This is the right index 2nd phalange.\n \n \n \n \n This is the right index 1st phalange.\n \n \n \n \n This is the right little 3rd phalange.\n \n \n \n \n This is the right little 2nd phalange.\n \n \n \n \n This is the right little 1st phalange.\n \n \n \n \n This is the Right Elbow bone.\n \n \n \n \n This is the Right Knee bone.\n \n \n \n \n This is the right middle 3rd phalange.\n \n \n \n \n This is the right middle 2nd phalange.\n \n \n \n \n This is the right middle 1st phalange.\n \n \n \n \n This is the right ring 3rd phalange.\n \n \n \n \n This is the right ring 2nd phalange.\n \n \n \n \n This is the right ring 1st phalange.\n \n \n \n \n This is the Right Shoulder bone.\n \n \n \n \n This is the right thumb 3rd phalange.\n \n \n \n \n This is the right thumb 2nd phalange.\n \n \n \n \n This is the right thumb 1st phalange.\n \n \n \n \n This is the Right Toes bone.\n \n \n \n \n This is the Right Upper Arm bone.\n \n \n \n \n This is the Right Upper Leg bone.\n \n \n \n \n This is the first Spine bone.\n \n \n \n \n This is the Upper Chest bone.\n \n \n \n \n The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.\n \n \n \n \n The name of the bone to which the Mecanim human bone is mapped.\n \n \n \n \n The name of the Mecanim human bone to which the bone from the model is mapped.\n \n \n \n \n The rotation limits that define the muscle for this bone.\n \n \n \n \n Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.\n \n \n \n \n Amount by which the arm's length is allowed to stretch when using IK.\n \n \n \n \n Modification to the minimum distance between the feet of a humanoid model.\n \n \n \n \n True for any human that has a translation Degree of Freedom (DoF). It is set to false by default.\n \n \n \n \n Mapping between Mecanim bone names and bone names in the rig.\n \n \n \n \n Amount by which the leg's length is allowed to stretch when using IK.\n \n \n \n \n Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.\n \n \n \n \n Defines how the lower leg's roll/twisting is distributed between the knee and ankle.\n \n \n \n \n List of bone Transforms to include in the model.\n \n \n \n \n Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.\n \n \n \n \n Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.\n \n \n \n \n This class stores the rotation limits that define the muscle for a single human bone.\n \n \n \n \n Length of the bone to which the limit is applied.\n \n \n \n \n The default orientation of a bone when no muscle action is applied.\n \n \n \n \n The maximum rotation away from the initial value that this muscle can apply.\n \n \n \n \n The maximum negative rotation away from the initial value that this muscle can apply.\n \n \n \n \n Should this limit use the default values?\n \n \n \n \n Retargetable humanoid pose.\n \n \n \n \n The human body position for that pose.\n \n \n \n \n The human body orientation for that pose.\n \n \n \n \n The array of muscle values for that pose.\n \n \n \n \n A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy.\n \n \n \n \n Creates a human pose handler from an avatar and a root transform.\n \n The avatar that defines the humanoid rig on skeleton hierarchy with root as the top most parent.\n The top most node of the skeleton hierarchy defined in humanoid avatar.\n \n \n \n Gets a human pose from the handled avatar skeleton.\n \n The output human pose.\n \n \n \n Sets a human pose on the handled avatar skeleton.\n \n The human pose to be set.\n \n \n \n Details of all the human bone and muscle types defined by Mecanim.\n \n \n \n \n The number of human bone types defined by Mecanim.\n \n \n \n \n Return the bone to which a particular muscle is connected.\n \n Muscle index.\n \n \n \n Array of the names of all human bone types defined by Mecanim.\n \n \n \n \n Get the default maximum value of rotation for a muscle in degrees.\n \n Muscle index.\n \n \n \n Get the default minimum value of rotation for a muscle in degrees.\n \n Muscle index.\n \n \n \n Returns parent humanoid bone index of a bone.\n \n Humanoid bone index to get parent from.\n \n Humanoid bone index of parent.\n \n \n \n \n The number of human muscle types defined by Mecanim.\n \n \n \n \n Obtain the muscle index for a particular bone index and \"degree of freedom\".\n \n Bone index.\n Number representing a \"degree of freedom\": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis.\n \n \n \n Array of the names of all human muscle types defined by Mecanim.\n \n \n \n \n Is the bone a member of the minimal set of bones that Mecanim requires for a human model?\n \n Index of the bone to test.\n \n \n \n The number of bone types that are required by Mecanim for any human model.\n \n \n \n \n This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.\n \n \n \n \n Given a point and a camera is the raycast valid.\n \n Screen position.\n Raycast camera.\n \n Valid.\n \n \n \n \n Interface for objects used as resolvers on ExposedReferences.\n \n \n \n \n Remove a value for the given reference.\n \n Identifier of the ExposedReference.\n \n \n \n Retrieves a value for the given identifier.\n \n Identifier of the ExposedReference.\n Is the identifier valid?\n \n The value stored in the table.\n \n \n \n \n Assigns a value for an ExposedReference.\n \n Identifier of the ExposedReference.\n The value to assigned to the ExposedReference.\n \n \n \n Interface for custom logger implementation.\n \n \n \n \n To selective enable debug log message.\n \n \n \n \n To runtime toggle debug logging [ON/OFF].\n \n \n \n \n Set Logger.ILogHandler.\n \n \n \n \n Check logging is enabled based on the LogType.\n \n \n \n Retrun true in case logs of LogType will be logged otherwise returns false.\n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n Logs message to the Unity Console using default logger.\n \n \n \n \n \n \n \n \n A variant of ILogger.Log that logs an error message.\n \n \n \n \n \n \n \n A variant of ILogger.Log that logs an error message.\n \n \n \n \n \n \n \n A variant of ILogger.Log that logs an exception message.\n \n \n \n \n \n Logs a formatted message.\n \n \n \n \n \n \n \n A variant of Logger.Log that logs an warning message.\n \n \n \n \n \n \n \n A variant of Logger.Log that logs an warning message.\n \n \n \n \n \n \n \n Interface for custom log handler implementation.\n \n \n \n \n A variant of ILogHandler.LogFormat that logs an exception message.\n \n Runtime Exception.\n Object to which the message applies.\n \n \n \n Logs a formatted message.\n \n The type of the log message.\n Object to which the message applies.\n A composite format string.\n Format arguments.\n \n \n \n Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.\n \n \n \n \n Encodes this texture into the EXR format.\n \n The texture to convert.\n Flags used to control compression and the output format.\n \n \n \n Encodes this texture into JPG format.\n \n Text texture to convert.\n JPG quality to encode with, 1..100 (default 75).\n \n \n \n Encodes this texture into JPG format.\n \n Text texture to convert.\n JPG quality to encode with, 1..100 (default 75).\n \n \n \n Encodes this texture into PNG format.\n \n The texture to convert.\n \n \n \n Loads PNG/JPG image byte array into a texture.\n \n The byte array containing the image data to load.\n Set to false by default, pass true to optionally mark the texture as non-readable.\n The texture to load the image into.\n \n Returns true if the data can be loaded, false otherwise.\n \n \n \n \n Any Image Effect with this attribute can be rendered into the scene view camera.\n \n \n \n \n Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.\n \n \n \n \n When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.\n \n \n \n \n How image and text is placed inside GUIStyle.\n \n \n \n \n Image is above the text.\n \n \n \n \n Image is to the left of the text.\n \n \n \n \n Only the image is displayed.\n \n \n \n \n Only the text is displayed.\n \n \n \n \n Controls IME input.\n \n \n \n \n Enable IME input only when a text field is selected (default).\n \n \n \n \n Disable IME input.\n \n \n \n \n Enable IME input.\n \n \n \n \n Interface into the Input system.\n \n \n \n \n Last measured linear acceleration of a device in three-dimensional space. (Read Only)\n \n \n \n \n Number of acceleration measurements which occurred during last frame.\n \n \n \n \n Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).\n \n \n \n \n Is any key or mouse button currently held down? (Read Only)\n \n \n \n \n Returns true the first frame the user hits any key or mouse button. (Read Only)\n \n \n \n \n Should Back button quit the application?\n\nOnly usable on Android, Windows Phone or Windows Tablets.\n \n \n \n \n Property for accessing compass (handheld devices only). (Read Only)\n \n \n \n \n This property controls if input sensors should be compensated for screen orientation.\n \n \n \n \n The current text input position used by IMEs to open windows.\n \n \n \n \n The current IME composition string being typed by the user.\n \n \n \n \n Device physical orientation as reported by OS. (Read Only)\n \n \n \n \n Property indicating whether keypresses are eaten by a textinput if it has focus (default true).\n \n \n \n \n Returns default gyroscope.\n \n \n \n \n Controls enabling and disabling of IME input composition.\n \n \n \n \n Does the user have an IME keyboard input source selected?\n \n \n \n \n Returns the keyboard input entered this frame. (Read Only)\n \n \n \n \n Property for accessing device location (handheld devices only). (Read Only)\n \n \n \n \n The current mouse position in pixel coordinates. (Read Only)\n \n \n \n \n Indicates if a mouse device is detected.\n \n \n \n \n The current mouse scroll delta. (Read Only)\n \n \n \n \n Property indicating whether the system handles multiple touches.\n \n \n \n \n Enables/Disables mouse simulation with touches. By default this option is enabled.\n \n \n \n \n Returns true when Stylus Touch is supported by a device or platform.\n \n \n \n \n Number of touches. Guaranteed not to change throughout the frame. (Read Only)\n \n \n \n \n Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).\n \n \n \n \n Bool value which let's users check if touch pressure is supported.\n \n \n \n \n Returns whether the device on which application is currently running supports touch input.\n \n \n \n \n Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).\n \n \n \n \n \n Returns the value of the virtual axis identified by axisName.\n \n \n \n \n \n Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.\n \n \n \n \n \n Returns true while the virtual button identified by buttonName is held down.\n \n \n \n \n \n Returns true during the frame the user pressed down the virtual button identified by buttonName.\n \n \n \n \n \n Returns true the first frame the user releases the virtual button identified by buttonName.\n \n \n \n \n \n Returns an array of strings describing the connected joysticks.\n \n \n \n \n Returns true while the user holds down the key identified by name. Think auto fire.\n \n \n \n \n \n Returns true while the user holds down the key identified by the key KeyCode enum parameter.\n \n \n \n \n \n Returns true during the frame the user starts pressing down the key identified by name.\n \n \n \n \n \n Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter.\n \n \n \n \n \n Returns true during the frame the user releases the key identified by name.\n \n \n \n \n \n Returns true during the frame the user releases the key identified by the key KeyCode enum parameter.\n \n \n \n \n \n Returns whether the given mouse button is held down.\n \n \n \n \n \n Returns true during the frame the user pressed the given mouse button.\n \n \n \n \n \n Returns true during the frame the user releases the given mouse button.\n \n \n \n \n \n Returns object representing status of a specific touch. (Does not allocate temporary variables).\n \n \n \n \n \n Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).\n \n The name of the joystick to check (returned by Input.GetJoystickNames).\n \n True if the joystick layout has been preconfigured; false otherwise.\n \n \n \n \n Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.\n \n \n \n \n ActivityIndicator Style (iOS Specific).\n \n \n \n \n Do not show ActivityIndicator.\n \n \n \n \n The standard gray style of indicator (UIActivityIndicatorViewStyleGray).\n \n \n \n \n The standard white style of indicator (UIActivityIndicatorViewStyleWhite).\n \n \n \n \n The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge).\n \n \n \n \n ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS.\n \n \n \n \n Banner layout.\n \n \n \n \n Checks if banner contents are loaded.\n \n \n \n \n The position of the banner view.\n \n \n \n \n The size of the banner view.\n \n \n \n \n Banner visibility. Initially banner is not visible.\n \n \n \n \n Will be fired when banner ad failed to load.\n \n \n \n \n Will be fired when banner was clicked.\n \n \n \n \n Will be fired when banner loaded new ad.\n \n \n \n \n Creates a banner view with given type and auto-layout params.\n \n \n \n \n \n \n Checks if the banner type is available (e.g. MediumRect is available only starting with ios6).\n \n \n \n \n \n Specifies how banner should be layed out on screen.\n \n \n \n \n Traditional Banner: align to screen bottom.\n \n \n \n \n Rect Banner: align to screen bottom, placing at the center.\n \n \n \n \n Rect Banner: place in bottom-left corner.\n \n \n \n \n Rect Banner: place in bottom-right corner.\n \n \n \n \n Rect Banner: place exactly at screen center.\n \n \n \n \n Rect Banner: align to screen left, placing at the center.\n \n \n \n \n Rect Banner: align to screen right, placing at the center.\n \n \n \n \n Completely manual positioning.\n \n \n \n \n Traditional Banner: align to screen top.\n \n \n \n \n Rect Banner: align to screen top, placing at the center.\n \n \n \n \n Rect Banner: place in top-left corner.\n \n \n \n \n Rect Banner: place in top-right corner.\n \n \n \n \n The type of the banner view.\n \n \n \n \n Traditional Banner (it takes full screen width).\n \n \n \n \n Rect Banner (300x250).\n \n \n \n \n ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad.\n \n \n \n \n Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0).\n \n \n \n \n Has the interstitial ad object downloaded an advertisement? (Read Only)\n \n \n \n \n Creates an interstitial ad.\n \n \n \n \n \n Creates an interstitial ad.\n \n \n \n \n \n Will be called when ad is ready to be shown.\n \n \n \n \n Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen.\n \n \n \n \n Reload advertisement.\n \n \n \n \n Shows full-screen advertisement to user.\n \n \n \n \n Specify calendar types.\n \n \n \n \n Identifies the Buddhist calendar.\n \n \n \n \n Identifies the Chinese calendar.\n \n \n \n \n Identifies the Gregorian calendar.\n \n \n \n \n Identifies the Hebrew calendar.\n \n \n \n \n Identifies the Indian calendar.\n \n \n \n \n Identifies the Islamic calendar.\n \n \n \n \n Identifies the Islamic civil calendar.\n \n \n \n \n Identifies the ISO8601.\n \n \n \n \n Identifies the Japanese calendar.\n \n \n \n \n Identifies the Persian calendar.\n \n \n \n \n Identifies the Republic of China (Taiwan) calendar.\n \n \n \n \n Specify calendrical units.\n \n \n \n \n Specifies the day unit.\n \n \n \n \n Specifies the era unit.\n \n \n \n \n Specifies the hour unit.\n \n \n \n \n Specifies the minute unit.\n \n \n \n \n Specifies the month unit.\n \n \n \n \n Specifies the quarter of the calendar.\n \n \n \n \n Specifies the second unit.\n \n \n \n \n Specifies the week unit.\n \n \n \n \n Specifies the weekday unit.\n \n \n \n \n Specifies the ordinal weekday unit.\n \n \n \n \n Specifies the year unit.\n \n \n \n \n Interface into iOS specific functionality.\n \n \n \n \n Advertising ID.\n \n \n \n \n Is advertising tracking enabled.\n \n \n \n \n The generation of the device. (Read Only)\n \n \n \n \n iOS version.\n \n \n \n \n Vendor ID.\n \n \n \n \n Reset \"no backup\" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations.\n \n \n \n \n \n Set file flag to be excluded from iCloud/iTunes backup.\n \n \n \n \n \n iOS device generation.\n \n \n \n \n iPad, first generation.\n \n \n \n \n iPad, second generation.\n \n \n \n \n iPad, third generation.\n \n \n \n \n iPad, fourth generation.\n \n \n \n \n iPad Air, fifth generation.\n \n \n \n \n iPad Air.\n \n \n \n \n iPad Air 2.\n \n \n \n \n iPadMini, first generation.\n \n \n \n \n iPadMini Retina, second generation.\n \n \n \n \n iPad Mini 3.\n \n \n \n \n iPad Mini, fourth generation.\n \n \n \n \n iPad Pro 9.7\", first generation.\n \n \n \n \n iPad Pro, first generation.\n \n \n \n \n Yet unknown iPad.\n \n \n \n \n iPhone, first generation.\n \n \n \n \n iPhone, second generation.\n \n \n \n \n iPhone, third generation.\n \n \n \n \n iPhone, fourth generation.\n \n \n \n \n iPhone, fifth generation.\n \n \n \n \n iPhone5.\n \n \n \n \n iPhone 5C.\n \n \n \n \n iPhone 5S.\n \n \n \n \n iPhone 6.\n \n \n \n \n iPhone 6 plus.\n \n \n \n \n iPhone 6S.\n \n \n \n \n iPhone 6S Plus.\n \n \n \n \n iPhone 7.\n \n \n \n \n iPhone 7 Plus.\n \n \n \n \n iPhone SE, first generation.\n \n \n \n \n Yet unknown iPhone.\n \n \n \n \n iPod Touch, first generation.\n \n \n \n \n iPod Touch, second generation.\n \n \n \n \n iPod Touch, third generation.\n \n \n \n \n iPod Touch, fourth generation.\n \n \n \n \n iPod Touch, fifth generation.\n \n \n \n \n iPod Touch, sixth generation.\n \n \n \n \n Yet unknown iPod Touch.\n \n \n \n \n iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch.\n \n \n \n \n The title of the action button or slider.\n \n \n \n \n The message displayed in the notification alert.\n \n \n \n \n Identifies the image used as the launch image when the user taps the action button.\n \n \n \n \n The number to display as the application's icon badge.\n \n \n \n \n The default system sound. (Read Only)\n \n \n \n \n The date and time when the system should deliver the notification.\n \n \n \n \n A boolean value that controls whether the alert action is visible or not.\n \n \n \n \n The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification.\n \n \n \n \n The calendar interval at which to reschedule the notification.\n \n \n \n \n The name of the sound file to play when an alert is displayed.\n \n \n \n \n The time zone of the notification's fire date.\n \n \n \n \n A dictionary for passing custom information to the notified application.\n \n \n \n \n Creates a new local notification.\n \n \n \n \n NotificationServices is only available on iPhoneiPadiPod Touch.\n \n \n \n \n Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)\n \n \n \n \n Enabled local and remote notification types.\n \n \n \n \n The number of received local notifications. (Read Only)\n \n \n \n \n The list of objects representing received local notifications. (Read Only)\n \n \n \n \n Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)\n \n \n \n \n The number of received remote notifications. (Read Only)\n \n \n \n \n The list of objects representing received remote notifications. (Read Only)\n \n \n \n \n All currently scheduled local notifications.\n \n \n \n \n Cancels the delivery of all scheduled local notifications.\n \n \n \n \n Cancels the delivery of the specified scheduled local notification.\n \n \n \n \n \n Discards of all received local notifications.\n \n \n \n \n Discards of all received remote notifications.\n \n \n \n \n Returns an object representing a specific local notification. (Read Only)\n \n \n \n \n \n Returns an object representing a specific remote notification. (Read Only)\n \n \n \n \n \n Presents a local notification immediately.\n \n \n \n \n \n Register to receive local and remote notifications of the specified types from a provider via Apple Push Service.\n \n Notification types to register for.\n Specify true to also register for remote notifications.\n \n \n \n Register to receive local and remote notifications of the specified types from a provider via Apple Push Service.\n \n Notification types to register for.\n Specify true to also register for remote notifications.\n \n \n \n Schedules a local notification.\n \n \n \n \n \n Unregister for remote notifications.\n \n \n \n \n Specifies local and remote notification types.\n \n \n \n \n Notification is an alert message.\n \n \n \n \n Notification is a badge shown above the application's icon.\n \n \n \n \n No notification types specified.\n \n \n \n \n Notification is an alert sound.\n \n \n \n \n On Demand Resources API.\n \n \n \n \n Indicates whether player was built with \"Use On Demand Resources\" player setting enabled.\n \n \n \n \n Creates an On Demand Resources (ODR) request.\n \n Tags for On Demand Resources that should be included in the request.\n \n Object representing ODR request.\n \n \n \n \n Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.\n \n \n \n \n Returns an error after operation is complete.\n \n \n \n \n Sets the priority for request.\n \n \n \n \n Release all resources kept alive by On Demand Resources (ODR) request.\n \n \n \n \n Gets file system's path to the resource available in On Demand Resources (ODR) request.\n \n Resource name.\n \n \n \n RemoteNotification is only available on iPhoneiPadiPod Touch.\n \n \n \n \n The message displayed in the notification alert. (Read Only)\n \n \n \n \n The number to display as the application's icon badge. (Read Only)\n \n \n \n \n A boolean value that controls whether the alert action is visible or not. (Read Only)\n \n \n \n \n The name of the sound file to play when an alert is displayed. (Read Only)\n \n \n \n \n A dictionary for passing custom information to the notified application. (Read Only)\n \n \n \n \n Interface to receive callbacks upon serialization and deserialization.\n \n \n \n \n Implement this method to receive a callback after Unity deserializes your object.\n \n \n \n \n Implement this method to receive a callback before Unity serializes your object.\n \n \n \n \n Joint is the base class for all joints.\n \n \n \n \n The Position of the anchor around which the joints motion is constrained.\n \n \n \n \n Should the connectedAnchor be calculated automatically?\n \n \n \n \n The Direction of the axis around which the body is constrained.\n \n \n \n \n The force that needs to be applied for this joint to break.\n \n \n \n \n The torque that needs to be applied for this joint to break.\n \n \n \n \n Position of the anchor relative to the connected Rigidbody.\n \n \n \n \n A reference to another rigidbody this joint connects to.\n \n \n \n \n The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.\n \n \n \n \n The force applied by the solver to satisfy all constraints.\n \n \n \n \n The torque applied by the solver to satisfy all constraints.\n \n \n \n \n Enable collision between bodies connected with the joint.\n \n \n \n \n Toggle preprocessing for this joint.\n \n \n \n \n The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.\n \n \n \n \n Parent class for joints to connect Rigidbody2D objects.\n \n \n \n \n The Rigidbody2D attached to the Joint2D.\n \n \n \n \n The force that needs to be applied for this joint to break.\n \n \n \n \n The torque that needs to be applied for this joint to break.\n \n \n \n \n Can the joint collide with the other Rigidbody2D object to which it is attached?\n \n \n \n \n The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).\n \n \n \n \n Should the two rigid bodies connected with this joint collide with each other?\n \n \n \n \n Gets the reaction force of the joint.\n \n \n \n \n Gets the reaction torque of the joint.\n \n \n \n \n Gets the reaction force of the joint given the specified timeStep.\n \n The time to calculate the reaction force for.\n \n The reaction force of the joint in the specified timeStep.\n \n \n \n \n Gets the reaction torque of the joint given the specified timeStep.\n \n The time to calculate the reaction torque for.\n \n The reaction torque of the joint in the specified timeStep.\n \n \n \n \n Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.\n \n \n \n \n Upper angular limit of rotation.\n \n \n \n \n Lower angular limit of rotation.\n \n \n \n \n How the joint's movement will behave along its local X axis.\n \n \n \n \n Amount of force applied to push the object toward the defined direction.\n \n \n \n \n Whether the drive should attempt to reach position, velocity, both or nothing.\n \n \n \n \n Resistance strength against the Position Spring. Only used if mode includes Position.\n \n \n \n \n Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.\n \n \n \n \n The ConfigurableJoint attempts to attain position / velocity targets based on this flag.\n \n \n \n \n Don't apply any forces to reach the target.\n \n \n \n \n Try to reach the specified target position.\n \n \n \n \n Try to reach the specified target position and velocity.\n \n \n \n \n Try to reach the specified target velocity.\n \n \n \n \n JointLimits is used by the HingeJoint to limit the joints angle.\n \n \n \n \n The minimum impact velocity which will cause the joint to bounce.\n \n \n \n \n Determines the size of the bounce when the joint hits it's limit. Also known as restitution.\n \n \n \n \n Distance inside the limit value at which the limit will be considered to be active by the solver.\n \n \n \n \n The upper angular limit (in degrees) of the joint.\n \n \n \n \n The lower angular limit (in degrees) of the joint.\n \n \n \n \n Represents the state of a joint limit.\n \n \n \n \n Represents a state where the joint limit is at the specified lower and upper limits (they are identical).\n \n \n \n \n Represents a state where the joint limit is inactive.\n \n \n \n \n Represents a state where the joint limit is at the specified lower limit.\n \n \n \n \n Represents a state where the joint limit is at the specified upper limit.\n \n \n \n \n The JointMotor is used to motorize a joint.\n \n \n \n \n The motor will apply a force.\n \n \n \n \n If freeSpin is enabled the motor will only accelerate but never slow down.\n \n \n \n \n The motor will apply a force up to force to achieve targetVelocity.\n \n \n \n \n Parameters for the optional motor force applied to a Joint2D.\n \n \n \n \n The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.\n \n \n \n \n The desired speed for the Rigidbody2D to reach as it moves with the joint.\n \n \n \n \n Determines how to snap physics joints back to its constrained position when it drifts off too much.\n \n \n \n \n Don't snap at all.\n \n \n \n \n Snap both position and rotation.\n \n \n \n \n Snap Position only.\n \n \n \n \n JointSpring is used add a spring force to HingeJoint and PhysicMaterial.\n \n \n \n \n The damper force uses to dampen the spring.\n \n \n \n \n The spring forces used to reach the target position.\n \n \n \n \n The target position the joint attempts to reach.\n \n \n \n \n Joint suspension is used to define how suspension works on a WheelJoint2D.\n \n \n \n \n The world angle (in degrees) along which the suspension will move.\n \n \n \n \n The amount by which the suspension spring force is reduced in proportion to the movement speed.\n \n \n \n \n The frequency at which the suspension spring oscillates.\n \n \n \n \n Motion limits of a Rigidbody2D object along a SliderJoint2D.\n \n \n \n \n Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.\n \n \n \n \n Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.\n \n \n \n \n Utility functions for working with JSON data.\n \n \n \n \n Create an object from its JSON representation.\n \n The JSON representation of the object.\n \n An instance of the object.\n \n \n \n \n Create an object from its JSON representation.\n \n The JSON representation of the object.\n The type of object represented by the Json.\n \n An instance of the object.\n \n \n \n \n Overwrite data in an object by reading from its JSON representation.\n \n The JSON representation of the object.\n The object that should be overwritten.\n \n \n \n Generate a JSON representation of the public fields of an object.\n \n The object to convert to JSON form.\n If true, format the output for readability. If false, format the output for minimum size. Default is false.\n \n The object's data in JSON format.\n \n \n \n \n Generate a JSON representation of the public fields of an object.\n \n The object to convert to JSON form.\n If true, format the output for readability. If false, format the output for minimum size. Default is false.\n \n The object's data in JSON format.\n \n \n \n \n Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.\n \n \n \n \n 'a' key.\n \n \n \n \n The '0' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '1' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '2' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '3' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '4' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '5' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '6' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '7' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '8' key on the top of the alphanumeric keyboard.\n \n \n \n \n The '9' key on the top of the alphanumeric keyboard.\n \n \n \n \n Alt Gr key.\n \n \n \n \n Ampersand key '&amp;'.\n \n \n \n \n Asterisk key '*'.\n \n \n \n \n At key '@'.\n \n \n \n \n 'b' key.\n \n \n \n \n Back quote key '`'.\n \n \n \n \n Backslash key '\\'.\n \n \n \n \n The backspace key.\n \n \n \n \n Break key.\n \n \n \n \n 'c' key.\n \n \n \n \n Capslock key.\n \n \n \n \n Caret key '^'.\n \n \n \n \n The Clear key.\n \n \n \n \n Colon ':' key.\n \n \n \n \n Comma ',' key.\n \n \n \n \n 'd' key.\n \n \n \n \n The forward delete key.\n \n \n \n \n Dollar sign key '$'.\n \n \n \n \n Double quote key '\"'.\n \n \n \n \n Down arrow key.\n \n \n \n \n 'e' key.\n \n \n \n \n End key.\n \n \n \n \n Equals '=' key.\n \n \n \n \n Escape key.\n \n \n \n \n Exclamation mark key '!'.\n \n \n \n \n 'f' key.\n \n \n \n \n F1 function key.\n \n \n \n \n F10 function key.\n \n \n \n \n F11 function key.\n \n \n \n \n F12 function key.\n \n \n \n \n F13 function key.\n \n \n \n \n F14 function key.\n \n \n \n \n F15 function key.\n \n \n \n \n F2 function key.\n \n \n \n \n F3 function key.\n \n \n \n \n F4 function key.\n \n \n \n \n F5 function key.\n \n \n \n \n F6 function key.\n \n \n \n \n F7 function key.\n \n \n \n \n F8 function key.\n \n \n \n \n F9 function key.\n \n \n \n \n 'g' key.\n \n \n \n \n Greater than '&gt;' key.\n \n \n \n \n 'h' key.\n \n \n \n \n Hash key '#'.\n \n \n \n \n Help key.\n \n \n \n \n Home key.\n \n \n \n \n 'i' key.\n \n \n \n \n Insert key key.\n \n \n \n \n 'j' key.\n \n \n \n \n Button 0 on first joystick.\n \n \n \n \n Button 1 on first joystick.\n \n \n \n \n Button 10 on first joystick.\n \n \n \n \n Button 11 on first joystick.\n \n \n \n \n Button 12 on first joystick.\n \n \n \n \n Button 13 on first joystick.\n \n \n \n \n Button 14 on first joystick.\n \n \n \n \n Button 15 on first joystick.\n \n \n \n \n Button 16 on first joystick.\n \n \n \n \n Button 17 on first joystick.\n \n \n \n \n Button 18 on first joystick.\n \n \n \n \n Button 19 on first joystick.\n \n \n \n \n Button 2 on first joystick.\n \n \n \n \n Button 3 on first joystick.\n \n \n \n \n Button 4 on first joystick.\n \n \n \n \n Button 5 on first joystick.\n \n \n \n \n Button 6 on first joystick.\n \n \n \n \n Button 7 on first joystick.\n \n \n \n \n Button 8 on first joystick.\n \n \n \n \n Button 9 on first joystick.\n \n \n \n \n Button 0 on second joystick.\n \n \n \n \n Button 1 on second joystick.\n \n \n \n \n Button 10 on second joystick.\n \n \n \n \n Button 11 on second joystick.\n \n \n \n \n Button 12 on second joystick.\n \n \n \n \n Button 13 on second joystick.\n \n \n \n \n Button 14 on second joystick.\n \n \n \n \n Button 15 on second joystick.\n \n \n \n \n Button 16 on second joystick.\n \n \n \n \n Button 17 on second joystick.\n \n \n \n \n Button 18 on second joystick.\n \n \n \n \n Button 19 on second joystick.\n \n \n \n \n Button 2 on second joystick.\n \n \n \n \n Button 3 on second joystick.\n \n \n \n \n Button 4 on second joystick.\n \n \n \n \n Button 5 on second joystick.\n \n \n \n \n Button 6 on second joystick.\n \n \n \n \n Button 7 on second joystick.\n \n \n \n \n Button 8 on second joystick.\n \n \n \n \n Button 9 on second joystick.\n \n \n \n \n Button 0 on third joystick.\n \n \n \n \n Button 1 on third joystick.\n \n \n \n \n Button 10 on third joystick.\n \n \n \n \n Button 11 on third joystick.\n \n \n \n \n Button 12 on third joystick.\n \n \n \n \n Button 13 on third joystick.\n \n \n \n \n Button 14 on third joystick.\n \n \n \n \n Button 15 on third joystick.\n \n \n \n \n Button 16 on third joystick.\n \n \n \n \n Button 17 on third joystick.\n \n \n \n \n Button 18 on third joystick.\n \n \n \n \n Button 19 on third joystick.\n \n \n \n \n Button 2 on third joystick.\n \n \n \n \n Button 3 on third joystick.\n \n \n \n \n Button 4 on third joystick.\n \n \n \n \n Button 5 on third joystick.\n \n \n \n \n Button 6 on third joystick.\n \n \n \n \n Button 7 on third joystick.\n \n \n \n \n Button 8 on third joystick.\n \n \n \n \n Button 9 on third joystick.\n \n \n \n \n Button 0 on forth joystick.\n \n \n \n \n Button 1 on forth joystick.\n \n \n \n \n Button 10 on forth joystick.\n \n \n \n \n Button 11 on forth joystick.\n \n \n \n \n Button 12 on forth joystick.\n \n \n \n \n Button 13 on forth joystick.\n \n \n \n \n Button 14 on forth joystick.\n \n \n \n \n Button 15 on forth joystick.\n \n \n \n \n Button 16 on forth joystick.\n \n \n \n \n Button 17 on forth joystick.\n \n \n \n \n Button 18 on forth joystick.\n \n \n \n \n Button 19 on forth joystick.\n \n \n \n \n Button 2 on forth joystick.\n \n \n \n \n Button 3 on forth joystick.\n \n \n \n \n Button 4 on forth joystick.\n \n \n \n \n Button 5 on forth joystick.\n \n \n \n \n Button 6 on forth joystick.\n \n \n \n \n Button 7 on forth joystick.\n \n \n \n \n Button 8 on forth joystick.\n \n \n \n \n Button 9 on forth joystick.\n \n \n \n \n Button 0 on fifth joystick.\n \n \n \n \n Button 1 on fifth joystick.\n \n \n \n \n Button 10 on fifth joystick.\n \n \n \n \n Button 11 on fifth joystick.\n \n \n \n \n Button 12 on fifth joystick.\n \n \n \n \n Button 13 on fifth joystick.\n \n \n \n \n Button 14 on fifth joystick.\n \n \n \n \n Button 15 on fifth joystick.\n \n \n \n \n Button 16 on fifth joystick.\n \n \n \n \n Button 17 on fifth joystick.\n \n \n \n \n Button 18 on fifth joystick.\n \n \n \n \n Button 19 on fifth joystick.\n \n \n \n \n Button 2 on fifth joystick.\n \n \n \n \n Button 3 on fifth joystick.\n \n \n \n \n Button 4 on fifth joystick.\n \n \n \n \n Button 5 on fifth joystick.\n \n \n \n \n Button 6 on fifth joystick.\n \n \n \n \n Button 7 on fifth joystick.\n \n \n \n \n Button 8 on fifth joystick.\n \n \n \n \n Button 9 on fifth joystick.\n \n \n \n \n Button 0 on sixth joystick.\n \n \n \n \n Button 1 on sixth joystick.\n \n \n \n \n Button 10 on sixth joystick.\n \n \n \n \n Button 11 on sixth joystick.\n \n \n \n \n Button 12 on sixth joystick.\n \n \n \n \n Button 13 on sixth joystick.\n \n \n \n \n Button 14 on sixth joystick.\n \n \n \n \n Button 15 on sixth joystick.\n \n \n \n \n Button 16 on sixth joystick.\n \n \n \n \n Button 17 on sixth joystick.\n \n \n \n \n Button 18 on sixth joystick.\n \n \n \n \n Button 19 on sixth joystick.\n \n \n \n \n Button 2 on sixth joystick.\n \n \n \n \n Button 3 on sixth joystick.\n \n \n \n \n Button 4 on sixth joystick.\n \n \n \n \n Button 5 on sixth joystick.\n \n \n \n \n Button 6 on sixth joystick.\n \n \n \n \n Button 7 on sixth joystick.\n \n \n \n \n Button 8 on sixth joystick.\n \n \n \n \n Button 9 on sixth joystick.\n \n \n \n \n Button 0 on seventh joystick.\n \n \n \n \n Button 1 on seventh joystick.\n \n \n \n \n Button 10 on seventh joystick.\n \n \n \n \n Button 11 on seventh joystick.\n \n \n \n \n Button 12 on seventh joystick.\n \n \n \n \n Button 13 on seventh joystick.\n \n \n \n \n Button 14 on seventh joystick.\n \n \n \n \n Button 15 on seventh joystick.\n \n \n \n \n Button 16 on seventh joystick.\n \n \n \n \n Button 17 on seventh joystick.\n \n \n \n \n Button 18 on seventh joystick.\n \n \n \n \n Button 19 on seventh joystick.\n \n \n \n \n Button 2 on seventh joystick.\n \n \n \n \n Button 3 on seventh joystick.\n \n \n \n \n Button 4 on seventh joystick.\n \n \n \n \n Button 5 on seventh joystick.\n \n \n \n \n Button 6 on seventh joystick.\n \n \n \n \n Button 7 on seventh joystick.\n \n \n \n \n Button 8 on seventh joystick.\n \n \n \n \n Button 9 on seventh joystick.\n \n \n \n \n Button 0 on eighth joystick.\n \n \n \n \n Button 1 on eighth joystick.\n \n \n \n \n Button 10 on eighth joystick.\n \n \n \n \n Button 11 on eighth joystick.\n \n \n \n \n Button 12 on eighth joystick.\n \n \n \n \n Button 13 on eighth joystick.\n \n \n \n \n Button 14 on eighth joystick.\n \n \n \n \n Button 15 on eighth joystick.\n \n \n \n \n Button 16 on eighth joystick.\n \n \n \n \n Button 17 on eighth joystick.\n \n \n \n \n Button 18 on eighth joystick.\n \n \n \n \n Button 19 on eighth joystick.\n \n \n \n \n Button 2 on eighth joystick.\n \n \n \n \n Button 3 on eighth joystick.\n \n \n \n \n Button 4 on eighth joystick.\n \n \n \n \n Button 5 on eighth joystick.\n \n \n \n \n Button 6 on eighth joystick.\n \n \n \n \n Button 7 on eighth joystick.\n \n \n \n \n Button 8 on eighth joystick.\n \n \n \n \n Button 9 on eighth joystick.\n \n \n \n \n Button 0 on any joystick.\n \n \n \n \n Button 1 on any joystick.\n \n \n \n \n Button 10 on any joystick.\n \n \n \n \n Button 11 on any joystick.\n \n \n \n \n Button 12 on any joystick.\n \n \n \n \n Button 13 on any joystick.\n \n \n \n \n Button 14 on any joystick.\n \n \n \n \n Button 15 on any joystick.\n \n \n \n \n Button 16 on any joystick.\n \n \n \n \n Button 17 on any joystick.\n \n \n \n \n Button 18 on any joystick.\n \n \n \n \n Button 19 on any joystick.\n \n \n \n \n Button 2 on any joystick.\n \n \n \n \n Button 3 on any joystick.\n \n \n \n \n Button 4 on any joystick.\n \n \n \n \n Button 5 on any joystick.\n \n \n \n \n Button 6 on any joystick.\n \n \n \n \n Button 7 on any joystick.\n \n \n \n \n Button 8 on any joystick.\n \n \n \n \n Button 9 on any joystick.\n \n \n \n \n 'k' key.\n \n \n \n \n Numeric keypad 0.\n \n \n \n \n Numeric keypad 1.\n \n \n \n \n Numeric keypad 2.\n \n \n \n \n Numeric keypad 3.\n \n \n \n \n Numeric keypad 4.\n \n \n \n \n Numeric keypad 5.\n \n \n \n \n Numeric keypad 6.\n \n \n \n \n Numeric keypad 7.\n \n \n \n \n Numeric keypad 8.\n \n \n \n \n Numeric keypad 9.\n \n \n \n \n Numeric keypad '/'.\n \n \n \n \n Numeric keypad enter.\n \n \n \n \n Numeric keypad '='.\n \n \n \n \n Numeric keypad '-'.\n \n \n \n \n Numeric keypad '*'.\n \n \n \n \n Numeric keypad '.'.\n \n \n \n \n Numeric keypad '+'.\n \n \n \n \n 'l' key.\n \n \n \n \n Left Alt key.\n \n \n \n \n Left Command key.\n \n \n \n \n Left arrow key.\n \n \n \n \n Left square bracket key '['.\n \n \n \n \n Left Command key.\n \n \n \n \n Left Control key.\n \n \n \n \n Left Parenthesis key '('.\n \n \n \n \n Left shift key.\n \n \n \n \n Left Windows key.\n \n \n \n \n Less than '&lt;' key.\n \n \n \n \n 'm' key.\n \n \n \n \n Menu key.\n \n \n \n \n Minus '-' key.\n \n \n \n \n First (primary) mouse button.\n \n \n \n \n Second (secondary) mouse button.\n \n \n \n \n Third mouse button.\n \n \n \n \n Fourth mouse button.\n \n \n \n \n Fifth mouse button.\n \n \n \n \n Sixth mouse button.\n \n \n \n \n Seventh mouse button.\n \n \n \n \n 'n' key.\n \n \n \n \n Not assigned (never returned as the result of a keystroke).\n \n \n \n \n Numlock key.\n \n \n \n \n 'o' key.\n \n \n \n \n 'p' key.\n \n \n \n \n Page down.\n \n \n \n \n Page up.\n \n \n \n \n Pause on PC machines.\n \n \n \n \n Period '.' key.\n \n \n \n \n Plus key '+'.\n \n \n \n \n Print key.\n \n \n \n \n 'q' key.\n \n \n \n \n Question mark '?' key.\n \n \n \n \n Quote key '.\n \n \n \n \n 'r' key.\n \n \n \n \n Return key.\n \n \n \n \n Right Alt key.\n \n \n \n \n Right Command key.\n \n \n \n \n Right arrow key.\n \n \n \n \n Right square bracket key ']'.\n \n \n \n \n Right Command key.\n \n \n \n \n Right Control key.\n \n \n \n \n Right Parenthesis key ')'.\n \n \n \n \n Right shift key.\n \n \n \n \n Right Windows key.\n \n \n \n \n 's' key.\n \n \n \n \n Scroll lock key.\n \n \n \n \n Semicolon ';' key.\n \n \n \n \n Slash '/' key.\n \n \n \n \n Space key.\n \n \n \n \n Sys Req key.\n \n \n \n \n 't' key.\n \n \n \n \n The tab key.\n \n \n \n \n 'u' key.\n \n \n \n \n Underscore '_' key.\n \n \n \n \n Up arrow key.\n \n \n \n \n 'v' key.\n \n \n \n \n 'w' key.\n \n \n \n \n 'x' key.\n \n \n \n \n 'y' key.\n \n \n \n \n 'z' key.\n \n \n \n \n A single keyframe that can be injected into an animation curve.\n \n \n \n \n Describes the tangent when approaching this point from the previous point in the curve.\n \n \n \n \n Describes the tangent when leaving this point towards the next point in the curve.\n \n \n \n \n TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead.\n \n \n \n \n The time of the keyframe.\n \n \n \n \n The value of the curve at keyframe.\n \n \n \n \n Create a keyframe.\n \n \n \n \n \n \n Create a keyframe.\n \n \n \n \n \n \n \n \n LayerMask allow you to display the LayerMask popup menu in the inspector.\n \n \n \n \n Converts a layer mask value to an integer value.\n \n \n \n \n Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them.\n \n List of layer names to convert to a layer mask.\n \n The layer mask created from the layerNames.\n \n \n \n \n Implicitly converts an integer to a LayerMask.\n \n \n \n \n \n Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the.\n \n \n \n \n \n Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the.\n \n \n \n \n \n Script interface for a.\n \n \n \n \n The strength of the flare.\n \n \n \n \n The color of the flare.\n \n \n \n \n The fade speed of the flare.\n \n \n \n \n The to use.\n \n \n \n \n Script interface for.\n \n \n \n \n The size of the area light.\n \n \n \n \n The multiplier that defines the strength of the bounce lighting.\n \n \n \n \n The color of the light.\n \n \n \n \n \n The color temperature of the light.\n Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K.\n If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output.\n See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT.\n \n \n \n \n \n Number of command buffers set up on this light (Read Only).\n \n \n \n \n The cookie texture projected by the light.\n \n \n \n \n The size of a directional light's cookie.\n \n \n \n \n This is used to light certain objects in the scene selectively.\n \n \n \n \n The to use for this light.\n \n \n \n \n The Intensity of a light is multiplied with the Light color.\n \n \n \n \n Is the light contribution already stored in lightmaps and/or lightprobes (Read Only).\n \n \n \n \n This property describes what part of a light's contribution can be baked.\n \n \n \n \n The range of the light.\n \n \n \n \n How to render the light.\n \n \n \n \n Shadow mapping constant bias.\n \n \n \n \n The custom resolution of the shadow map.\n \n \n \n \n Near plane value to use for shadow frustums.\n \n \n \n \n Shadow mapping normal-based bias.\n \n \n \n \n The resolution of the shadow map.\n \n \n \n \n How this light casts shadows\n \n \n \n \n Strength of light's shadows.\n \n \n \n \n The angle of the light's spotlight cone in degrees.\n \n \n \n \n The type of the light.\n \n \n \n \n Add a command buffer to be executed at a specified place.\n \n When to execute the command buffer during rendering.\n The buffer to execute.\n A mask specifying which shadow passes to execute the buffer for.\n \n \n \n Add a command buffer to be executed at a specified place.\n \n When to execute the command buffer during rendering.\n The buffer to execute.\n A mask specifying which shadow passes to execute the buffer for.\n \n \n \n Get command buffers to be executed at a specified place.\n \n When to execute the command buffer during rendering.\n \n Array of command buffers.\n \n \n \n \n Remove all command buffers set on this light.\n \n \n \n \n Remove command buffer from execution at a specified place.\n \n When to execute the command buffer during rendering.\n The buffer to execute.\n \n \n \n Remove command buffers from execution at a specified place.\n \n When to execute the command buffer during rendering.\n \n \n \n Enum describing what part of a light contribution can be baked.\n \n \n \n \n Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.\n \n \n \n \n Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.\n \n \n \n \n Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..\n \n \n \n \n Data of a lightmap.\n \n \n \n \n Lightmap storing color of incoming light.\n \n \n \n \n Lightmap storing dominant direction of incoming light.\n \n \n \n \n Texture storing occlusion mask per light (ShadowMask, up to four lights).\n \n \n \n \n Stores lightmaps of the scene.\n \n \n \n \n Lightmap array.\n \n \n \n \n Non-directional, Directional or Directional Specular lightmaps rendering mode.\n \n \n \n \n Holds all data needed by the light probes.\n \n \n \n \n Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.\n \n \n \n \n Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps.\n \n \n \n \n Light intensity (no directional information), encoded as 1 lightmap.\n \n \n \n \n Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps.\n \n \n \n \n Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy\n \n \n \n \n Directional rendering mode.\n \n \n \n \n Dual lightmap rendering mode.\n \n \n \n \n Single, traditional lightmap rendering mode.\n \n \n \n \n Light Probe Group.\n \n \n \n \n Editor only function to access and modify probe positions.\n \n \n \n \n The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.\n \n \n \n \n The bounding box mode for generating the 3D grid of interpolated Light Probes.\n \n \n \n \n The world-space bounding box in which the 3D grid of interpolated Light Probes is generated.\n \n \n \n \n The 3D grid resolution on the z-axis.\n \n \n \n \n The 3D grid resolution on the y-axis.\n \n \n \n \n The 3D grid resolution on the z-axis.\n \n \n \n \n Checks if Light Probe Proxy Volumes are supported.\n \n \n \n \n The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.\n \n \n \n \n Interpolated Light Probe density.\n \n \n \n \n The mode in which the interpolated Light Probe positions are generated.\n \n \n \n \n Sets the way the Light Probe Proxy Volume refreshes.\n \n \n \n \n The resolution mode for generating the grid of interpolated Light Probes.\n \n \n \n \n The size of the bounding box in which the 3D grid of interpolated Light Probes is generated.\n \n \n \n \n The bounding box mode for generating a grid of interpolated Light Probes.\n \n \n \n \n The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space.\n \n \n \n \n The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space.\n \n \n \n \n A custom local-space bounding box is used. The user is able to edit the bounding box.\n \n \n \n \n The mode in which the interpolated Light Probe positions are generated.\n \n \n \n \n Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells.\n \n \n \n \n Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells.\n \n \n \n \n An enum describing the way a Light Probe Proxy Volume refreshes in the Player.\n \n \n \n \n Automatically detects updates in Light Probes and triggers an update of the Light Probe volume.\n \n \n \n \n Causes Unity to update the Light Probe Proxy Volume every frame.\n \n \n \n \n Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity.\n \n \n \n \n The resolution mode for generating a grid of interpolated Light Probes.\n \n \n \n \n The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2.\n \n \n \n \n The custom mode allows you to specify the 3D grid resolution.\n \n \n \n \n Triggers an update of the Light Probe Proxy Volume.\n \n \n \n \n Stores light probes for the scene.\n \n \n \n \n Coefficients of baked light probes.\n \n \n \n \n The number of cells space is divided into (Read Only).\n \n \n \n \n The number of light probes (Read Only).\n \n \n \n \n Positions of the baked light probes (Read Only).\n \n \n \n \n Returns an interpolated probe for the given position for both realtime and baked light probes combined.\n \n \n \n \n \n \n \n How the Light is rendered.\n \n \n \n \n Automatically choose the render mode.\n \n \n \n \n Force the Light to be a pixel light.\n \n \n \n \n Force the Light to be a vertex light.\n \n \n \n \n Shadow casting options for a Light.\n \n \n \n \n Cast \"hard\" shadows (with no shadow filtering).\n \n \n \n \n Do not cast shadows (default).\n \n \n \n \n Cast \"soft\" shadows (with 4x PCF filtering).\n \n \n \n \n The type of a Light.\n \n \n \n \n The light is an area light. It affects only lightmaps and lightprobes.\n \n \n \n \n The light is a directional light.\n \n \n \n \n The light is a point light.\n \n \n \n \n The light is a spot light.\n \n \n \n \n Control the direction lines face, when using the LineRenderer or TrailRenderer.\n \n \n \n \n Lines face the direction of the Transform Component.\n \n \n \n \n Lines face the camera.\n \n \n \n \n The line renderer is used to draw free-floating lines in 3D space.\n \n \n \n \n Select whether the line will face the camera, or the orientation of the Transform Component.\n \n \n \n \n Set the color gradient describing the color of the line at various points along its length.\n \n \n \n \n Set the color at the end of the line.\n \n \n \n \n Set the width at the end of the line.\n \n \n \n \n Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.\n \n \n \n \n Connect the start and end positions of the line together to form a continuous loop.\n \n \n \n \n Set this to a value greater than 0, to get rounded corners on each end of the line.\n \n \n \n \n Set this to a value greater than 0, to get rounded corners between each segment of the line.\n \n \n \n \n Set the number of line segments.\n \n \n \n \n Set the number of line segments.\n \n \n \n \n Set the color at the start of the line.\n \n \n \n \n Set the width at the start of the line.\n \n \n \n \n Choose whether the U coordinate of the line texture is tiled or stretched.\n \n \n \n \n If enabled, the lines are defined in world space.\n \n \n \n \n Set the curve describing the width of the line at various points along its length.\n \n \n \n \n Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.\n \n \n \n \n Get the position of a vertex in the line.\n \n The index of the position to retrieve.\n \n The position at the specified index in the array.\n \n \n \n \n Get the positions of all vertices in the line.\n \n The array of positions to retrieve. The array passed should be of at least numPositions in size.\n \n How many positions were actually stored in the output array.\n \n \n \n \n Set the line color at the start and at the end.\n \n \n \n \n \n \n Set the position of a vertex in the line.\n \n Which position to set.\n The new position.\n \n \n \n Set the positions of all vertices in the line.\n \n The array of positions to set.\n \n \n \n Set the number of line segments.\n \n \n \n \n \n Set the line width at the start and at the end.\n \n \n \n \n \n \n Generates a simplified version of the original line by removing points that fall within the specified tolerance.\n \n This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.\n \n \n \n Choose how textures are applied to Lines and Trails.\n \n \n \n \n Map the texture once along the entire length of the line, assuming all vertices are evenly spaced.\n \n \n \n \n Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale.\n \n \n \n \n Map the texture once along the entire length of the line.\n \n \n \n \n Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale.\n \n \n \n \n A collection of common line functions.\n \n \n \n \n Generates a simplified version of the original line by removing points that fall within the specified tolerance.\n \n The points that make up the original line.\n This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.\n Populated by this function. Contains the indexes of the points that should be generate a simplified version..\n Populated by this function. Contains the points that form the simplified line.\n \n \n \n Generates a simplified version of the original line by removing points that fall within the specified tolerance.\n \n The points that make up the original line.\n This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.\n Populated by this function. Contains the indexes of the points that should be generate a simplified version..\n Populated by this function. Contains the points that form the simplified line.\n \n \n \n Generates a simplified version of the original line by removing points that fall within the specified tolerance.\n \n The points that make up the original line.\n This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.\n Populated by this function. Contains the indexes of the points that should be generate a simplified version..\n Populated by this function. Contains the points that form the simplified line.\n \n \n \n Generates a simplified version of the original line by removing points that fall within the specified tolerance.\n \n The points that make up the original line.\n This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.\n Populated by this function. Contains the indexes of the points that should be generate a simplified version..\n Populated by this function. Contains the points that form the simplified line.\n \n \n \n Structure describing device location.\n \n \n \n \n Geographical device location altitude.\n \n \n \n \n Horizontal accuracy of the location.\n \n \n \n \n Geographical device location latitude.\n \n \n \n \n Geographical device location latitude.\n \n \n \n \n Timestamp (in seconds since 1970) when location was last time updated.\n \n \n \n \n Vertical accuracy of the location.\n \n \n \n \n Interface into location functionality.\n \n \n \n \n Specifies whether location service is enabled in user settings.\n \n \n \n \n Last measured device geographical location.\n \n \n \n \n Returns location service status.\n \n \n \n \n Starts location service updates. Last location coordinates could be.\n \n \n \n \n \n \n Starts location service updates. Last location coordinates could be.\n \n \n \n \n \n \n Starts location service updates. Last location coordinates could be.\n \n \n \n \n \n \n Stops location service updates. This could be useful for saving battery life.\n \n \n \n \n Describes location service status.\n \n \n \n \n Location service failed (user denied access to location service).\n \n \n \n \n Location service is initializing, some time later it will switch to.\n \n \n \n \n Location service is running and locations could be queried.\n \n \n \n \n Location service is stopped.\n \n \n \n \n Structure for building a LOD for passing to the SetLODs function.\n \n \n \n \n Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.\n \n \n \n \n List of renderers for this LOD level.\n \n \n \n \n The screen relative height to use for the transition [0-1].\n \n \n \n \n Construct a LOD.\n \n The screen relative height to use for the transition [0-1].\n An array of renderers to use for this LOD level.\n \n \n \n The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.\n \n \n \n \n Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD.\n \n \n \n \n Indicates the LOD fading is turned off.\n \n \n \n \n By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme:\n\n\n* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in.\n\n\n* For the last mesh LOD and the billboard LOD, the cross-fade mode is used.\n \n \n \n \n LODGroup lets you group multiple Renderers into LOD levels.\n \n \n \n \n Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration.\n \n \n \n \n The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value.\n \n \n \n \n Enable / Disable the LODGroup - Disabling will turn off all renderers.\n \n \n \n \n The LOD fade mode used.\n \n \n \n \n The local reference point against which the LOD distance is calculated.\n \n \n \n \n The number of LOD levels.\n \n \n \n \n The size of the LOD object in local space.\n \n \n \n \n \n \n The LOD level to use. Passing index &lt; 0 will return to standard LOD processing.\n \n \n \n Returns the array of LODs.\n \n \n The LOD array.\n \n \n \n \n Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).\n \n \n \n \n Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.\n \n The LODs to use for this group.\n \n \n \n Initializes a new instance of the Logger.\n \n \n \n \n To selective enable debug log message.\n \n \n \n \n To runtime toggle debug logging [ON/OFF].\n \n \n \n \n Set Logger.ILogHandler.\n \n \n \n \n Create a custom Logger.\n \n Pass in default log handler or custom log handler.\n \n \n \n Check logging is enabled based on the LogType.\n \n The type of the log message.\n \n Retrun true in case logs of LogType will be logged otherwise returns false.\n \n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n Logs message to the Unity Console using default logger.\n \n The type of the log message.\n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Logger.Log that logs an error message.\n \n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Logger.Log that logs an error message.\n \n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Logger.Log that logs an exception message.\n \n Runtime Exception.\n Object to which the message applies.\n \n \n \n A variant of Logger.Log that logs an exception message.\n \n Runtime Exception.\n Object to which the message applies.\n \n \n \n Logs a formatted message.\n \n The type of the log message.\n Object to which the message applies.\n A composite format string.\n Format arguments.\n \n \n \n Logs a formatted message.\n \n The type of the log message.\n Object to which the message applies.\n A composite format string.\n Format arguments.\n \n \n \n A variant of Logger.Log that logs an warning message.\n \n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n A variant of Logger.Log that logs an warning message.\n \n Used to identify the source of a log message. It usually identifies the class where the log call occurs.\n String or object to be converted to string representation for display.\n Object to which the message applies.\n \n \n \n The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.\n \n \n \n \n LogType used for Asserts. (These could also indicate an error inside Unity itself.)\n \n \n \n \n LogType used for Errors.\n \n \n \n \n LogType used for Exceptions.\n \n \n \n \n LogType used for regular log messages.\n \n \n \n \n LogType used for Warnings.\n \n \n \n \n The Master Server is used to make matchmaking between servers and clients easy.\n \n \n \n \n Report this machine as a dedicated server.\n \n \n \n \n The IP address of the master server.\n \n \n \n \n The connection port of the master server.\n \n \n \n \n Set the minimum update rate for master server host information update.\n \n \n \n \n Clear the host list which was received by MasterServer.PollHostList.\n \n \n \n \n Check for the latest host list received by using MasterServer.RequestHostList.\n \n \n \n \n Register this server on the master server.\n \n \n \n \n \n \n \n Register this server on the master server.\n \n \n \n \n \n \n \n Request a host list from the master server.\n \n \n \n \n \n Unregister this server from the master server.\n \n \n \n \n Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent.\n \n \n \n \n Received a host list from the master server.\n \n \n \n \n Registration failed because an empty game name was given.\n \n \n \n \n Registration failed because an empty game type was given.\n \n \n \n \n Registration failed because no server is running.\n \n \n \n \n Registration to master server succeeded, received confirmation.\n \n \n \n \n To specify position and rotation weight mask for Animator::MatchTarget.\n \n \n \n \n Position XYZ weight.\n \n \n \n \n Rotation weight.\n \n \n \n \n MatchTargetWeightMask contructor.\n \n Position XYZ weight.\n Rotation weight.\n \n \n \n The material class.\n \n \n \n \n The main material's color.\n \n \n \n \n Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.\n \n \n \n \n Gets and sets whether GPU instancing is enabled for this material.\n \n \n \n \n Defines how the material should interact with lightmaps and lightprobes.\n \n \n \n \n The material's texture.\n \n \n \n \n The texture offset of the main texture.\n \n \n \n \n The texture scale of the main texture.\n \n \n \n \n How many passes are in this material (Read Only).\n \n \n \n \n Render queue of this material.\n \n \n \n \n The shader used by the material.\n \n \n \n \n Additional shader keywords set by this material.\n \n \n \n \n Copy properties from other material into this material.\n \n \n \n \n \n \n \n \n \n \n \n Create a temporary Material.\n \n Create a material with a given Shader.\n Create a material by copying all properties from another material.\n \n \n \n Create a temporary Material.\n \n Create a material with a given Shader.\n Create a material by copying all properties from another material.\n \n \n \n Unset a shader keyword.\n \n \n \n \n \n Sets a shader keyword that is enabled by this material.\n \n \n \n \n \n Returns the index of the pass passName.\n \n \n \n \n \n Get a named color value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named color value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named color array.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named color array.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Fetch a named color array into a list.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n The list to hold the returned array.\n \n \n \n Fetch a named color array into a list.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n The list to hold the returned array.\n \n \n \n Get a named float value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named float value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named float array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Get a named float array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Fetch a named float array into a list.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n The list to hold the returned array.\n \n \n \n Fetch a named float array into a list.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n The list to hold the returned array.\n \n \n \n Get a named integer value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named integer value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named matrix value from the shader.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named matrix value from the shader.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named matrix array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Get a named matrix array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Fetch a named matrix array into a list.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The list to hold the returned array.\n \n \n \n Fetch a named matrix array into a list.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The list to hold the returned array.\n \n \n \n Returns the name of the shader pass at index pass.\n \n \n \n \n \n Checks whether a given Shader pass is enabled on this Material.\n \n Shader pass name (case insensitive).\n \n True if the Shader pass is enabled.\n \n \n \n \n Get the value of material's shader tag.\n \n \n \n \n \n \n \n Get the value of material's shader tag.\n \n \n \n \n \n \n \n Get a named texture.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named texture.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Gets the placement offset of texture propertyName.\n \n The name of the property.\n \n \n \n Gets the placement scale of texture propertyName.\n \n The name of the property.\n \n \n \n Get a named vector value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named vector value.\n \n The name ID of the property retrieved by Shader.PropertyToID.\n The name of the property.\n \n \n \n Get a named vector array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Get a named vector array.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n \n \n \n Fetch a named vector array into a list.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The list to hold the returned array.\n \n \n \n Fetch a named vector array into a list.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The list to hold the returned array.\n \n \n \n Checks if material's shader has a property of a given name.\n \n \n \n \n \n \n Checks if material's shader has a property of a given name.\n \n \n \n \n \n \n Is the shader keyword enabled on this material?\n \n \n \n \n \n Interpolate properties between two materials.\n \n \n \n \n \n \n \n Sets a named ComputeBuffer value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name.\n The ComputeBuffer value to set.\n \n \n \n Sets a named ComputeBuffer value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name.\n The ComputeBuffer value to set.\n \n \n \n Sets a named color value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_Color\".\n Color value to set.\n \n \n \n Sets a named color value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_Color\".\n Color value to set.\n \n \n \n Sets a color array property.\n \n Property name.\n Property name ID, use Shader.PropertyToID to get it.\n Array of values to set.\n \n \n \n Sets a color array property.\n \n Property name.\n Property name ID, use Shader.PropertyToID to get it.\n Array of values to set.\n \n \n \n Sets a color array property.\n \n Property name.\n Property name ID, use Shader.PropertyToID to get it.\n Array of values to set.\n \n \n \n Sets a color array property.\n \n Property name.\n Property name ID, use Shader.PropertyToID to get it.\n Array of values to set.\n \n \n \n Sets a named float value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Float value to set.\n Property name, e.g. \"_Glossiness\".\n \n \n \n Sets a named float value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Float value to set.\n Property name, e.g. \"_Glossiness\".\n \n \n \n Sets a float array property.\n \n Property name.\n Property name ID. Use Shader.PropertyToID to get this ID.\n Array of values to set.\n \n \n \n Sets a float array property.\n \n Property name.\n Property name ID. Use Shader.PropertyToID to get this ID.\n Array of values to set.\n \n \n \n Sets a float array property.\n \n Property name.\n Property name ID. Use Shader.PropertyToID to get this ID.\n Array of values to set.\n \n \n \n Sets a float array property.\n \n Property name.\n Property name ID. Use Shader.PropertyToID to get this ID.\n Array of values to set.\n \n \n \n Sets a named integer value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Integer value to set.\n Property name, e.g. \"_SrcBlend\".\n \n \n \n Sets a named integer value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Integer value to set.\n Property name, e.g. \"_SrcBlend\".\n \n \n \n Sets a named matrix for the shader.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_CubemapRotation\".\n Matrix value to set.\n \n \n \n Sets a named matrix for the shader.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_CubemapRotation\".\n Matrix value to set.\n \n \n \n Sets a matrix array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a matrix array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a matrix array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a matrix array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets an override tag/value on the material.\n \n Name of the tag to set.\n Name of the value to set. Empty string to clear the override flag.\n \n \n \n Activate the given pass for rendering.\n \n Shader pass number to setup.\n \n If false is returned, no rendering should be done.\n \n \n \n \n Enables or disables a Shader pass on a per-Material level.\n \n Shader pass name (case insensitive).\n Flag indicating whether this Shader pass should be enabled.\n \n \n \n Sets a named texture.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_MainTex\".\n Texture to set.\n \n \n \n Sets a named texture.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_MainTex\".\n Texture to set.\n \n \n \n Sets the placement offset of texture propertyName.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, for example: \"_MainTex\".\n Texture placement offset.\n \n \n \n Sets the placement offset of texture propertyName.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, for example: \"_MainTex\".\n Texture placement offset.\n \n \n \n Sets the placement scale of texture propertyName.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_MainTex\".\n Texture placement scale.\n \n \n \n Sets the placement scale of texture propertyName.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_MainTex\".\n Texture placement scale.\n \n \n \n Sets a named vector value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_WaveAndDistance\".\n Vector value to set.\n \n \n \n Sets a named vector value.\n \n Property name ID, use Shader.PropertyToID to get it.\n Property name, e.g. \"_WaveAndDistance\".\n Vector value to set.\n \n \n \n Sets a vector array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a vector array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a vector array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n Sets a vector array property.\n \n Property name.\n Array of values to set.\n Property name ID, use Shader.PropertyToID to get it.\n \n \n \n How the material interacts with lightmaps and lightprobes.\n \n \n \n \n Helper Mask to be used to query the enum only based on whether realtime GI or baked GI is set, ignoring all other bits.\n \n \n \n \n The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes.\n \n \n \n \n The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black.\n \n \n \n \n The emissive lighting does not affect Global Illumination at all.\n \n \n \n \n The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes.\n \n \n \n \n A block of material values to apply.\n \n \n \n \n Is the material property block empty? (Read Only)\n \n \n \n \n Clear material property values.\n \n \n \n \n Get a float from the property block.\n \n \n \n \n \n \n Get a float from the property block.\n \n \n \n \n \n \n Get a float array from the property block.\n \n \n \n \n \n \n Get a float array from the property block.\n \n \n \n \n \n \n Fetch a float array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetch a float array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Get a matrix from the property block.\n \n \n \n \n \n \n Get a matrix from the property block.\n \n \n \n \n \n \n Get a matrix array from the property block.\n \n \n \n \n \n \n Get a matrix array from the property block.\n \n \n \n \n \n \n Fetch a matrix array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetch a matrix array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Get a texture from the property block.\n \n \n \n \n \n \n Get a texture from the property block.\n \n \n \n \n \n \n Get a vector from the property block.\n \n \n \n \n \n \n Get a vector from the property block.\n \n \n \n \n \n \n Get a vector array from the property block.\n \n \n \n \n \n \n Get a vector array from the property block.\n \n \n \n \n \n \n Fetch a vector array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetch a vector array from the property block into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Set a ComputeBuffer property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The ComputeBuffer to set.\n \n \n \n Set a ComputeBuffer property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The ComputeBuffer to set.\n \n \n \n Set a color property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Color value to set.\n \n \n \n Set a color property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Color value to set.\n \n \n \n Set a float property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The float value to set.\n \n \n \n Set a float property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The float value to set.\n \n \n \n Set a float array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a float array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a float array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a float array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a matrix property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The matrix value to set.\n \n \n \n Set a matrix property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The matrix value to set.\n \n \n \n Set a matrix array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a matrix array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a matrix array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a matrix array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a texture property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Texture to set.\n \n \n \n Set a texture property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Texture to set.\n \n \n \n Set a vector property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Vector4 value to set.\n \n \n \n Set a vector property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The Vector4 value to set.\n \n \n \n Set a vector array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a vector array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a vector array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n Set a vector array property.\n \n The name of the property.\n The name ID of the property retrieved by Shader.PropertyToID.\n The array to set.\n \n \n \n A collection of common math functions.\n \n \n \n \n Returns the absolute value of f.\n \n \n \n \n \n Returns the absolute value of value.\n \n \n \n \n \n Returns the arc-cosine of f - the angle in radians whose cosine is f.\n \n \n \n \n \n Compares two floating point values and returns true if they are similar.\n \n \n \n \n \n \n Returns the arc-sine of f - the angle in radians whose sine is f.\n \n \n \n \n \n Returns the arc-tangent of f - the angle in radians whose tangent is f.\n \n \n \n \n \n Returns the angle in radians whose Tan is y/x.\n \n \n \n \n \n \n Returns the smallest integer greater to or equal to f.\n \n \n \n \n \n Returns the smallest integer greater to or equal to f.\n \n \n \n \n \n Clamps a value between a minimum float and maximum float value.\n \n \n \n \n \n \n \n Clamps value between min and max and returns value.\n \n \n \n \n \n \n \n Clamps value between 0 and 1 and returns value.\n \n \n \n \n \n Returns the closest power of two value.\n \n \n \n \n \n Convert a color temperature in Kelvin to RGB color.\n \n Temperature in Kelvin. Range 1000 to 40000 Kelvin.\n \n Correlated Color Temperature as floating point RGB color.\n \n \n \n \n Returns the cosine of angle f in radians.\n \n \n \n \n \n Degrees-to-radians conversion constant (Read Only).\n \n \n \n \n Calculates the shortest difference between two given angles given in degrees.\n \n \n \n \n \n \n A tiny floating point value (Read Only).\n \n \n \n \n Returns e raised to the specified power.\n \n \n \n \n \n Returns the largest integer smaller to or equal to f.\n \n \n \n \n \n Returns the largest integer smaller to or equal to f.\n \n \n \n \n \n Converts the given value from gamma (sRGB) to linear color space.\n \n \n \n \n \n A representation of positive infinity (Read Only).\n \n \n \n \n Calculates the linear parameter t that produces the interpolant value within the range [a, b].\n \n \n \n \n \n \n \n Returns true if the value is power of two.\n \n \n \n \n \n Linearly interpolates between a and b by t.\n \n The start value.\n The end value.\n The interpolation value between the two floats.\n \n The interpolated float result between the two float values.\n \n \n \n \n Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\n \n \n \n \n \n \n \n Linearly interpolates between a and b by t with no limit to t.\n \n The start value.\n The end value.\n The interpolation between the two floats.\n \n The float value as a result from the linear interpolation.\n \n \n \n \n Converts the given value from linear to gamma (sRGB) color space.\n \n \n \n \n \n Returns the logarithm of a specified number in a specified base.\n \n \n \n \n \n \n Returns the natural (base e) logarithm of a specified number.\n \n \n \n \n \n Returns the base 10 logarithm of a specified number.\n \n \n \n \n \n Returns largest of two or more values.\n \n \n \n \n \n \n \n Returns largest of two or more values.\n \n \n \n \n \n \n \n Returns the largest of two or more values.\n \n \n \n \n \n \n \n Returns the largest of two or more values.\n \n \n \n \n \n \n \n Returns the smallest of two or more values.\n \n \n \n \n \n \n \n Returns the smallest of two or more values.\n \n \n \n \n \n \n \n Returns the smallest of two or more values.\n \n \n \n \n \n \n \n Returns the smallest of two or more values.\n \n \n \n \n \n \n \n Moves a value current towards target.\n \n The current value.\n The value to move towards.\n The maximum change that should be applied to the value.\n \n \n \n Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\n \n \n \n \n \n \n \n A representation of negative infinity (Read Only).\n \n \n \n \n Returns the next power of two value.\n \n \n \n \n \n Generate 2D Perlin noise.\n \n X-coordinate of sample point.\n Y-coordinate of sample point.\n \n Value between 0.0 and 1.0.\n \n \n \n \n The infamous 3.14159265358979... value (Read Only).\n \n \n \n \n PingPongs the value t, so that it is never larger than length and never smaller than 0.\n \n \n \n \n \n \n Returns f raised to power p.\n \n \n \n \n \n \n Radians-to-degrees conversion constant (Read Only).\n \n \n \n \n Loops the value t, so that it is never larger than length and never smaller than 0.\n \n \n \n \n \n \n Returns f rounded to the nearest integer.\n \n \n \n \n \n Returns f rounded to the nearest integer.\n \n \n \n \n \n Returns the sign of f.\n \n \n \n \n \n Returns the sine of angle f in radians.\n \n The argument as a radian.\n \n The return value between -1 and +1.\n \n \n \n \n Gradually changes a value towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a value towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a value towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes an angle given in degrees towards a desired goal angle over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes an angle given in degrees towards a desired goal angle over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes an angle given in degrees towards a desired goal angle over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Interpolates between min and max with smoothing at the limits.\n \n \n \n \n \n \n \n Returns square root of f.\n \n \n \n \n \n Returns the tangent of angle f in radians.\n \n \n \n \n \n A standard 4x4 transformation matrix.\n \n \n \n \n The determinant of the matrix.\n \n \n \n \n Returns the identity matrix (Read Only).\n \n \n \n \n The inverse of this matrix (Read Only).\n \n \n \n \n Is this the identity matrix?\n \n \n \n \n Returns the transpose of this matrix (Read Only).\n \n \n \n \n Returns a matrix with all elements set to zero (Read Only).\n \n \n \n \n Get a column of the matrix.\n \n \n \n \n \n Returns a row of the matrix.\n \n \n \n \n \n Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.\n \n The source point.\n The target point.\n The vector describing the up direction (typically Vector3.up).\n \n The resulting transformation matrix.\n \n \n \n \n Transforms a position by this matrix (generic).\n \n \n \n \n \n Transforms a position by this matrix (fast).\n \n \n \n \n \n Transforms a direction by this matrix.\n \n \n \n \n \n Multiplies two matrices.\n \n \n \n \n \n \n Transforms a Vector4 by a matrix.\n \n \n \n \n \n \n Creates an orthogonal projection matrix.\n \n \n \n \n \n \n \n \n \n \n Creates a perspective projection matrix.\n \n \n \n \n \n \n \n \n Creates a rotation matrix.\n \n \n \n \n \n Creates a scaling matrix.\n \n \n \n \n \n Sets a column of the matrix.\n \n \n \n \n \n \n Sets a row of the matrix.\n \n \n \n \n \n \n Sets this matrix to a translation, rotation and scaling matrix.\n \n \n \n \n \n \n \n Access element at [row, column].\n \n \n \n \n Access element at sequential index (0..15 inclusive).\n \n \n \n \n Returns a nicely formatted string for this matrix.\n \n \n \n \n \n Returns a nicely formatted string for this matrix.\n \n \n \n \n \n Returns a plane that is transformed in space.\n \n \n \n \n \n Creates a translation matrix.\n \n \n \n \n \n Creates a translation, rotation and scaling matrix.\n \n \n \n \n \n \n \n A class that allows creating or modifying meshes from scripts.\n \n \n \n \n The bind poses. The bind pose at each index refers to the bone with the same index.\n \n \n \n \n Returns BlendShape count on this mesh.\n \n \n \n \n The bone weights of each vertex.\n \n \n \n \n The bounding volume of the mesh.\n \n \n \n \n Vertex colors of the Mesh.\n \n \n \n \n Vertex colors of the Mesh.\n \n \n \n \n Returns state of the Read/Write Enabled checkbox when model was imported.\n \n \n \n \n The normals of the Mesh.\n \n \n \n \n The number of sub-Meshes. Every Material has a separate triangle list.\n \n \n \n \n The tangents of the Mesh.\n \n \n \n \n An array containing all triangles in the Mesh.\n \n \n \n \n The base texture coordinates of the Mesh.\n \n \n \n \n The second texture coordinate set of the mesh, if present.\n \n \n \n \n The third texture coordinate set of the mesh, if present.\n \n \n \n \n The fourth texture coordinate set of the mesh, if present.\n \n \n \n \n Get the number of vertex buffers present in the Mesh. (Read Only)\n \n \n \n \n Returns the number of vertices in the Mesh (Read Only).\n \n \n \n \n Returns a copy of the vertex positions or assigns a new vertex positions array.\n \n \n \n \n Adds a new blend shape frame.\n \n Name of the blend shape to add a frame to.\n Weight for the frame being added.\n Delta vertices for the frame being added.\n Delta normals for the frame being added.\n Delta tangents for the frame being added.\n \n \n \n Clears all vertex data and all triangle indices.\n \n \n \n \n \n Clears all blend shapes from Mesh.\n \n \n \n \n Combines several Meshes into this Mesh.\n \n Descriptions of the Meshes to combine.\n Defines whether Meshes should be combined into a single sub-Mesh.\n Defines whether the transforms supplied in the CombineInstance array should be used or ignored.\n \n \n \n \n Creates an empty Mesh.\n \n \n \n \n Gets the bind poses for this instance.\n \n A list of bind poses to populate.\n \n \n \n Returns the frame count for a blend shape.\n \n The shape index to get frame count from.\n \n \n \n Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame.\n \n The shape index of the frame.\n The frame index to get the weight from.\n Delta vertices output array for the frame being retreived.\n Delta normals output array for the frame being retreived.\n Delta tangents output array for the frame being retreived.\n \n \n \n Returns the weight of a blend shape frame.\n \n The shape index of the frame.\n The frame index to get the weight from.\n \n \n \n Returns index of BlendShape by given name.\n \n \n \n \n \n Returns name of BlendShape by given index.\n \n \n \n \n \n Gets the bone weights for this instance.\n \n A list of bone weights to populate.\n \n \n \n Gets the vertex colors for this instance.\n \n A list of vertex colors to populate.\n \n \n \n Gets the vertex colors for this instance.\n \n A list of vertex colors to populate.\n \n \n \n Gets the index count of the given submesh.\n \n \n \n \n \n Gets the starting index location within the Mesh's index buffer, for the given submesh.\n \n \n \n \n \n Gets the index buffer for the specified sub mesh on this instance.\n \n A list of indices to populate.\n The sub mesh on this instance. See subMeshCount.\n \n \n \n Gets the index buffer for the specified sub mesh on this instance.\n \n A list of indices to populate.\n The sub mesh on this instance. See subMeshCount.\n \n \n \n Retrieves a native (underlying graphics API) pointer to the index buffer.\n \n \n Pointer to the underlying graphics API index buffer.\n \n \n \n \n Retrieves a native (underlying graphics API) pointer to the vertex buffer.\n \n Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount.\n \n Pointer to the underlying graphics API vertex buffer.\n \n \n \n \n Gets the vertex normals for this instance.\n \n A list of vertex normals to populate.\n \n \n \n Gets the tangents for this instance.\n \n A list of tangents to populate.\n \n \n \n Gets the topology of a sub-Mesh.\n \n \n \n \n \n Gets the triangle list for the specified sub mesh on this instance.\n \n A list of vertex indices to populate.\n The sub mesh on this instance. See subMeshCount.\n \n \n \n Gets the triangle list for the specified sub mesh on this instance.\n \n A list of vertex indices to populate.\n The sub mesh on this instance. See subMeshCount.\n \n \n \n Get the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to get for the given index.\n \n \n \n Get the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to get for the given index.\n \n \n \n Get the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to get for the given index.\n \n \n \n Gets the vertex positions for this instance.\n \n A list of vertex positions to populate.\n \n \n \n Optimize mesh for frequent updates.\n \n \n \n \n Optimizes the Mesh for display.\n \n \n \n \n Recalculate the bounding volume of the Mesh from the vertices.\n \n \n \n \n Recalculates the normals of the Mesh from the triangles and vertices.\n \n \n \n \n Recalculates the tangents of the Mesh from the normals and texture coordinates.\n \n \n \n \n Vertex colors of the Mesh.\n \n Per-Vertex Colours.\n \n \n \n Vertex colors of the Mesh.\n \n Per-Vertex Colours.\n \n \n \n Sets the index buffer for the sub-Mesh.\n \n The array of indices that define the Mesh.\n The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.\n The submesh to modify.\n Calculate the bounding box of the Mesh after setting the indices. This is done by default.\nUse false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.\n \n \n \n Sets the index buffer for the sub-Mesh.\n \n The array of indices that define the Mesh.\n The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.\n The submesh to modify.\n Calculate the bounding box of the Mesh after setting the indices. This is done by default.\nUse false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.\n \n \n \n Set the normals of the Mesh.\n \n Per-vertex normals.\n \n \n \n Set the tangents of the Mesh.\n \n Per-vertex tangents.\n \n \n \n Sets the triangle list for the sub-Mesh.\n \n The list of indices that define the triangles.\n The submesh to modify.\n Calculate the bounding box of the Mesh after setting the triangles. This is done by default.\nUse false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.\n \n \n \n Sets the triangle list for the sub-Mesh.\n \n The list of indices that define the triangles.\n The submesh to modify.\n Calculate the bounding box of the Mesh after setting the triangles. This is done by default.\nUse false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.\n \n \n \n Set the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to set for the given index.\n \n \n \n Set the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to set for the given index.\n \n \n \n Set the UVs for a given chanel.\n \n The UV Channel (zero-indexed).\n List of UVs to set for the given index.\n \n \n \n Assigns a new vertex positions array.\n \n Per-vertex position.\n \n \n \n Upload previously done Mesh modifications to the graphics API.\n \n Frees up system memory copy of mesh data when set to true.\n \n \n \n \n A mesh collider allows you to do between meshes and primitives.\n \n \n \n \n Use a convex collider from the mesh.\n \n \n \n \n Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.\n \n \n \n \n The mesh object used for collision detection.\n \n \n \n \n Used when set to inflateMesh to determine how much inflation is acceptable.\n \n \n \n \n Uses interpolated normals for sphere collisions instead of flat polygonal normals.\n \n \n \n \n A class to access the Mesh of the.\n \n \n \n \n Returns the instantiated Mesh assigned to the mesh filter.\n \n \n \n \n Returns the shared mesh of the mesh filter.\n \n \n \n \n Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.\n \n \n \n \n Renders meshes inserted by the MeshFilter or TextMesh.\n \n \n \n \n Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.\n \n \n \n \n Topology of Mesh faces.\n \n \n \n \n Mesh is made from lines.\n \n \n \n \n Mesh is a line strip.\n \n \n \n \n Mesh is made from points.\n \n \n \n \n Mesh is made from quads.\n \n \n \n \n Mesh is made from triangles.\n \n \n \n \n Use this class to record to an AudioClip using a connected microphone.\n \n \n \n \n A list of available microphone devices, identified by name.\n \n \n \n \n Stops recording.\n \n The name of the device.\n \n \n \n Get the frequency capabilities of a device.\n \n The name of the device.\n Returns the minimum sampling frequency of the device.\n Returns the maximum sampling frequency of the device.\n \n \n \n Get the position in samples of the recording.\n \n The name of the device.\n \n \n \n Query if a device is currently recording.\n \n The name of the device.\n \n \n \n Start Recording with device.\n \n The name of the device.\n Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip.\n Is the length of the AudioClip produced by the recording.\n The sample rate of the AudioClip produced by the recording.\n \n The function returns null if the recording fails to start.\n \n \n \n \n MonoBehaviour is the base class from which every Unity script derives.\n \n \n \n \n Logs message to the Unity Console (identical to Debug.Log).\n \n \n \n \n \n Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).\n \n \n \n \n Disabling this lets you skip the GUI layout phase.\n \n \n \n \n Cancels all Invoke calls on this MonoBehaviour.\n \n \n \n \n Cancels all Invoke calls with name methodName on this behaviour.\n \n \n \n \n \n Invokes the method methodName in time seconds.\n \n \n \n \n \n \n Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.\n \n \n \n \n \n \n \n Is any invoke on methodName pending?\n \n \n \n \n \n Is any invoke pending on this MonoBehaviour?\n \n \n \n \n Starts a coroutine.\n \n \n \n \n \n Starts a coroutine named methodName.\n \n \n \n \n \n \n Starts a coroutine named methodName.\n \n \n \n \n \n \n Stops all coroutines running on this behaviour.\n \n \n \n \n Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.\n \n Name of coroutine.\n Name of the function in code.\n \n \n \n Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.\n \n Name of coroutine.\n Name of the function in code.\n \n \n \n Base class for AnimationClips and BlendTrees.\n \n \n \n \n The type of motion vectors that should be generated.\n \n \n \n \n Use only camera movement to track motion.\n \n \n \n \n Do not track motion. Motion vectors will be 0.\n \n \n \n \n Use a specific pass (if required) to track motion.\n \n \n \n \n Movie Textures are textures onto which movies are played back.\n \n \n \n \n Returns the AudioClip belonging to the MovieTexture.\n \n \n \n \n The time, in seconds, that the movie takes to play back completely.\n \n \n \n \n Returns whether the movie is playing or not.\n \n \n \n \n If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions.\n \n \n \n \n Set this to true to make the movie loop.\n \n \n \n \n Pauses playing the movie.\n \n \n \n \n Starts playing the movie.\n \n \n \n \n Stops playing the movie, and rewinds it to the beginning.\n \n \n \n \n Attribute to make a string be edited with a multi-line textfield.\n \n \n \n \n Attribute used to make a string value be shown in a multiline textarea.\n \n How many lines of text to make room for. Default is 3.\n \n \n \n Attribute used to make a string value be shown in a multiline textarea.\n \n How many lines of text to make room for. Default is 3.\n \n \n \n The network class is at the heart of the network implementation and provides the core functions.\n \n \n \n \n All connected players.\n \n \n \n \n The IP address of the connection tester used in Network.TestConnection.\n \n \n \n \n The port of the connection tester used in Network.TestConnection.\n \n \n \n \n Set the password for the server (for incoming connections).\n \n \n \n \n Returns true if your peer type is client.\n \n \n \n \n Enable or disable the processing of network messages.\n \n \n \n \n Returns true if your peer type is server.\n \n \n \n \n Set the log level for network messages (default is Off).\n \n \n \n \n Set the maximum amount of connections/players allowed.\n \n \n \n \n Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.\n \n \n \n \n The IP address of the NAT punchthrough facilitator.\n \n \n \n \n The port of the NAT punchthrough facilitator.\n \n \n \n \n The status of the peer type, i.e. if it is disconnected, connecting, server or client.\n \n \n \n \n Get the local NetworkPlayer instance.\n \n \n \n \n The IP address of the proxy server.\n \n \n \n \n Set the proxy server password.\n \n \n \n \n The port of the proxy server.\n \n \n \n \n The default send rate of network updates for all Network Views.\n \n \n \n \n Get the current network time (seconds).\n \n \n \n \n Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.\n \n \n \n \n Query for the next available network view ID number and allocate it (reserve).\n \n \n \n \n Close the connection to another system.\n \n \n \n \n \n \n Connect to the specified host (ip or domain name) and server port.\n \n \n \n \n \n \n \n Connect to the specified host (ip or domain name) and server port.\n \n \n \n \n \n \n \n This function is exactly like Network.Connect but can accept an array of IP addresses.\n \n \n \n \n \n \n \n This function is exactly like Network.Connect but can accept an array of IP addresses.\n \n \n \n \n \n \n \n Connect to a server GUID. NAT punchthrough can only be performed this way.\n \n \n \n \n \n \n Connect to a server GUID. NAT punchthrough can only be performed this way.\n \n \n \n \n \n \n Connect to the host represented by a HostData structure returned by the Master Server.\n \n \n \n \n \n \n Connect to the host represented by a HostData structure returned by the Master Server.\n \n \n \n \n \n \n Destroy the object associated with this view ID across the network.\n \n \n \n \n \n Destroy the object across the network.\n \n \n \n \n \n Destroy all the objects based on view IDs belonging to this player.\n \n \n \n \n \n Close all open connections and shuts down the network interface.\n \n \n \n \n \n Close all open connections and shuts down the network interface.\n \n \n \n \n \n The last average ping time to the given player in milliseconds.\n \n \n \n \n \n The last ping time to the given player in milliseconds.\n \n \n \n \n \n Check if this machine has a public IP address.\n \n \n \n \n Initializes security layer.\n \n \n \n \n Initialize the server.\n \n \n \n \n \n \n \n Initialize the server.\n \n \n \n \n \n \n \n Network instantiate a prefab.\n \n \n \n \n \n \n \n \n Remove all RPC functions which belong to this player ID.\n \n \n \n \n \n Remove all RPC functions which belong to this player ID and were sent based on the given group.\n \n \n \n \n \n \n Remove the RPC function calls accociated with this view ID number.\n \n \n \n \n \n Remove all RPC functions which belong to given group number.\n \n \n \n \n \n Set the level prefix which will then be prefixed to all network ViewID numbers.\n \n \n \n \n \n Enable or disables the reception of messages in a specific group number from a specific player.\n \n \n \n \n \n \n \n Enables or disables transmission of messages and RPC calls on a specific network group number.\n \n \n \n \n \n \n Enable or disable transmission of messages and RPC calls based on target network player as well as the network group.\n \n \n \n \n \n \n \n Test this machines network connection.\n \n \n \n \n \n Test this machines network connection.\n \n \n \n \n \n Test the connection specifically for NAT punch-through connectivity.\n \n \n \n \n \n Test the connection specifically for NAT punch-through connectivity.\n \n \n \n \n \n Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate.\n \n \n \n \n Cannot connect to two servers at once. Close the connection before connecting again.\n \n \n \n \n We are already connected to this particular server (can happen after fast disconnect/reconnect).\n \n \n \n \n We are banned from the system we attempted to connect to (likely temporarily).\n \n \n \n \n Connection attempt failed, possibly because of internal connectivity problems.\n \n \n \n \n Internal error while attempting to initialize network interface. Socket possibly already in use.\n \n \n \n \n No host target given in Connect.\n \n \n \n \n Incorrect parameters given to Connect function.\n \n \n \n \n Client could not connect internally to same network NAT enabled server.\n \n \n \n \n The server is using a password and has refused our connection because we did not set the correct password.\n \n \n \n \n NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints.\n \n \n \n \n Connection lost while attempting to connect to NAT target.\n \n \n \n \n The NAT target we are trying to connect to is not connected to the facilitator server.\n \n \n \n \n No error occurred.\n \n \n \n \n We presented an RSA public key which does not match what the system we connected to is using.\n \n \n \n \n The server is at full capacity, failed to connect.\n \n \n \n \n The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer.\n \n \n \n \n The connection to the system has been closed.\n \n \n \n \n The connection to the system has been lost, no reliable packets could be delivered.\n \n \n \n \n Defines parameters of channels.\n \n \n \n \n UnderlyingModel.MemDoc.MemDocModel.\n \n Requested type of quality of service (default Unreliable).\n Copy constructor.\n \n \n \n UnderlyingModel.MemDoc.MemDocModel.\n \n Requested type of quality of service (default Unreliable).\n Copy constructor.\n \n \n \n UnderlyingModel.MemDoc.MemDocModel.\n \n Requested type of quality of service (default Unreliable).\n Copy constructor.\n \n \n \n Channel quality of service.\n \n \n \n \n Defines size of the buffer holding reliable messages, before they will be acknowledged.\n \n \n \n \n Ack buffer can hold 128 messages.\n \n \n \n \n Ack buffer can hold 32 messages.\n \n \n \n \n Ack buffer can hold 64 messages.\n \n \n \n \n Ack buffer can hold 96 messages.\n \n \n \n \n This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration.\n \n \n \n \n Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33.\n\nNetwork clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent.\n\nServers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as \"acks\") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet.\n \n \n \n \n Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32.\n\nMessages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size.\n \n \n \n \n Adds a new channel to the configuration and returns the unique id of that channel.\n\nChannels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.\n \n Add new channel to configuration.\n \n Channel id, user can use this id to send message via this channel.\n \n \n \n \n Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms.\n\nAllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot.\n\nDue to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent.\n \n \n \n \n Defines, when multiplied internally by InitialBandwidth, the maximum bandwidth that can be used under burst conditions.\n \n \n \n \n (Read Only) The number of channels in the current configuration.\n \n \n \n \n The list of channels belonging to the current configuration.\n\nNote: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).\n \n \n \n \n Timeout in ms which library will wait before it will send another connection request.\n \n \n \n \n Will create default connection config or will copy them from another.\n \n Connection config.\n \n \n \n Will create default connection config or will copy them from another.\n \n Connection config.\n \n \n \n Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000.\n\nUnity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons:\n\n(1) A disconnection request was received.\n\n(2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case \"no traffic\" means not only no user traffic but also absence of any keep-alive traffic as well).\n\n(3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received.\n \n \n \n \n Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500.\n\nUnder fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes.\n \n \n \n \n Return the QoS set for the given channel or throw an out of range exception.\n \n Index in array.\n \n Channel QoS.\n \n \n \n \n Gets or sets the bandwidth in bytes per second that can be used by Unity Multiplayer. No traffic over this limit is allowed. Unity Multiplayer may internally reduce the bandwidth it uses due to flow control. The default value is 1500MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay.\n \n \n \n \n Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10.\n\nSince each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.\n \n \n \n \n Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100.\n\nSince each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.\n \n \n \n \n Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10.\n \n \n \n \n Defines maximum number of messages that can be held in the queue for sending. Default value = 128.\n\nThis buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable.\n \n \n \n \n Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10.\n\nWhen Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows.\n \n \n \n \n Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.\n\nTo avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:\n\n(1) Packets lost due to network conditions.\n\n(2) Packets lost because the receiver does not have free space in its incoming buffers.\n\nLike OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.\n\nNote: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.\n \n \n \n \n Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.\n\nTo avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:\n\n(1) Packets lost due to network conditions.\n\n(2) Packets lost because the receiver does not have free space in its incoming buffers.\n\nLike NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.\n\nNote: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.\n \n \n \n \n Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500.\n\nNote that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping.\n \n \n \n \n Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500.\n\nThe ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well.\n \n \n \n \n Defines the maximum wait time in milliseconds before the \"not acknowledged\" message is re-sent. Default value = 1200.\n\nIt does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent.\n \n \n \n \n Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms.\n \n \n \n \n Defines the path to the file containing the certification authority (CA) certificate for WebSocket via SSL communication.\n \n \n \n \n Defines path to SSL certificate file, for WebSocket via SSL communication.\n \n \n \n \n Defines the path to the file containing the private key for WebSocket via SSL communication.\n \n \n \n \n Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb).\n \n \n \n \n When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only).\n \n \n \n \n Validate parameters of connection config. Will throw exceptions if parameters are incorrect.\n \n \n \n \n \n WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes.\n\nWebSocket message fragments are called \"frames\". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow.\n \n \n \n \n Create configuration for network simulator; You can use this class in editor and developer build only.\n \n \n \n \n Will create object describing network simulation parameters.\n \n Minimal simulation delay for outgoing traffic in ms.\n Average simulation delay for outgoing traffic in ms.\n Minimal simulation delay for incoming traffic in ms.\n Average simulation delay for incoming traffic in ms.\n Probability of packet loss 0 &lt;= p &lt;= 1.\n \n \n \n Destructor.\n \n \n \n \n Manage and process HTTP response body data received from a remote server.\n \n \n \n \n Returns the raw bytes downloaded from the remote server, or null. (Read Only)\n \n \n \n \n Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only)\n \n \n \n \n Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only)\n \n \n \n \n Callback, invoked when all data has been received from the remote server.\n \n \n \n \n Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using.\n \n \n \n \n Callback, invoked when the data property is accessed.\n \n \n Byte array to return as the value of the data property.\n \n \n \n \n Callback, invoked when UnityWebRequest.downloadProgress is accessed.\n \n \n The return value for UnityWebRequest.downloadProgress.\n \n \n \n \n Callback, invoked when the text property is accessed.\n \n \n String to return as the return value of the text property.\n \n \n \n \n Callback, invoked with a Content-Length header is received.\n \n The value of the received Content-Length header.\n \n \n \n Callback, invoked as data is received from the remote server.\n \n A buffer containing unprocessed data, received from the remote server.\n The number of bytes in data which are new.\n \n True if the download should continue, false to abort.\n \n \n \n \n A DownloadHandler subclass specialized for downloading AssetBundles.\n \n \n \n \n Returns the downloaded AssetBundle, or null. (Read Only)\n \n \n \n \n Standard constructor for non-cached asset bundles.\n \n The nominal (pre-redirect) URL at which the asset bundle is located.\n A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.\n \n \n \n Simple versioned constructor. Caches downloaded asset bundles.\n \n The nominal (pre-redirect) URL at which the asset bundle is located.\n A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.\n Current version number of the asset bundle at url. Increment to redownload.\n \n \n \n Versioned constructor. Caches downloaded asset bundles.\n \n The nominal (pre-redirect) URL at which the asset bundle is located.\n A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.\n A hash object defining the version of the asset bundle.\n \n \n \n Returns the downloaded AssetBundle, or null.\n \n A finished UnityWebRequest object with DownloadHandlerAssetBundle attached.\n \n The same as DownloadHandlerAssetBundle.assetBundle\n \n \n \n \n Not implemented. Throws &lt;a href=\"http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception\"&gt;NotSupportedException&lt;a&gt;.\n \n \n Not implemented.\n \n \n \n \n Not implemented. Throws &lt;a href=\"http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception\"&gt;NotSupportedException&lt;a&gt;.\n \n \n Not implemented.\n \n \n \n \n A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects.\n \n \n \n \n Returns the downloaded AudioClip, or null. (Read Only)\n \n \n \n \n Constructor, specifies what kind of audio data is going to be downloaded.\n \n The nominal (pre-redirect) URL at which the audio clip is located.\n Value to set for AudioClip type.\n \n \n \n Returns the downloaded AudioClip, or null.\n \n A finished UnityWebRequest object with DownloadHandlerAudioClip attached.\n \n The same as DownloadHandlerAudioClip.audioClip\n \n \n \n \n Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes.\n \n \n A copy of the downloaded data.\n \n \n \n \n A general-purpose DownloadHandler implementation which stores received data in a native byte buffer.\n \n \n \n \n Default constructor.\n \n \n \n \n Returns a copy of the native-memory buffer interpreted as a UTF8 string.\n \n A finished UnityWebRequest object with DownloadHandlerBuffer attached.\n \n The same as DownloadHandlerBuffer.text\n \n \n \n \n Returns a copy of the contents of the native-memory data buffer as a byte array.\n \n \n A copy of the data which has been downloaded.\n \n \n \n \n A specialized DownloadHandler for creating MovieTexture out of downloaded bytes.\n \n \n \n \n A MovieTexture created out of downloaded bytes.\n \n \n \n \n Create new DownloadHandlerMovieTexture.\n \n \n \n \n A convenience (helper) method for casting DownloadHandler to DownloadHandlerMovieTexture and accessing its movieTexture property.\n \n A UnityWebRequest with attached DownloadHandlerMovieTexture.\n \n A MovieTexture created out of downloaded bytes.\n \n \n \n \n Raw downloaded data.\n \n \n Raw downloaded bytes.\n \n \n \n \n An abstract base class for user-created scripting-driven DownloadHandler implementations.\n \n \n \n \n Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks.\n \n \n \n \n Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks.\n \n A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData.\n \n \n \n A DownloadHandler subclass specialized for downloading images for use as Texture objects.\n \n \n \n \n Returns the downloaded Texture, or null. (Read Only)\n \n \n \n \n Default constructor.\n \n \n \n \n Constructor, allows TextureImporter.isReadable property to be set.\n \n Value to set for TextureImporter.isReadable.\n \n \n \n Returns the downloaded Texture, or null.\n \n A finished UnityWebRequest object with DownloadHandlerTexture attached.\n \n The same as DownloadHandlerTexture.texture\n \n \n \n \n Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes.\n \n \n A copy of the downloaded data.\n \n \n \n \n Defines global paramters for network library.\n \n \n \n \n Create new global config object.\n \n \n \n \n Defines how many hosts you can use. Default Value = 16. Max value = 128.\n \n \n \n \n Deprecated. Defines maximum delay for network simulator. See Also: MaxTimerTimeout.\n \n \n \n \n Defines maximum possible packet size in bytes for all network connections.\n \n \n \n \n Defines the maximum timeout in milliseconds for any configuration. The default value is 12 seconds (12000ms).\n \n \n \n \n Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout.\n \n \n \n \n Defines the minimum timeout in milliseconds recognised by the system. The default value is 1 ms.\n \n \n \n \n This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed.\n \n \n \n \n Defines the initial size of the send queue. Messages are placed in this queue ready to be sent in packets to their destination.\n \n \n \n \n Defines reactor model for the network library.\n \n \n \n \n Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages.\n \n \n \n \n Defines how many worker threads are available to handle incoming and outgoing messages.\n \n \n \n \n Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default).\n \n \n \n \n Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server.\n \n Connection config for special connection.\n \n Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect.\n \n \n \n \n Create topology.\n \n Default config.\n Maximum default connections.\n \n \n \n Defines config for default connections in the topology.\n \n \n \n \n Return reference to special connection config. Parameters of this config can be changed.\n \n Config id.\n \n Connection config.\n \n \n \n \n Defines how many connection with default config be permitted.\n \n \n \n \n Defines the maximum number of messages that each host can hold in its pool of received messages. The default size is 128.\n \n \n \n \n Defines the maximum number of messages that each host can hold in its pool of messages waiting to be sent. The default size is 128.\n \n \n \n \n List of special connection configs.\n \n \n \n \n Returns count of special connection added to topology.\n \n \n \n \n An interface for composition of data into multipart forms.\n \n \n \n \n Returns the value to use in the Content-Type header for this form section.\n \n \n The value to use in the Content-Type header, or null.\n \n \n \n \n Returns a string denoting the desired filename of this section on the destination server.\n \n \n The desired file name of this section, or null if this is not a file section.\n \n \n \n \n Returns the raw binary data contained in this section. Must not return null or a zero-length array.\n \n \n The raw binary data contained in this section. Must not be null or empty.\n \n \n \n \n Returns the name of this section, if any.\n \n \n The section's name, or null.\n \n \n \n \n Details about a UNET MatchMaker match.\n \n \n \n \n The binary access token this client uses to authenticate its session for future commands.\n \n \n \n \n IP address of the host of the match,.\n \n \n \n \n The numeric domain for the match.\n \n \n \n \n The unique ID of this match.\n \n \n \n \n NodeID for this member client in the match.\n \n \n \n \n Port of the host of the match.\n \n \n \n \n This flag indicates whether or not the match is using a Relay server.\n \n \n \n \n A class describing the match information as a snapshot at the time the request was processed on the MatchMaker.\n \n \n \n \n The average Elo score of the match.\n \n \n \n \n The current number of players in the match.\n \n \n \n \n The collection of direct connect info classes describing direct connection information supplied to the MatchMaker.\n \n \n \n \n The NodeID of the host for this match.\n \n \n \n \n Describes if the match is private. Private matches are unlisted in ListMatch results.\n \n \n \n \n The collection of match attributes on this match.\n \n \n \n \n The maximum number of players this match can grow to.\n \n \n \n \n The text name for this match.\n \n \n \n \n The network ID for this match.\n \n \n \n \n A class describing one member of a match and what direct connect information other clients have supplied.\n \n \n \n \n The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match.\n \n \n \n \n NodeID of the match member this info refers to.\n \n \n \n \n The private network address supplied for this direct connect info.\n \n \n \n \n The public network address supplied for this direct connect info.\n \n \n \n \n A component for communicating with the Unity Multiplayer Matchmaking service.\n \n \n \n \n The base URI of the MatchMaker that this NetworkMatch will communicate with.\n \n \n \n \n A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen).\n \n Indicates if the request succeeded.\n A text description of the failure if success is false.\n \n \n \n Use this function to create a new match. The client which calls this function becomes the host of the match.\n \n The text string describing the name for this match.\n When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel.\n A bool indicating if this match should be available in NetworkMatch.ListMatches results.\n A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password.\n The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker.\n The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server.\n The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself.\n \n Indicates if the request succeeded.\n If success is false, this will contain a text string indicating the reason.\n The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend.\n \n \n \n This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.\n \n The NetworkID of the match to terminate.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback to be called when the request completes.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n A function to allow an individual client to be dropped from a match.\n \n The NetworkID of the match the client to drop belongs to.\n The NodeID of the client to drop inside the specified match.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback to invoke when the request completes.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n The function used to tell MatchMaker the current client wishes to join a specific match.\n \n The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches.\n The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request.\n The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.\n The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.\n The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback to be invoked when this call completes.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n The function to list ongoing matches in the MatchMaker.\n \n The current page to list in the return results.\n The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback.\n The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *&lt;matchNameFilter&gt;* where any result containing the entire string supplied here will be in the result set.\n Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected).\n The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback invoked when this call completes on the MatchMaker.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n This function allows the caller to change attributes on a match in progress.\n \n The NetworkID of the match to set attributes on.\n A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete.\n The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.\n The callback invoked after the call has completed, indicating if it was successful or not.\n \n This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.\n \n \n \n \n This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically.\n \n Deprecated, see description.\n \n \n \n A helper object for form sections containing generic, non-file data.\n \n \n \n \n Returns the value to use in this section's Content-Type header.\n \n \n The Content-Type header for this section, or null.\n \n \n \n \n Returns a string denoting the desired filename of this section on the destination server.\n \n \n The desired file name of this section, or null if this is not a file section.\n \n \n \n \n Returns the raw binary data contained in this section. Will not return null or a zero-length array.\n \n \n The raw binary data contained in this section. Will not be null or empty.\n \n \n \n \n Returns the name of this section, if any.\n \n \n The section's name, or null.\n \n \n \n \n Raw data section, unnamed and no Content-Type header.\n \n Data payload of this section.\n \n \n \n Raw data section with a section name, no Content-Type header.\n \n Section name.\n Data payload of this section.\n \n \n \n A raw data section with a section name and a Content-Type header.\n \n Section name.\n Data payload of this section.\n The value for this section's Content-Type header.\n \n \n \n A named raw data section whose payload is derived from a string, with a Content-Type header.\n \n Section name.\n String data payload for this section.\n The value for this section's Content-Type header.\n An encoding to marshal data to or from raw bytes.\n \n \n \n A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header.\n \n Section name.\n String data payload for this section.\n C.\n \n \n \n A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type.\n \n Section name.\n String data payload for this section.\n \n \n \n An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type.\n \n String data payload for this section.\n \n \n \n A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API.\n \n \n \n \n Returns the value of the section's Content-Type header.\n \n \n The Content-Type header for this section, or null.\n \n \n \n \n Returns a string denoting the desired filename of this section on the destination server.\n \n \n The desired file name of this section, or null if this is not a file section.\n \n \n \n \n Returns the raw binary data contained in this section. Will not return null or a zero-length array.\n \n \n The raw binary data contained in this section. Will not be null or empty.\n \n \n \n \n Returns the name of this section, if any.\n \n \n The section's name, or null.\n \n \n \n \n Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name.\n \n Name of this form section.\n Raw contents of the file to upload.\n Name of the file uploaded by this form section.\n The value for this section's Content-Type header.\n \n \n \n Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name.\n \n Raw contents of the file to upload.\n \n \n \n Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type.\n \n Raw contents of the file to upload.\n Name of the file uploaded by this form section.\n \n \n \n Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.\n \n Name of this form section.\n Contents of the file to upload.\n A string encoding.\n Name of the file uploaded by this form section.\n \n \n \n An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.\n \n Contents of the file to upload.\n A string encoding.\n Name of the file uploaded by this form section.\n \n \n \n An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type.\n \n Contents of the file to upload.\n Name of the file uploaded by this form section.\n \n \n \n Possible Networking.NetworkTransport errors.\n \n \n \n \n Not a data message.\n \n \n \n \n The Networking.ConnectionConfig does not match the other endpoint.\n \n \n \n \n The address supplied to connect to was invalid or could not be resolved.\n \n \n \n \n The message is too long to fit the buffer.\n \n \n \n \n Not enough resources are available to process this request.\n \n \n \n \n The operation completed successfully.\n \n \n \n \n Connection timed out.\n \n \n \n \n This error will occur if any function is called with inappropriate parameter values.\n \n \n \n \n The protocol versions are not compatible. Check your library versions.\n \n \n \n \n The specified channel doesn't exist.\n \n \n \n \n The specified connectionId doesn't exist.\n \n \n \n \n The specified host not available.\n \n \n \n \n Operation is not supported.\n \n \n \n \n Event that is returned when calling the Networking.NetworkTransport.Receive and Networking.NetworkTransport.ReceiveFromHost functions.\n \n \n \n \n Broadcast discovery event received.\nTo obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions.\n \n \n \n \n Connection event received. Indicating that a new connection was established.\n \n \n \n \n Data event received. Indicating that data was received.\n \n \n \n \n Disconnection event received.\n \n \n \n \n No new event was received.\n \n \n \n \n Transport Layer API.\n \n \n \n \n Creates a host based on Networking.HostTopology.\n \n The Networking.HostTopology associated with the host.\n Port to bind to (when 0 is selected, the OS will choose a port at random).\n IP address to bind to.\n \n Returns the ID of the host that was created.\n \n \n \n \n Create a host and configure them to simulate Internet latency (works on Editor and development build only).\n \n The Networking.HostTopology associated with the host.\n Minimum simulated delay in milliseconds.\n Maximum simulated delay in milliseconds.\n Port to bind to (when 0 is selected, the OS will choose a port at random).\n IP address to bind to.\n \n Returns host ID just created.\n \n \n \n \n Created web socket host.\n \n Port to bind to.\n The Networking.HostTopology associated with the host.\n IP address to bind to.\n \n Web socket host id.\n \n \n \n \n Created web socket host.\n \n Port to bind to.\n The Networking.HostTopology associated with the host.\n IP address to bind to.\n \n Web socket host id.\n \n \n \n \n Tries to establish a connection to another peer.\n \n Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).\n IPv4 address of the other peer.\n Port of the other peer.\n Set to 0 in the case of a default connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n A unique connection identifier on success (otherwise zero).\n \n \n \n \n Create dedicated connection to Relay server.\n \n Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).\n IPv4 address of the relay.\n Port of the relay.\n GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId.\n GUID for the source, can be retrieved by calling Utility.GetSourceID.\n Error (can be cast to Networking.NetworkError for more information).\n Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId.\n \n \n \n Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint.\n \n Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).\n Error (can be cast to Networking.NetworkError for more information).\n A valid System.EndPoint.\n Set to 0 in the case of a default connection.\n \n \n A unique connection identifier on success (otherwise zero).\n \n \n \n \n Create a connection to another peer in the Relay group.\n \n Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).\n IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.\n Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.\n Set to 0 in the case of a default connection.\n ID of the remote peer in relay.\n GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.\n GUID for the source, can be retrieved by calling Utility.GetSourceID.\n Error (can be cast to Networking.NetworkError for more information).\n Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.\n Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.\n Average bandwidth (bandwidth will be throttled on this level).\n \n A unique connection identifier on success (otherwise zero).\n \n \n \n \n Create a connection to another peer in the Relay group.\n \n Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).\n IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.\n Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.\n Set to 0 in the case of a default connection.\n ID of the remote peer in relay.\n GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.\n GUID for the source, can be retrieved by calling Utility.GetSourceID.\n Error (can be cast to Networking.NetworkError for more information).\n Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.\n Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.\n Average bandwidth (bandwidth will be throttled on this level).\n \n A unique connection identifier on success (otherwise zero).\n \n \n \n \n Connect with simulated latency.\n \n Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).\n IPv4 address of the other peer.\n Port of the other peer.\n Set to 0 in the case of a default connection.\n Error (can be cast to Networking.NetworkError for more information).\n A Networking.ConnectionSimulatorConfig defined for this connection.\n \n A unique connection identifier on success (otherwise zero).\n \n \n \n \n Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout.\n \n Host ID associated with this connection.\n The connection ID of the connection you want to close.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n This will disconnect the host and disband the group.\nDisconnectNetworkHost can only be called by the group owner on the relay server.\n \n Host ID associated with this connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Finalizes sending of a message to a group of connections. Only one multicast message at a time is allowed per host.\n \n Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Returns size of reliable buffer.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Size of ack buffer.\n \n \n \n \n The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object.\n \n Target GameObject to get assetId for.\n \n The assetId of the game object's prefab.\n \n \n \n \n After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender.\n \n ID of the broadcast receiver.\n IPv4 address of broadcast sender.\n Port of broadcast sender.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender.\n \n ID of broadcast receiver.\n Message buffer provided by caller.\n Buffer size.\n Received size (if received size &gt; bufferSize, corresponding error will be set).\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set.\n \n Host ID associated with this connection.\n ID of connection.\n IP address.\n Port.\n Relay network guid.\n Error (can be cast to Networking.NetworkError for more information).\n Destination slot id.\n \n \n \n Returns the number of unread messages in the read-queue.\n \n \n \n \n Returns the total number of messages still in the write-queue.\n \n \n \n \n Return the round trip time for the given connectionId.\n \n Error (can be cast to Networking.NetworkError for more information).\n Host ID associated with this connection.\n ID of the connection.\n \n Current round trip time in ms.\n \n \n \n \n Returns the number of received messages waiting in the queue for processing.\n \n Host ID associated with this queue.\n Error code. Cast this value to Networking.NetworkError for more information.\n \n The number of messages in the queue.\n \n \n \n \n Returns how many packets have been received from start for connection.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n The absolute number of packets received since the connection was established.\n \n \n \n \n Returns how many packets have been received from start. (from Networking.NetworkTransport.Init call).\n \n \n Packets count received from start for all hosts.\n \n \n \n \n How many packets have been dropped due lack space in incoming queue (absolute value, countinf from start).\n \n \n Dropping packet count.\n \n \n \n \n Returns how many incoming packets have been lost due transmitting (dropped by network).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n The absolute number of packets that have been lost since the connection was established.\n \n \n \n \n Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Currently-allowed bandwidth in bytes per second.\n \n \n \n \n Function returns time spent on network I/O operations in microseconds.\n \n \n Time in micro seconds.\n \n \n \n \n Return the total number of packets that has been lost.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Get a network timestamp. Can be used in your messages to investigate network delays together with Networking.GetRemoteDelayTimeMS.\n \n \n Timestamp.\n \n \n \n \n Returns how much raw data (in bytes) have been sent from start for all hosts (from Networking.NetworkTransport.Init call).\n \n \n Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for all hosts.\n \n \n \n \n Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection.\n \n \n \n \n Returns how much raw data (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).\n \n ID of the host.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for the host.\n \n \n \n \n Returns how many messages have been sent from start (from Networking.NetworkTransport.Init call).\n \n \n Messages count sent from start (from call Networking.NetworkTransport.Init) for all hosts.\n \n \n \n \n Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Messages count sending from start for connection.\n \n \n \n \n Returns how many messages have been sent from start for host (from call Networking.NetworkTransport.AddHost).\n \n ID of the host.\n Error (can be cast to Networking.NetworkError for more information).\n \n Messages count sending from start for the host.\n \n \n \n \n Returns the number of messages waiting in the outgoing message queue to be sent.\n \n Host ID associated with this queue.\n Error code. Cast this value to Networking.NetworkError for more information.\n \n The number of messages waiting in the outgoing message queue to be sent.\n \n \n \n \n Returns how many packets have been sent from start (from call Networking.NetworkTransport.Init) for all hosts.\n \n \n Packets count sent from networking library start (from call Networking.NetworkTransport.Init) for all hosts.\n \n \n \n \n Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Packets count sent for connection from it start.\n \n \n \n \n Returns how many packets have been sent for host from it start (from call Networking.NetworkTransport.AddHost).\n \n ID of the host.\n Error (can be cast to Networking.NetworkError for more information).\n \n Count packets have been sent from host start.\n \n \n \n \n Returns the value in percent of the number of sent packets that were dropped by the network and not received by the peer.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n The number of packets dropped by the network in the last ping timeout period expressed as an integer percentage from 0 to 100.\n \n \n \n \n Returns the value in percent of the number of sent packets that were dropped by the peer.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n The number of packets dropped by the peer in the last ping timeout period expressed as an integer percentage from 0 to 100.\n \n \n \n \n Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call).\n \n \n Total payload and protocol system headers (in bytes) sent from start for all hosts.\n \n \n \n \n Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total user payload and protocol system headers (in bytes) sent from start for connection.\n \n \n \n \n Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).\n \n ID of the host.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total user payload and protocol system headers (in bytes) sent from start for the host.\n \n \n \n \n Returns how much payload (user) bytes have been sent from start (from Networking.NetworkTransport.Init call).\n \n \n Total payload (in bytes) sent from start for all hosts.\n \n \n \n \n Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total payload (in bytes) sent from start for connection.\n \n \n \n \n Returns how much payload (user) bytes have been sent from start for the host (from call Networking.NetworkTransport.AddHost).\n \n ID of the host.\n Error (can be cast to Networking.NetworkError for more information).\n \n Total payload (in bytes) sent from start for the host.\n \n \n \n \n Return the current receive rate in bytes per second.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Return the current send rate in bytes per second.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Returns the delay for the timestamp received.\n \n Host ID associated with this connection.\n ID of the connection.\n Timestamp delivered from peer.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Deprecated. Use Networking.NetworkTransport.GetNetworkLostPacketNum() instead.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Initializes the NetworkTransport. Should be called before any other operations on the NetworkTransport are done.\n \n \n \n \n Check if the broadcast discovery sender is running.\n \n \n True if it is running. False if it is not running.\n \n \n \n \n Deprecated.\n \n \n \n \n Function is queueing but not sending messages.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n The channel ID to send on.\n Buffer containing the data to send.\n Size of the buffer.\n \n True if success.\n \n \n \n \n Called to poll the underlying system for events.\n \n Host ID associated with the event.\n The connectionID that received the event.\n The channel ID associated with the event.\n The buffer that will hold the data received.\n Size of the buffer supplied.\n The actual receive size of the data.\n Error (can be cast to Networking.NetworkError for more information).\n \n Type of event returned.\n \n \n \n \n Similar to Networking.NetworkTransport.Receive but will only poll for the provided hostId.\n \n The host ID to check for events.\n The connection ID that received the event.\n The channel ID associated with the event.\n The buffer that will hold the data received.\n Size of the buffer supplied.\n The actual receive size of the data.\n Error (can be cast to Networking.NetworkError for more information).\n \n Type of event returned.\n \n \n \n \n Polls the host for the following events: Networking.NetworkEventType.ConnectEvent and Networking.NetworkEventType.DisconnectEvent.\nCan only be called by the relay group owner.\n \n The host ID to check for events.\n Error (can be cast to Networking.NetworkError for more information).\n \n Type of event returned.\n \n \n \n \n Closes the opened socket, and closes all connections belonging to that socket.\n \n Host ID to remove.\n \n \n \n Send data to peer.\n \n Host ID associated with this connection.\n ID of the connection.\n The channel ID to send on.\n Buffer containing the data to send.\n Size of the buffer.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Add a connection for the multicast send.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Sends messages, previously queued by NetworkTransport.QueueMessageForSending function.\n \n Host ID associated with this connection.\n ID of the connection.\n Error (can be cast to Networking.NetworkError for more information).\n \n True if hostId and connectioId are valid.\n \n \n \n \n Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped.\n \n Host ID associated with this broadcast.\n Key part of the credentials associated with this broadcast.\n Version part of the credentials associated with this broadcast.\n Subversion part of the credentials associated with this broadcast.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Used to inform the profiler of network packet statistics.\n \n The ID of the message being reported.\n Number of message being reported.\n Number of bytes used by reported messages.\n \n \n \n Shut down the NetworkTransport.\n \n \n \n \n Starts sending a broadcasting message in all local subnets.\n \n Host ID which should be reported via broadcast (broadcast receivers will connect to this host).\n Port used for the broadcast message.\n Key part of the credentials associated with this broadcast.\n Version part of the credentials associated with this broadcast.\n Subversion part of the credentials associated with this broadcast.\n Complimentary message. This message will delivered to the receiver with the broadcast event.\n Size of message.\n Specifies how often the broadcast message should be sent in milliseconds.\n Error (can be cast to Networking.NetworkError for more information).\n \n Return true if broadcasting request has been submitted.\n \n \n \n \n Start to multicast send.\n \n Host ID associated with this connection.\n The channel ID.\n Buffer containing the data to send.\n Size of the buffer.\n Error (can be cast to Networking.NetworkError for more information).\n \n \n \n Stop sending the broadcast discovery message.\n \n \n \n \n Arguments passed to Action callbacks registered in PlayerConnection.\n \n \n \n \n Data that is received.\n \n \n \n \n The Player ID that the data is received from.\n \n \n \n \n Used for handling the network connection from the Player to the Editor.\n \n \n \n \n Singleton instance.\n \n \n \n \n Returns true when Editor is connected to the player.\n \n \n \n \n This disconnects all of the active connections.\n \n \n \n \n Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor.\nThis ID must be the same as for messages sent from EditorConnection.Send().\n \n The message ID that should cause the Action callback to be executed when received.\n Action that is executed when a message with ID messageId is received by the Editor.\nThe callback includes the data that is sent from the Player, and the Player ID.\nThe Player ID is always 1, because only one Editor can be connected.\n \n \n \n Registers a callback that is invoked when the Editor connects to the Player.\n \n Action called when Player connects, with the Player ID of the Editor.\n \n \n \n Registers a callback to be called when Editor disconnects.\n \n The Action that is called when a Player disconnects.\n \n \n \n Sends data to the Editor.\n \n The type ID of the message that is sent to the Editor.\n \n \n \n \n Deregisters a message listener.\n \n Message ID associated with the callback that you wish to deregister.\n The associated callback function you wish to deregister.\n \n \n \n Enumeration of all supported quality of service channel modes.\n \n \n \n \n A reliable message that will be re-sent with a high frequency until it is acknowledged.\n \n \n \n \n Each message is guaranteed to be delivered but not guaranteed to be in order.\n \n \n \n \n Each message is guaranteed to be delivered, also allowing fragmented messages with up to 32 fragments per message.\n \n \n \n \n Each message is guaranteed to be delivered and in order.\n \n \n \n \n A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.\n \n \n \n \n An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.\n \n \n \n \n There is no guarantee of delivery or ordering.\n \n \n \n \n There is no guarantee of delivery or ordering, but allowing fragmented messages with up to 32 fragments per message.\n \n \n \n \n There is no guarantee of delivery and all unordered messages will be dropped. Example: VoIP.\n \n \n \n \n Define how unet will handle network io operation.\n \n \n \n \n Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send.\n \n \n \n \n Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate).\n \n \n \n \n The AppID identifies the application on the Unity Cloud or UNET servers.\n \n \n \n \n Invalid AppID.\n \n \n \n \n An Enum representing the priority of a client in a match, starting at 0 and increasing.\n \n \n \n \n The Invalid case for a HostPriority. An Invalid host priority is not a valid host.\n \n \n \n \n Describes the access levels granted to this client.\n \n \n \n \n Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match.\n \n \n \n \n Invalid access level, signifying no access level has been granted/specified.\n \n \n \n \n Access level Owner, generally granting access for operations key to the peer host server performing it's work.\n \n \n \n \n User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match.\n \n \n \n \n Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client.\n \n \n \n \n Binary field for the actual token.\n \n \n \n \n Accessor to get an encoded string from the m_array data.\n \n \n \n \n Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework).\n \n \n \n \n Network ID, used for match making.\n \n \n \n \n Invalid NetworkID.\n \n \n \n \n The NodeID is the ID used in Relay matches to track nodes in a network.\n \n \n \n \n The invalid case of a NodeID.\n \n \n \n \n Identifies a specific game instance.\n \n \n \n \n Invalid SourceID.\n \n \n \n \n The UnityWebRequest object is used to communicate with web servers.\n \n \n \n \n Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method.\n \n \n \n \n If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.\n \n \n \n \n If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.\n \n \n \n \n Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only)\n \n \n \n \n Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest.\n \n \n \n \n Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only)\n \n \n \n \n A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only)\n \n \n \n \n Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only)\n \n \n \n \n Returns true after this UnityWebRequest receives an HTTP response code indicating an error. (Read Only)\n \n \n \n \n Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only)\n \n \n \n \n Returns true after this UnityWebRequest encounters a system error. (Read Only)\n \n \n \n \n The string \"CREATE\", commonly used as the verb for an HTTP CREATE request.\n \n \n \n \n The string \"DELETE\", commonly used as the verb for an HTTP DELETE request.\n \n \n \n \n The string \"GET\", commonly used as the verb for an HTTP GET request.\n \n \n \n \n The string \"HEAD\", commonly used as the verb for an HTTP HEAD request.\n \n \n \n \n The string \"POST\", commonly used as the verb for an HTTP POST request.\n \n \n \n \n The string \"PUT\", commonly used as the verb for an HTTP PUT request.\n \n \n \n \n Defines the HTTP verb used by this UnityWebRequest, such as GET or POST.\n \n \n \n \n Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error.\n \n \n \n \n The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only)\n \n \n \n \n Sets UnityWebRequest to attempt to abort after the number of seconds in timeout have passed.\n \n \n \n \n Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only)\n \n \n \n \n Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server.\n \n \n \n \n Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server.\n \n \n \n \n Defines the target URL for the UnityWebRequest to communicate with.\n \n \n \n \n Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true).\n \n \n \n \n If in progress, halts the UnityWebRequest as soon as possible.\n \n \n \n \n Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.\n \n The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.\n \n \n \n Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.\n \n The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.\n \n \n \n Creates a UnityWebRequest configured for HTTP DELETE.\n \n The URI to which a DELETE request should be sent.\n \n A UnityWebRequest configured to send an HTTP DELETE request.\n \n \n \n \n Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using.\n \n \n \n \n Generate a random 40-byte array for use as a multipart form boundary.\n \n \n 40 random bytes, guaranteed to contain only printable ASCII values.\n \n \n \n \n Creates a UnityWebRequest configured for HTTP GET.\n \n The URI of the resource to retrieve via HTTP GET.\n \n A UnityWebRequest object configured to retrieve data from uri.\n \n \n \n \n Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.\n \n The URI of the asset bundle to download.\n If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.\n An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.\n\nAnalogous to the version parameter for WWW.LoadFromCacheOrDownload.\n A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.\n A structure used to download a given version of AssetBundle to a customized cache path.\n \n A UnityWebRequest configured to downloading a Unity Asset Bundle.\n \n \n \n \n Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.\n \n The URI of the asset bundle to download.\n If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.\n An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.\n\nAnalogous to the version parameter for WWW.LoadFromCacheOrDownload.\n A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.\n A structure used to download a given version of AssetBundle to a customized cache path.\n \n A UnityWebRequest configured to downloading a Unity Asset Bundle.\n \n \n \n \n Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.\n \n The URI of the asset bundle to download.\n If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.\n An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.\n\nAnalogous to the version parameter for WWW.LoadFromCacheOrDownload.\n A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.\n A structure used to download a given version of AssetBundle to a customized cache path.\n \n A UnityWebRequest configured to downloading a Unity Asset Bundle.\n \n \n \n \n Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.\n \n The URI of the asset bundle to download.\n If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.\n An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.\n\nAnalogous to the version parameter for WWW.LoadFromCacheOrDownload.\n A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.\n A structure used to download a given version of AssetBundle to a customized cache path.\n \n A UnityWebRequest configured to downloading a Unity Asset Bundle.\n \n \n \n \n OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip().\n \n \n \n \n \n \n Retrieves the value of a custom request header.\n \n Name of the custom request header. Case-insensitive.\n \n The value of the custom request header. If no custom header with a matching name has been set, returns an empty string.\n \n \n \n \n Retrieves the value of a response header from the latest HTTP response received.\n \n The name of the HTTP header to retrieve. Case-insensitive.\n \n The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null.\n \n \n \n \n Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response.\n \n \n A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null.\n \n \n \n \n Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.\n \n The URI of the image to download.\n If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.\n \n A UnityWebRequest properly configured to download an image and convert it to a Texture.\n \n \n \n \n Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.\n \n The URI of the image to download.\n If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.\n \n A UnityWebRequest properly configured to download an image and convert it to a Texture.\n \n \n \n \n Creates a UnityWebRequest configured to send a HTTP HEAD request.\n \n The URI to which to send a HTTP HEAD request.\n \n A UnityWebRequest configured to transmit a HTTP HEAD request.\n \n \n \n \n Create a UnityWebRequest configured to send form data to a server via HTTP POST.\n \n The target URI to which form data will be transmitted.\n Form body data. Will be URLEncoded via WWWTranscoder.URLEncode prior to transmission.\n \n A UnityWebRequest configured to send form data to uri via POST.\n \n \n \n \n Create a UnityWebRequest configured to send form data to a server via HTTP POST.\n \n The target URI to which form data will be transmitted.\n Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server.\n \n A UnityWebRequest configured to send form data to uri via POST.\n \n \n \n \n Create a UnityWebRequest configured to send form data to a server via HTTP POST.\n \n The target URI to which form data will be transmitted.\n A list of form fields or files to be formatted and transmitted to the remote server.\n A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.\n \n A UnityWebRequest configured to send form data to uri via POST.\n \n \n \n \n Create a UnityWebRequest configured to send form data to a server via HTTP POST.\n \n The target URI to which form data will be transmitted.\n A list of form fields or files to be formatted and transmitted to the remote server.\n A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.\n \n A UnityWebRequest configured to send form data to uri via POST.\n \n \n \n \n Create a UnityWebRequest configured to send form data to a server via HTTP POST.\n \n The target URI to which form data will be transmitted.\n Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body.\n \n A UnityWebRequest configured to send form data to uri via POST.\n \n \n \n \n Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.\n \n The URI to which the data will be sent.\n The data to transmit to the remote server.\n\nIf a string, the string will be converted to raw bytes via &lt;a href=\"http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8\"&gt;System.Text.Encoding.UTF8&lt;a&gt;.\n \n A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.\n \n \n \n \n Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.\n \n The URI to which the data will be sent.\n The data to transmit to the remote server.\n\nIf a string, the string will be converted to raw bytes via &lt;a href=\"http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8\"&gt;System.Text.Encoding.UTF8&lt;a&gt;.\n \n A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.\n \n \n \n \n Begin communicating with the remote server.\n \n \n An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done.\n \n \n \n \n Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data.\n \n A List of IMultipartFormSection objects.\n A unique boundary string to separate the form sections.\n \n A byte array of raw multipart form data.\n \n \n \n \n Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters.\n \n A dictionary containing the form keys and values to serialize.\n \n A byte array containing the serialized form. The form's keys and values have been URL-encoded.\n \n \n \n \n Set a HTTP request header to a custom value.\n \n The key of the header to be set. Case-sensitive.\n The header's intended value.\n \n \n \n Helpers for downloading multimedia files using UnityWebRequest.\n \n \n \n \n Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data.\n \n The URI of the audio clip to download.\n The type of audio encoding for the downloaded audio clip. See AudioType.\n \n A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip.\n \n \n \n \n Create a UnityWebRequest intended to download a movie clip via HTTP GET and create an MovieTexture based on the retrieved data.\n \n The URI of the movie clip to download.\n \n A UnityWebRequest properly configured to download a movie clip and convert it to a MovieTexture.\n \n \n \n \n Helpers for downloading image files into Textures using UnityWebRequest.\n \n \n \n \n Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.\n \n The URI of the image to download.\n If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.\n \n A UnityWebRequest properly configured to download an image and convert it to a Texture.\n \n \n \n \n Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.\n \n The URI of the image to download.\n If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.\n \n A UnityWebRequest properly configured to download an image and convert it to a Texture.\n \n \n \n \n Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests.\n \n \n \n \n Determines the default Content-Type header which will be transmitted with the outbound HTTP request.\n \n \n \n \n The raw data which will be transmitted to the remote server as body data. (Read Only)\n \n \n \n \n Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only)\n \n \n \n \n Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using.\n \n \n \n \n A general-purpose UploadHandler subclass, using a native-code memory buffer.\n \n \n \n \n General constructor. Contents of the input argument are copied into a native buffer.\n \n Raw data to transmit to the remote server.\n \n \n \n Networking Utility.\n \n \n \n \n This property is deprecated and does not need to be set or referenced.\n \n \n \n \n Utility function to get this client's access token for a particular network, if it has been set.\n \n \n \n \n \n Utility function to fetch the program's ID for UNET Cloud interfacing.\n \n \n \n \n Utility function to get the client's SourceID for unique identification.\n \n \n \n \n Utility function that accepts the access token for a network after it's received from the server.\n \n \n \n \n \n \n Deprecated; Setting the AppID is no longer necessary. Please log in through the editor and set up the project there.\n \n \n \n \n \n Describes different levels of log information the network layer supports.\n \n \n \n \n Full debug level logging down to each individual message being reported.\n \n \n \n \n Report informational messages like connectivity events.\n \n \n \n \n Only report errors, otherwise silent.\n \n \n \n \n This data structure contains information on a message just received from the network.\n \n \n \n \n The NetworkView who sent this message.\n \n \n \n \n The player who sent this network message (owner).\n \n \n \n \n The time stamp when the Message was sent in seconds.\n \n \n \n \n Describes the status of the network interface peer type as returned by Network.peerType.\n \n \n \n \n Running as client.\n \n \n \n \n Attempting to connect to a server.\n \n \n \n \n No client connection running. Server not initialized.\n \n \n \n \n Running as server.\n \n \n \n \n The NetworkPlayer is a data structure with which you can locate another player over the network.\n \n \n \n \n Returns the external IP address of the network interface.\n \n \n \n \n Returns the external port of the network interface.\n \n \n \n \n The GUID for this player, used when connecting with NAT punchthrough.\n \n \n \n \n The IP address of this player.\n \n \n \n \n The port of this player.\n \n \n \n \n Returns true if two NetworkPlayers are the same player.\n \n \n \n \n \n \n Returns true if two NetworkPlayers are not the same player.\n \n \n \n \n \n \n Returns the index number for this network player.\n \n \n \n \n Describes network reachability options.\n \n \n \n \n Network is not reachable.\n \n \n \n \n Network is reachable via carrier data network.\n \n \n \n \n Network is reachable via WiFi or cable.\n \n \n \n \n Different types of synchronization for the NetworkView component.\n \n \n \n \n No state data will be synchronized.\n \n \n \n \n All packets are sent reliable and ordered.\n \n \n \n \n Brute force unreliable state sending.\n \n \n \n \n The network view is the binding material of multiplayer games.\n \n \n \n \n The network group number of this network view.\n \n \n \n \n Is the network view controlled by this object?\n \n \n \n \n The component the network view is observing.\n \n \n \n \n The NetworkPlayer who owns this network view.\n \n \n \n \n The type of NetworkStateSynchronization set for this network view.\n \n \n \n \n The ViewID of this network view.\n \n \n \n \n Find a network view based on a NetworkViewID.\n \n \n \n \n \n Call a RPC function on all connected peers.\n \n \n \n \n \n \n \n Call a RPC function on a specific player.\n \n \n \n \n \n \n \n Set the scope of the network view in relation to a specific network player.\n \n \n \n \n \n \n The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.\n \n \n \n \n True if instantiated by me.\n \n \n \n \n The NetworkPlayer who owns the NetworkView. Could be the server.\n \n \n \n \n Represents an invalid network view ID.\n \n \n \n \n Returns true if two NetworkViewIDs are identical.\n \n \n \n \n \n \n Returns true if two NetworkViewIDs are not identical.\n \n \n \n \n \n \n Returns a formatted string with details on this NetworkViewID.\n \n \n \n \n NPOT Texture2D|textures support.\n \n \n \n \n Full NPOT support.\n \n \n \n \n NPOT textures are not supported. Will be upscaled/padded at loading time.\n \n \n \n \n Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced.\n \n \n \n \n Base class for all objects Unity can reference.\n \n \n \n \n Should the object be hidden, saved with the scene or modifiable by the user?\n \n \n \n \n The name of the object.\n \n \n \n \n Removes a gameobject, component or asset.\n \n The object to destroy.\n The optional amount of time to delay before destroying the object.\n \n \n \n Removes a gameobject, component or asset.\n \n The object to destroy.\n The optional amount of time to delay before destroying the object.\n \n \n \n Destroys the object obj immediately. You are strongly recommended to use Destroy instead.\n \n Object to be destroyed.\n Set to true to allow assets to be destoyed.\n \n \n \n Destroys the object obj immediately. You are strongly recommended to use Destroy instead.\n \n Object to be destroyed.\n Set to true to allow assets to be destoyed.\n \n \n \n Makes the object target not be destroyed automatically when loading a new scene.\n \n \n \n \n \n Returns the first active loaded object of Type type.\n \n The type of object to find.\n \n An array of objects which matched the specified type, cast as Object.\n \n \n \n \n Returns a list of all active loaded objects of Type type.\n \n The type of object to find.\n \n The array of objects found matching the type specified.\n \n \n \n \n Returns a list of all active and inactive loaded objects of Type type.\n \n The type of object to find.\n \n The array of objects found matching the type specified.\n \n \n \n \n Returns a list of all active and inactive loaded objects of Type type, including assets.\n \n The type of object or asset to find.\n \n The array of objects and assets found matching the type specified.\n \n \n \n \n Returns the instance id of the object.\n \n \n \n \n Does the object exist?\n \n \n \n \n \n Clones the object original and returns the clone.\n \n An existing object that you want to make a copy of.\n Position for the new object.\n Orientation of the new object.\n Parent that will be assigned to the new object.\n Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.\n \n The instantiated clone.\n \n \n \n \n Clones the object original and returns the clone.\n \n An existing object that you want to make a copy of.\n Position for the new object.\n Orientation of the new object.\n Parent that will be assigned to the new object.\n Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.\n \n The instantiated clone.\n \n \n \n \n Clones the object original and returns the clone.\n \n An existing object that you want to make a copy of.\n Position for the new object.\n Orientation of the new object.\n Parent that will be assigned to the new object.\n Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.\n \n The instantiated clone.\n \n \n \n \n Clones the object original and returns the clone.\n \n An existing object that you want to make a copy of.\n Position for the new object.\n Orientation of the new object.\n Parent that will be assigned to the new object.\n Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.\n \n The instantiated clone.\n \n \n \n \n Clones the object original and returns the clone.\n \n An existing object that you want to make a copy of.\n Position for the new object.\n Orientation of the new object.\n Parent that will be assigned to the new object.\n Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.\n \n The instantiated clone.\n \n \n \n \n You can also use Generics to instantiate objects. See the page for more details.\n \n Object of type T that you want to make a clone of.\n \n \n \n \n \n Object of type T.\n \n \n \n \n You can also use Generics to instantiate objects. See the page for more details.\n \n Object of type T that you want to make a clone of.\n \n \n \n \n \n Object of type T.\n \n \n \n \n You can also use Generics to instantiate objects. See the page for more details.\n \n Object of type T that you want to make a clone of.\n \n \n \n \n \n Object of type T.\n \n \n \n \n You can also use Generics to instantiate objects. See the page for more details.\n \n Object of type T that you want to make a clone of.\n \n \n \n \n \n Object of type T.\n \n \n \n \n You can also use Generics to instantiate objects. See the page for more details.\n \n Object of type T that you want to make a clone of.\n \n \n \n \n \n Object of type T.\n \n \n \n \n Compares two object references to see if they refer to the same object.\n \n The first Object.\n The Object to compare against the first.\n \n \n \n Compares if two objects refer to a different object.\n \n \n \n \n \n \n Returns the name of the game object.\n \n \n \n \n OcclusionArea is an area in which occlusion culling is performed.\n \n \n \n \n Center of the occlusion area relative to the transform.\n \n \n \n \n Size that the occlusion area will have.\n \n \n \n \n The portal for dynamically changing occlusion at runtime.\n \n \n \n \n Gets / sets the portal's open state.\n \n \n \n \n Enumeration for SystemInfo.operatingSystemFamily.\n \n \n \n \n Linux operating system family.\n \n \n \n \n macOS operating system family.\n \n \n \n \n Returned for operating systems that do not fall into any other category.\n \n \n \n \n Windows operating system family.\n \n \n \n \n (Legacy Particle system).\n \n \n \n \n The angular velocity of the particle.\n \n \n \n \n The color of the particle.\n \n \n \n \n The energy of the particle.\n \n \n \n \n The position of the particle.\n \n \n \n \n The rotation of the particle.\n \n \n \n \n The size of the particle.\n \n \n \n \n The starting energy of the particle.\n \n \n \n \n The velocity of the particle.\n \n \n \n \n (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.\n \n \n \n \n Does the GameObject of this particle animator auto destructs?\n \n \n \n \n Colors the particles will cycle through over their lifetime.\n \n \n \n \n How much particles are slowed down every frame.\n \n \n \n \n Do particles cycle their color over their lifetime?\n \n \n \n \n The force being applied to particles every frame.\n \n \n \n \n Local space axis the particles rotate around.\n \n \n \n \n A random force added to particles every frame.\n \n \n \n \n How the particle sizes grow over their lifetime.\n \n \n \n \n World space axis the particles rotate around.\n \n \n \n \n Information about a particle collision.\n \n \n \n \n The Collider for the GameObject struck by the particles.\n \n \n \n \n The Collider or Collider2D for the GameObject struck by the particles.\n \n \n \n \n Intersection point of the collision in world coordinates.\n \n \n \n \n Geometry normal at the intersection point of the collision.\n \n \n \n \n Incident velocity at the intersection point of the collision.\n \n \n \n \n (Legacy Particles) Script interface for particle emitters.\n \n \n \n \n The angular velocity of new particles in degrees per second.\n \n \n \n \n Should particles be automatically emitted each frame?\n \n \n \n \n The amount of the emitter's speed that the particles inherit.\n \n \n \n \n Turns the ParticleEmitter on or off.\n \n \n \n \n The starting speed of particles along X, Y, and Z, measured in the object's orientation.\n \n \n \n \n The maximum number of particles that will be spawned every second.\n \n \n \n \n The maximum lifetime of each particle, measured in seconds.\n \n \n \n \n The maximum size each particle can be at the time when it is spawned.\n \n \n \n \n The minimum number of particles that will be spawned every second.\n \n \n \n \n The minimum lifetime of each particle, measured in seconds.\n \n \n \n \n The minimum size each particle can be at the time when it is spawned.\n \n \n \n \n The current number of particles (Read Only).\n \n \n \n \n Returns a copy of all particles and assigns an array of all particles to be the current particles.\n \n \n \n \n A random angular velocity modifier for new particles.\n \n \n \n \n If enabled, the particles will be spawned with random rotations.\n \n \n \n \n A random speed along X, Y, and Z that is added to the velocity.\n \n \n \n \n If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.\n \n \n \n \n The starting speed of particles in world space, along X, Y, and Z.\n \n \n \n \n Removes all particles from the particle emitter.\n \n \n \n \n Emit a number of particles.\n \n \n \n \n Emit count particles immediately.\n \n \n \n \n \n Emit a single particle with given parameters.\n \n The position of the particle.\n The velocity of the particle.\n The size of the particle.\n The remaining lifetime of the particle.\n The color of the particle.\n \n \n \n \n \n The initial rotation of the particle in degrees.\n The angular velocity of the particle in degrees per second.\n \n \n \n \n \n \n \n \n Advance particle simulation by given time.\n \n \n \n \n \n Method extension for Physics in Particle System.\n \n \n \n \n Get the particle collision events for a GameObject. Returns the number of events written to the array.\n \n The GameObject for which to retrieve collision events.\n Array to write collision events to.\n \n \n \n \n Safe array size for use with ParticleSystem.GetCollisionEvents.\n \n \n \n \n \n Safe array size for use with ParticleSystem.GetTriggerParticles.\n \n Particle system.\n Type of trigger to return size for.\n \n Number of particles with this trigger event type.\n \n \n \n \n Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array.\n \n Particle system.\n Type of trigger to return particles for.\n The array of particles matching the trigger event type.\n \n Number of particles with this trigger event type.\n \n \n \n \n Write modified particles back to the particle system, during a call to OnParticleTrigger.\n \n Particle system.\n Type of trigger to set particles for.\n Particle array.\n Offset into the array, if you only want to write back a subset of the returned particles.\n Number of particles to write, if you only want to write back a subset of the returned particles.\n \n \n \n Write modified particles back to the particle system, during a call to OnParticleTrigger.\n \n Particle system.\n Type of trigger to set particles for.\n Particle array.\n Offset into the array, if you only want to write back a subset of the returned particles.\n Number of particles to write, if you only want to write back a subset of the returned particles.\n \n \n \n (Legacy Particles) Renders particles on to the screen.\n \n \n \n \n How much are the particles strected depending on the Camera's speed.\n \n \n \n \n How much are the particles stretched in their direction of motion.\n \n \n \n \n Clamp the maximum particle size.\n \n \n \n \n How particles are drawn.\n \n \n \n \n Set uv animation cycles.\n \n \n \n \n Set horizontal tiling count.\n \n \n \n \n Set vertical tiling count.\n \n \n \n \n How much are the particles strectched depending on \"how fast they move\".\n \n \n \n \n The rendering mode for legacy particles.\n \n \n \n \n Render the particles as billboards facing the player. (Default)\n \n \n \n \n Render the particles as billboards always facing up along the y-Axis.\n \n \n \n \n Sort the particles back-to-front and render as billboards.\n \n \n \n \n Stretch particles in the direction of motion.\n \n \n \n \n Render the particles as billboards always facing the player, but not pitching along the x-Axis.\n \n \n \n \n Script interface for particle systems (Shuriken).\n \n \n \n \n Access the particle system collision module.\n \n \n \n \n Access the particle system color by lifetime module.\n \n \n \n \n Access the particle system color over lifetime module.\n \n \n \n \n Access the particle system Custom Data module.\n \n \n \n \n The duration of the particle system in seconds (Read Only).\n \n \n \n \n Access the particle system emission module.\n \n \n \n \n The rate of emission.\n \n \n \n \n When set to false, the particle system will not emit particles.\n \n \n \n \n Access the particle system external forces module.\n \n \n \n \n Access the particle system force over lifetime module.\n \n \n \n \n Scale being applied to the gravity defined by Physics.gravity.\n \n \n \n \n Access the particle system velocity inheritance module.\n \n \n \n \n Is the particle system currently emitting particles? A particle system may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play.\n \n \n \n \n Is the particle system paused right now ?\n \n \n \n \n Is the particle system playing right now ?\n \n \n \n \n Is the particle system stopped right now ?\n \n \n \n \n Access the particle system lights module.\n \n \n \n \n Access the particle system limit velocity over lifetime module.\n \n \n \n \n Is the particle system looping?\n \n \n \n \n Access the main particle system settings.\n \n \n \n \n The maximum number of particles to emit.\n \n \n \n \n Access the particle system noise module.\n \n \n \n \n The current number of particles (Read Only).\n \n \n \n \n The playback speed of the particle system. 1 is normal playback speed.\n \n \n \n \n If set to true, the particle system will automatically start playing on startup.\n \n \n \n \n Override the random seed used for the particle system emission.\n \n \n \n \n Access the particle system rotation by speed module.\n \n \n \n \n Access the particle system rotation over lifetime module.\n \n \n \n \n The scaling mode applied to particle sizes and positions.\n \n \n \n \n Access the particle system shape module.\n \n \n \n \n This selects the space in which to simulate particles. It can be either world or local space.\n \n \n \n \n Access the particle system size by speed module.\n \n \n \n \n Access the particle system size over lifetime module.\n \n \n \n \n The initial color of particles when emitted.\n \n \n \n \n Start delay in seconds.\n \n \n \n \n The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is created by the particle system.\n \n \n \n \n The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.\n \n \n \n \n The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves.\n \n \n \n \n The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.\n \n \n \n \n The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.\n \n \n \n \n Access the particle system sub emitters module.\n \n \n \n \n Access the particle system texture sheet animation module.\n \n \n \n \n Playback position in seconds.\n \n \n \n \n Access the particle system trails module.\n \n \n \n \n Access the particle system trigger module.\n \n \n \n \n Controls whether the Particle System uses an automatically-generated random number to seed the random number generator.\n \n \n \n \n Access the particle system velocity over lifetime module.\n \n \n \n \n Script interface for a Burst.\n \n \n \n \n How many times to play the burst. (0 means infinitely).\n \n \n \n \n Maximum number of particles to be emitted.\n \n \n \n \n Minimum number of particles to be emitted.\n \n \n \n \n How often to repeat the burst, in seconds.\n \n \n \n \n The time that each burst occurs.\n \n \n \n \n Construct a new Burst with a time and count.\n \n Time to emit the burst.\n Minimum number of particles to emit.\n Maximum number of particles to emit.\n Number of particles to emit.\n Number of times to play the burst. (0 means indefinitely).\n How often to repeat the burst, in seconds.\n \n \n \n Construct a new Burst with a time and count.\n \n Time to emit the burst.\n Minimum number of particles to emit.\n Maximum number of particles to emit.\n Number of particles to emit.\n Number of times to play the burst. (0 means indefinitely).\n How often to repeat the burst, in seconds.\n \n \n \n Construct a new Burst with a time and count.\n \n Time to emit the burst.\n Minimum number of particles to emit.\n Maximum number of particles to emit.\n Number of particles to emit.\n Number of times to play the burst. (0 means indefinitely).\n How often to repeat the burst, in seconds.\n \n \n \n Remove all particles in the particle system.\n \n Clear all child particle systems as well.\n \n \n \n Script interface for the Collision module.\n \n \n \n \n How much force is applied to each particle after a collision.\n \n \n \n \n Change the bounce multiplier.\n \n \n \n \n How much force is applied to a Collider when hit by particles from this Particle System.\n \n \n \n \n Control which layers this particle system collides with.\n \n \n \n \n How much speed is lost from each particle after a collision.\n \n \n \n \n Change the dampen multiplier.\n \n \n \n \n Enable/disable the Collision module.\n \n \n \n \n Allow particles to collide with dynamic colliders when using world collision mode.\n \n \n \n \n Allow particles to collide when inside colliders.\n \n \n \n \n How much a particle's lifetime is reduced after a collision.\n \n \n \n \n Change the lifetime loss multiplier.\n \n \n \n \n The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.\n \n \n \n \n Kill particles whose speed goes above this threshold, after a collision.\n \n \n \n \n The maximum number of planes it is possible to set as colliders.\n \n \n \n \n Kill particles whose speed falls below this threshold, after a collision.\n \n \n \n \n Choose between 2D and 3D world collisions.\n \n \n \n \n If true, the collision angle is considered when applying forces from particles to Colliders.\n \n \n \n \n If true, particle sizes are considered when applying forces to Colliders.\n \n \n \n \n If true, particle speeds are considered when applying forces to Colliders.\n \n \n \n \n Specifies the accuracy of particle collisions against colliders in the scene.\n \n \n \n \n A multiplier applied to the size of each particle before collisions are processed.\n \n \n \n \n Send collision callback messages.\n \n \n \n \n The type of particle collision to perform.\n \n \n \n \n Size of voxels in the collision cache.\n \n \n \n \n Get a collision plane associated with this particle system.\n \n Specifies which plane to access.\n \n The plane.\n \n \n \n \n Set a collision plane to be used with this particle system.\n \n Specifies which plane to set.\n The plane to set.\n \n \n \n Script interface for the Color By Speed module.\n \n \n \n \n The gradient controlling the particle colors.\n \n \n \n \n Enable/disable the Color By Speed module.\n \n \n \n \n Apply the color gradient between these minimum and maximum speeds.\n \n \n \n \n Script interface for the Color Over Lifetime module.\n \n \n \n \n The gradient controlling the particle colors.\n \n \n \n \n Enable/disable the Color Over Lifetime module.\n \n \n \n \n Script interface for the Custom Data module.\n \n \n \n \n Enable/disable the Custom Data module.\n \n \n \n \n Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data.\n \n The name of the custom data stream to retrieve the gradient from.\n \n The color gradient being used to generate custom color data.\n \n \n \n \n Find out the type of custom data that is being generated for the chosen data stream.\n \n The name of the custom data stream to query.\n \n The type of data being generated for the requested stream.\n \n \n \n \n Get a ParticleSystem.MinMaxCurve, that is being used to generate custom data.\n \n The name of the custom data stream to retrieve the curve from.\n The component index to retrieve the curve for (0-3, mapping to the xyzw components of a Vector4 or float4).\n \n The curve being used to generate custom data.\n \n \n \n \n Query how many ParticleSystem.MinMaxCurve elements are being used to generate this stream of custom data.\n \n The name of the custom data stream to retrieve the curve from.\n \n The number of curves.\n \n \n \n \n Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data.\n \n The name of the custom data stream to apply the gradient to.\n The gradient to be used for generating custom color data.\n \n \n \n Choose the type of custom data to generate for the chosen data stream.\n \n The name of the custom data stream to enable data generation on.\n The type of data to generate.\n \n \n \n Set a ParticleSystem.MinMaxCurve, in order to generate custom data.\n \n The name of the custom data stream to apply the curve to.\n The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4).\n The curve to be used for generating custom data.\n \n \n \n Specify how many curves are used to generate custom data for this stream.\n \n The name of the custom data stream to apply the curve to.\n The number of curves to generate data for.\n \n \n \n \n Script interface for the Emission module.\n \n \n \n \n The current number of bursts.\n \n \n \n \n Enable/disable the Emission module.\n \n \n \n \n The rate at which new particles are spawned.\n \n \n \n \n Change the rate multiplier.\n \n \n \n \n The rate at which new particles are spawned, over distance.\n \n \n \n \n Change the rate over distance multiplier.\n \n \n \n \n The rate at which new particles are spawned, over time.\n \n \n \n \n Change the rate over time multiplier.\n \n \n \n \n The emission type.\n \n \n \n \n Get the burst array.\n \n Array of bursts to be filled in.\n \n The number of bursts in the array.\n \n \n \n \n Set the burst array.\n \n Array of bursts.\n Optional array size, if burst count is less than array size.\n \n \n \n Set the burst array.\n \n Array of bursts.\n Optional array size, if burst count is less than array size.\n \n \n \n Emit count particles immediately.\n \n Number of particles to emit.\n \n \n \n Emit a number of particles from script.\n \n Overidden particle properties.\n Number of particles to emit.\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n Script interface for particle emission parameters.\n \n \n \n \n Override the angular velocity of emitted particles.\n \n \n \n \n Override the 3D angular velocity of emitted particles.\n \n \n \n \n When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module.\n \n \n \n \n Override the axis of rotation of emitted particles.\n \n \n \n \n Override the position of emitted particles.\n \n \n \n \n Override the random seed of emitted particles.\n \n \n \n \n Override the rotation of emitted particles.\n \n \n \n \n Override the 3D rotation of emitted particles.\n \n \n \n \n Override the initial color of emitted particles.\n \n \n \n \n Override the lifetime of emitted particles.\n \n \n \n \n Override the initial size of emitted particles.\n \n \n \n \n Override the initial 3D size of emitted particles.\n \n \n \n \n Override the velocity of emitted particles.\n \n \n \n \n Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector.\n \n \n \n \n Revert the axis of rotation back to the value specified in the inspector.\n \n \n \n \n Revert the position back to the value specified in the inspector.\n \n \n \n \n Revert the random seed back to the value specified in the inspector.\n \n \n \n \n Reverts rotation and rotation3D back to the values specified in the inspector.\n \n \n \n \n Revert the initial color back to the value specified in the inspector.\n \n \n \n \n Revert the lifetime back to the value specified in the inspector.\n \n \n \n \n Revert the initial size back to the value specified in the inspector.\n \n \n \n \n Revert the velocity back to the value specified in the inspector.\n \n \n \n \n Script interface for the External Forces module.\n \n \n \n \n Enable/disable the External Forces module.\n \n \n \n \n Multiplies the magnitude of applied external forces.\n \n \n \n \n Script interface for the Force Over Lifetime module.\n \n \n \n \n Enable/disable the Force Over Lifetime module.\n \n \n \n \n When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame.\n \n \n \n \n Are the forces being applied in local or world space?\n \n \n \n \n The curve defining particle forces in the X axis.\n \n \n \n \n Change the X axis mulutiplier.\n \n \n \n \n The curve defining particle forces in the Y axis.\n \n \n \n \n Change the Y axis multiplier.\n \n \n \n \n The curve defining particle forces in the Z axis.\n \n \n \n \n Change the Z axis multiplier.\n \n \n \n \n Get a stream of custom per-particle data.\n \n The array of per-particle data.\n Which stream to retrieve the data from.\n \n The amount of valid per-particle data.\n \n \n \n \n Get the particles of this particle system.\n \n Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.\n \n The number of particles written to the input particle array (the number of particles currently alive).\n \n \n \n \n The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.\n \n \n \n \n Curve to define how much emitter velocity is applied during the lifetime of a particle.\n \n \n \n \n Change the curve multiplier.\n \n \n \n \n Enable/disable the InheritVelocity module.\n \n \n \n \n How to apply emitter velocity to particles.\n \n \n \n \n Does the system have any live particles (or will produce more)?\n \n Check all child particle systems as well.\n \n True if the particle system is still \"alive\", false if the particle system is done emitting particles and all particles are dead.\n \n \n \n \n Access the ParticleSystem Lights Module.\n \n \n \n \n Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity.\n \n \n \n \n Enable/disable the Lights module.\n \n \n \n \n Define a curve to apply custom intensity scaling to particle lights.\n \n \n \n \n Intensity multiplier.\n \n \n \n \n Select what Light prefab you want to base your particle lights on.\n \n \n \n \n Set a limit on how many lights this Module can create.\n \n \n \n \n Define a curve to apply custom range scaling to particle lights.\n \n \n \n \n Range multiplier.\n \n \n \n \n Choose what proportion of particles will receive a dynamic light.\n \n \n \n \n Toggle where the particle size will be multiplied by the light range, to determine the final light range.\n \n \n \n \n Toggle whether the particle lights will have their color multiplied by the particle color.\n \n \n \n \n Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio.\n \n \n \n \n Script interface for the Limit Velocity Over Lifetime module.\n \n \n \n \n Controls how much the velocity that exceeds the velocity limit should be dampened.\n \n \n \n \n Enable/disable the Limit Force Over Lifetime module.\n \n \n \n \n Maximum velocity curve, when not using one curve per axis.\n \n \n \n \n Change the limit multiplier.\n \n \n \n \n Maximum velocity curve for the X axis.\n \n \n \n \n Change the limit multiplier on the X axis.\n \n \n \n \n Maximum velocity curve for the Y axis.\n \n \n \n \n Change the limit multiplier on the Y axis.\n \n \n \n \n Maximum velocity curve for the Z axis.\n \n \n \n \n Change the limit multiplier on the Z axis.\n \n \n \n \n Set the velocity limit on each axis separately.\n \n \n \n \n Specifies if the velocity limits are in local space (rotated with the transform) or world space.\n \n \n \n \n Script interface for the main module.\n \n \n \n \n Simulate particles relative to a custom transform component.\n \n \n \n \n The duration of the particle system in seconds.\n \n \n \n \n Control how the Particle System calculates its velocity, when moving in the world.\n \n \n \n \n Scale applied to the gravity, defined by Physics.gravity.\n \n \n \n \n Change the gravity mulutiplier.\n \n \n \n \n Is the particle system looping?\n \n \n \n \n The maximum number of particles to emit.\n \n \n \n \n If set to true, the particle system will automatically start playing on startup.\n \n \n \n \n When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.\n \n \n \n \n Cause some particles to spin in the opposite direction.\n \n \n \n \n Control how the particle system's Transform Component is applied to the particle system.\n \n \n \n \n This selects the space in which to simulate particles. It can be either world or local space.\n \n \n \n \n Override the default playback speed of the Particle System.\n \n \n \n \n The initial color of particles when emitted.\n \n \n \n \n Start delay in seconds.\n \n \n \n \n Start delay multiplier in seconds.\n \n \n \n \n The total lifetime in seconds that each new particle will have.\n \n \n \n \n Start lifetime multiplier.\n \n \n \n \n The initial rotation of particles when emitted.\n \n \n \n \n A flag to enable 3D particle rotation.\n \n \n \n \n Start rotation multiplier.\n \n \n \n \n The initial rotation of particles around the X axis when emitted.\n \n \n \n \n Start rotation multiplier around the X axis.\n \n \n \n \n The initial rotation of particles around the Y axis when emitted.\n \n \n \n \n Start rotation multiplier around the Y axis.\n \n \n \n \n The initial rotation of particles around the Z axis when emitted.\n \n \n \n \n Start rotation multiplier around the Z axis.\n \n \n \n \n The initial size of particles when emitted.\n \n \n \n \n A flag to enable specifying particle size individually for each axis.\n \n \n \n \n Start size multiplier.\n \n \n \n \n The initial size of particles along the X axis when emitted.\n \n \n \n \n Start rotation multiplier along the X axis.\n \n \n \n \n The initial size of particles along the Y axis when emitted.\n \n \n \n \n Start rotation multiplier along the Y axis.\n \n \n \n \n The initial size of particles along the Z axis when emitted.\n \n \n \n \n Start rotation multiplier along the Z axis.\n \n \n \n \n The initial speed of particles when emitted.\n \n \n \n \n A multiplier of the initial speed of particles when emitted.\n \n \n \n \n When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time.\n \n \n \n \n Script interface for a Min-Max Curve.\n \n \n \n \n Set the constant value.\n \n \n \n \n Set a constant for the upper bound.\n \n \n \n \n Set a constant for the lower bound.\n \n \n \n \n Set the curve.\n \n \n \n \n Set a curve for the upper bound.\n \n \n \n \n Set a curve for the lower bound.\n \n \n \n \n Set a multiplier to be applied to the curves.\n \n \n \n \n Set the mode that the min-max curve will use to evaluate values.\n \n \n \n \n A single constant value for the entire curve.\n \n Constant value.\n \n \n \n Use one curve when evaluating numbers along this Min-Max curve.\n \n A multiplier to be applied to the curve.\n A single curve for evaluating against.\n \n \n \n \n Randomly select values based on the interval between the minimum and maximum curves.\n \n A multiplier to be applied to the curves.\n The curve describing the minimum values to be evaluated.\n The curve describing the maximum values to be evaluated.\n \n \n \n \n Randomly select values based on the interval between the minimum and maximum constants.\n \n The constant describing the minimum values to be evaluated.\n The constant describing the maximum values to be evaluated.\n \n \n \n Manually query the curve to calculate values based on what mode it is in.\n \n Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.\n Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).\n \n Calculated curve/constant value.\n \n \n \n \n Manually query the curve to calculate values based on what mode it is in.\n \n Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.\n Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).\n \n Calculated curve/constant value.\n \n \n \n \n MinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized.\nGradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.\n \n \n \n \n Set a constant color.\n \n \n \n \n Set a constant color for the upper bound.\n \n \n \n \n Set a constant color for the lower bound.\n \n \n \n \n Set the gradient.\n \n \n \n \n Set a gradient for the upper bound.\n \n \n \n \n Set a gradient for the lower bound.\n \n \n \n \n Set the mode that the min-max gradient will use to evaluate colors.\n \n \n \n \n A single constant color for the entire gradient.\n \n Constant color.\n \n \n \n Use one gradient when evaluating numbers along this Min-Max gradient.\n \n A single gradient for evaluating against.\n \n \n \n Randomly select colors based on the interval between the minimum and maximum constants.\n \n The constant color describing the minimum colors to be evaluated.\n The constant color describing the maximum colors to be evaluated.\n \n \n \n Randomly select colors based on the interval between the minimum and maximum gradients.\n \n The gradient describing the minimum colors to be evaluated.\n The gradient describing the maximum colors to be evaluated.\n \n \n \n Manually query the gradient to calculate colors based on what mode it is in.\n \n Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.\n Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).\n \n Calculated gradient/color value.\n \n \n \n \n Manually query the gradient to calculate colors based on what mode it is in.\n \n Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.\n Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).\n \n Calculated gradient/color value.\n \n \n \n \n Script interface for the Noise Module.\n\nThe Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis.\n \n \n \n \n Higher frequency noise will reduce the strength by a proportional amount, if enabled.\n \n \n \n \n Enable/disable the Noise module.\n \n \n \n \n Low values create soft, smooth noise, and high values create rapidly changing noise.\n \n \n \n \n Layers of noise that combine to produce final noise.\n \n \n \n \n When combining each octave, scale the intensity by this amount.\n \n \n \n \n When combining each octave, zoom in by this amount.\n \n \n \n \n How much the noise affects the particle positions.\n \n \n \n \n Generate 1D, 2D or 3D noise.\n \n \n \n \n Define how the noise values are remapped.\n \n \n \n \n Enable remapping of the final noise values, allowing for noise values to be translated into different values.\n \n \n \n \n Remap multiplier.\n \n \n \n \n Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n X axis remap multiplier.\n \n \n \n \n Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n Y axis remap multiplier.\n \n \n \n \n Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n Z axis remap multiplier.\n \n \n \n \n How much the noise affects the particle rotation, in degrees per second.\n \n \n \n \n Scroll the noise map over the particle system.\n \n \n \n \n Scroll speed multiplier.\n \n \n \n \n Control the noise separately for each axis.\n \n \n \n \n How much the noise affects the particle sizes, applied as a multiplier on the size of each particle.\n \n \n \n \n How strong the overall noise effect is.\n \n \n \n \n Strength multiplier.\n \n \n \n \n Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n X axis strength multiplier.\n \n \n \n \n Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n Y axis strength multiplier.\n \n \n \n \n Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.\n \n \n \n \n Z axis strength multiplier.\n \n \n \n \n Script interface for a Particle.\n \n \n \n \n The angular velocity of the particle.\n \n \n \n \n The 3D angular velocity of the particle.\n \n \n \n \n The lifetime of the particle.\n \n \n \n \n The position of the particle.\n \n \n \n \n The random seed of the particle.\n \n \n \n \n The random value of the particle.\n \n \n \n \n The remaining lifetime of the particle.\n \n \n \n \n The rotation of the particle.\n \n \n \n \n The 3D rotation of the particle.\n \n \n \n \n The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.\n \n \n \n \n The starting lifetime of the particle.\n \n \n \n \n The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.\n \n \n \n \n The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.\n \n \n \n \n The velocity of the particle.\n \n \n \n \n Calculate the current color of the particle by applying the relevant curves to its startColor property.\n \n The particle system from which this particle was emitted.\n \n Current color.\n \n \n \n \n Calculate the current size of the particle by applying the relevant curves to its startSize property.\n \n The particle system from which this particle was emitted.\n \n Current size.\n \n \n \n \n Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property.\n \n The particle system from which this particle was emitted.\n \n Current size.\n \n \n \n \n Pauses the system so no new particles are emitted and the existing particles are not updated.\n \n Pause all child particle systems as well.\n \n \n \n Starts the particle system.\n \n Play all child particle systems as well.\n \n \n \n Script interface for the Rotation By Speed module.\n \n \n \n \n Enable/disable the Rotation By Speed module.\n \n \n \n \n Apply the rotation curve between these minimum and maximum speeds.\n \n \n \n \n Set the rotation by speed on each axis separately.\n \n \n \n \n Rotation by speed curve for the X axis.\n \n \n \n \n Speed multiplier along the X axis.\n \n \n \n \n Rotation by speed curve for the Y axis.\n \n \n \n \n Speed multiplier along the Y axis.\n \n \n \n \n Rotation by speed curve for the Z axis.\n \n \n \n \n Speed multiplier along the Z axis.\n \n \n \n \n Script interface for the Rotation Over Lifetime module.\n \n \n \n \n Enable/disable the Rotation Over Lifetime module.\n \n \n \n \n Set the rotation over lifetime on each axis separately.\n \n \n \n \n Rotation over lifetime curve for the X axis.\n \n \n \n \n Rotation multiplier around the X axis.\n \n \n \n \n Rotation over lifetime curve for the Y axis.\n \n \n \n \n Rotation multiplier around the Y axis.\n \n \n \n \n Rotation over lifetime curve for the Z axis.\n \n \n \n \n Rotation multiplier around the Z axis.\n \n \n \n \n Set a stream of custom per-particle data.\n \n The array of per-particle data.\n Which stream to assign the data to.\n \n \n \n Set the particles of this particle system. size is the number of particles that is set.\n \n \n \n \n \n \n Script interface for the Shape module.\n \n \n \n \n Align particles based on their initial direction of travel.\n \n \n \n \n Angle of the cone.\n \n \n \n \n Circle arc angle.\n \n \n \n \n The mode used for generating particles around the arc.\n \n \n \n \n When using one of the animated modes, how quickly to move the emission position around the arc.\n \n \n \n \n A multiplier of the arc speed of the emission shape.\n \n \n \n \n Control the gap between emission points around the arc.\n \n \n \n \n Scale of the box.\n \n \n \n \n Thickness of the box.\n \n \n \n \n The radius of the Donut shape.\n \n \n \n \n Enable/disable the Shape module.\n \n \n \n \n Length of the cone.\n \n \n \n \n Mesh to emit particles from.\n \n \n \n \n Emit particles from a single material of a mesh.\n \n \n \n \n MeshRenderer to emit particles from.\n \n \n \n \n Apply a scaling factor to the mesh used for generating source positions.\n \n \n \n \n Where on the mesh to emit particles from.\n \n \n \n \n Move particles away from the surface of the source mesh.\n \n \n \n \n Apply an offset to the position from which particles are emitted.\n \n \n \n \n Radius of the shape.\n \n \n \n \n The mode used for generating particles along the radius.\n \n \n \n \n When using one of the animated modes, how quickly to move the emission position along the radius.\n \n \n \n \n A multiplier of the radius speed of the emission shape.\n \n \n \n \n Control the gap between emission points along the radius.\n \n \n \n \n Thickness of the radius.\n \n \n \n \n Randomizes the starting direction of particles.\n \n \n \n \n Randomizes the starting direction of particles.\n \n \n \n \n Randomizes the starting position of particles.\n \n \n \n \n Apply a rotation to the shape from which particles are emitted.\n \n \n \n \n Apply scale to the shape from which particles are emitted.\n \n \n \n \n Type of shape to emit particles from.\n \n \n \n \n SkinnedMeshRenderer to emit particles from.\n \n \n \n \n Spherizes the starting direction of particles.\n \n \n \n \n Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist.\n \n \n \n \n Emit from a single material, or the whole mesh.\n \n \n \n \n Fastforwards the particle system by simulating particles over given period of time, then pauses it.\n \n Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.\n Fastforward all child particle systems as well.\n Restart and start from the beginning.\n Only update the system at fixed intervals, based on the value in \"Fixed Time\" in the Time options.\n \n \n \n Script interface for the Size By Speed module.\n \n \n \n \n Enable/disable the Size By Speed module.\n \n \n \n \n Apply the size curve between these minimum and maximum speeds.\n \n \n \n \n Set the size by speed on each axis separately.\n \n \n \n \n Curve to control particle size based on speed.\n \n \n \n \n Size multiplier.\n \n \n \n \n Size by speed curve for the X axis.\n \n \n \n \n X axis size multiplier.\n \n \n \n \n Size by speed curve for the Y axis.\n \n \n \n \n Y axis size multiplier.\n \n \n \n \n Size by speed curve for the Z axis.\n \n \n \n \n Z axis size multiplier.\n \n \n \n \n Script interface for the Size Over Lifetime module.\n \n \n \n \n Enable/disable the Size Over Lifetime module.\n \n \n \n \n Set the size over lifetime on each axis separately.\n \n \n \n \n Curve to control particle size based on lifetime.\n \n \n \n \n Size multiplier.\n \n \n \n \n Size over lifetime curve for the X axis.\n \n \n \n \n X axis size multiplier.\n \n \n \n \n Size over lifetime curve for the Y axis.\n \n \n \n \n Y axis size multiplier.\n \n \n \n \n Size over lifetime curve for the Z axis.\n \n \n \n \n Z axis size multiplier.\n \n \n \n \n Stops playing the particle system using the supplied stop behaviour.\n \n Stop all child particle systems as well.\n Stop emitting or stop emitting and clear the system.\n \n \n \n Stops playing the particle system using the supplied stop behaviour.\n \n Stop all child particle systems as well.\n Stop emitting or stop emitting and clear the system.\n \n \n \n Script interface for the Sub Emitters module.\n \n \n \n \n Sub particle system which spawns at the locations of the birth of the particles from the parent system.\n \n \n \n \n Sub particle system which spawns at the locations of the birth of the particles from the parent system.\n \n \n \n \n Sub particle system which spawns at the locations of the collision of the particles from the parent system.\n \n \n \n \n Sub particle system which spawns at the locations of the collision of the particles from the parent system.\n \n \n \n \n Sub particle system which spawns at the locations of the death of the particles from the parent system.\n \n \n \n \n Sub particle system to spawn on death of the parent system's particles.\n \n \n \n \n Enable/disable the Sub Emitters module.\n \n \n \n \n The total number of sub-emitters.\n \n \n \n \n Add a new sub-emitter.\n \n The sub-emitter to be added.\n The event that creates new particles.\n The properties of the new particles.\n \n \n \n Get the properties of the sub-emitter at the given index.\n \n The index of the desired sub-emitter.\n \n The properties of the requested sub-emitter.\n \n \n \n \n Get the sub-emitter Particle System at the given index.\n \n The index of the desired sub-emitter.\n \n The sub-emitter being requested.\n \n \n \n \n Get the type of the sub-emitter at the given index.\n \n The index of the desired sub-emitter.\n \n The type of the requested sub-emitter.\n \n \n \n \n Remove a sub-emitter from the given index in the array.\n \n The index from which to remove a sub-emitter.\n \n \n \n Set the properties of the sub-emitter at the given index.\n \n The index of the sub-emitter being modified.\n The new properties to assign to this sub-emitter.\n \n \n \n Set the Particle System to use as the sub-emitter at the given index.\n \n The index of the sub-emitter being modified.\n The Particle System being used as this sub-emitter.\n \n \n \n Set the type of the sub-emitter at the given index.\n \n The index of the sub-emitter being modified.\n The new spawning type to assign to this sub-emitter.\n \n \n \n Script interface for the Texture Sheet Animation module.\n \n \n \n \n Specifies the animation type.\n \n \n \n \n Specifies how many times the animation will loop during the lifetime of the particle.\n \n \n \n \n Enable/disable the Texture Sheet Animation module.\n \n \n \n \n Flip the U coordinate on particles, causing them to appear mirrored horizontally.\n \n \n \n \n Flip the V coordinate on particles, causing them to appear mirrored vertically.\n \n \n \n \n Curve to control which frame of the texture sheet animation to play.\n \n \n \n \n Frame over time mutiplier.\n \n \n \n \n Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects.\n \n \n \n \n Defines the tiling of the texture in the X axis.\n \n \n \n \n Defines the tiling of the texture in the Y axis.\n \n \n \n \n Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false.\n \n \n \n \n The total number of sprites.\n \n \n \n \n Define a random starting frame for the texture sheet animation.\n \n \n \n \n Starting frame multiplier.\n \n \n \n \n Use a random row of the texture sheet for each particle emitted.\n \n \n \n \n Choose which UV channels will receive texture animation.\n \n \n \n \n Add a new Sprite.\n \n The Sprite to be added.\n \n \n \n Get the Sprite at the given index.\n \n The index of the desired Sprite.\n \n The Sprite being requested.\n \n \n \n \n Remove a Sprite from the given index in the array.\n \n The index from which to remove a Sprite.\n \n \n \n Set the Sprite at the given index.\n \n The index of the Sprite being modified.\n The Sprite being assigned.\n \n \n \n Access the particle system trails module.\n \n \n \n \n The gradient controlling the trail colors during the lifetime of the attached particle.\n \n \n \n \n The gradient controlling the trail colors over the length of the trail.\n \n \n \n \n If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.\n \n \n \n \n Enable/disable the Trail module.\n \n \n \n \n Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.\n \n \n \n \n Toggle whether the trail will inherit the particle color as its starting color.\n \n \n \n \n The curve describing the trail lifetime, throughout the lifetime of the particle.\n \n \n \n \n Change the lifetime multiplier.\n \n \n \n \n Set the minimum distance each trail can travel before a new vertex is added to it.\n \n \n \n \n Choose what proportion of particles will receive a trail.\n \n \n \n \n Set whether the particle size will act as a multiplier on top of the trail lifetime.\n \n \n \n \n Set whether the particle size will act as a multiplier on top of the trail width.\n \n \n \n \n Choose whether the U coordinate of the trail texture is tiled or stretched.\n \n \n \n \n The curve describing the width, of each trail point.\n \n \n \n \n Change the width multiplier.\n \n \n \n \n Drop new trail points in world space, regardless of Particle System Simulation Space.\n \n \n \n \n Script interface for the Trigger module.\n \n \n \n \n Enable/disable the Trigger module.\n \n \n \n \n Choose what action to perform when particles enter the trigger volume.\n \n \n \n \n Choose what action to perform when particles leave the trigger volume.\n \n \n \n \n Choose what action to perform when particles are inside the trigger volume.\n \n \n \n \n The maximum number of collision shapes that can be attached to this particle system trigger.\n \n \n \n \n Choose what action to perform when particles are outside the trigger volume.\n \n \n \n \n A multiplier applied to the size of each particle before overlaps are processed.\n \n \n \n \n Get a collision shape associated with this particle system trigger.\n \n Which collider to return.\n \n The collider at the given index.\n \n \n \n \n Set a collision shape associated with this particle system trigger.\n \n Which collider to set.\n The collider to associate with this trigger.\n \n \n \n Script interface for the Velocity Over Lifetime module.\n \n \n \n \n Enable/disable the Velocity Over Lifetime module.\n \n \n \n \n Specifies if the velocities are in local space (rotated with the transform) or world space.\n \n \n \n \n Curve to control particle speed based on lifetime, on the X axis.\n \n \n \n \n X axis speed multiplier.\n \n \n \n \n Curve to control particle speed based on lifetime, on the Y axis.\n \n \n \n \n Y axis speed multiplier.\n \n \n \n \n Curve to control particle speed based on lifetime, on the Z axis.\n \n \n \n \n Z axis speed multiplier.\n \n \n \n \n The animation mode.\n \n \n \n \n Use a regular grid to construct a sequence of animation frames.\n \n \n \n \n Use a list of sprites to construct a sequence of animation frames.\n \n \n \n \n The animation type.\n \n \n \n \n Animate a single row in the sheet from left to right.\n \n \n \n \n Animate over the whole texture sheet from left to right, top to bottom.\n \n \n \n \n Whether to use 2D or 3D colliders for particle collisions.\n \n \n \n \n Use 2D colliders to collide particles against.\n \n \n \n \n Use 3D colliders to collide particles against.\n \n \n \n \n Quality of world collisions. Medium and low quality are approximate and may leak particles.\n \n \n \n \n The most accurate world collisions.\n \n \n \n \n Fastest and most approximate world collisions.\n \n \n \n \n Approximate world collisions.\n \n \n \n \n The type of collisions to use for a given particle system.\n \n \n \n \n Collide with a list of planes.\n \n \n \n \n Collide with the world geometry.\n \n \n \n \n The particle curve mode (Shuriken).\n \n \n \n \n Use a single constant for the ParticleSystem.MinMaxCurve.\n \n \n \n \n Use a single curve for the ParticleSystem.MinMaxCurve.\n \n \n \n \n Use a random value between 2 constants for the ParticleSystem.MinMaxCurve.\n \n \n \n \n Use a random value between 2 curves for the ParticleSystem.MinMaxCurve.\n \n \n \n \n Which stream of custom particle data to set.\n \n \n \n \n The first stream of custom per-particle data.\n \n \n \n \n The second stream of custom per-particle data.\n \n \n \n \n Which mode the Custom Data module uses to generate its data.\n \n \n \n \n Generate data using ParticleSystem.MinMaxGradient.\n \n \n \n \n Don't generate any data.\n \n \n \n \n Generate data using ParticleSystem.MinMaxCurve.\n \n \n \n \n The mode in which particles are emitted.\n \n \n \n \n Emit when emitter moves.\n \n \n \n \n Emit over time.\n \n \n \n \n Control how a Particle System calcualtes its velocity.\n \n \n \n \n Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the Game Object.\n \n \n \n \n Calculate the Particle System velocity by using the Transform component.\n \n \n \n \n The particle gradient mode (Shuriken).\n \n \n \n \n Use a single color for the ParticleSystem.MinMaxGradient.\n \n \n \n \n Use a single color gradient for the ParticleSystem.MinMaxGradient.\n \n \n \n \n Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random.\n \n \n \n \n Use a random value between 2 colors for the ParticleSystem.MinMaxGradient.\n \n \n \n \n Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient.\n \n \n \n \n How to apply emitter velocity to particles.\n \n \n \n \n Each particle's velocity is set to the emitter's current velocity value, every frame.\n \n \n \n \n Each particle inherits the emitter's velocity on the frame when it was initially emitted.\n \n \n \n \n The mesh emission type.\n \n \n \n \n Emit from the edges of the mesh.\n \n \n \n \n Emit from the surface of the mesh.\n \n \n \n \n Emit from the vertices of the mesh.\n \n \n \n \n The quality of the generated noise.\n \n \n \n \n High quality 3D noise.\n \n \n \n \n Low quality 1D noise.\n \n \n \n \n Medium quality 2D noise.\n \n \n \n \n What action to perform when the particle trigger module passes a test.\n \n \n \n \n Send the OnParticleTrigger command to the particle system's script.\n \n \n \n \n Do nothing.\n \n \n \n \n Kill all particles that pass this test.\n \n \n \n \n Renders particles on to the screen (Shuriken).\n \n \n \n \n The number of currently active custom vertex streams.\n \n \n \n \n Control the direction that particles face.\n \n \n \n \n How much are the particles stretched depending on the Camera's speed.\n \n \n \n \n How much are the particles stretched in their direction of motion.\n \n \n \n \n Specifies how the Particle System Renderer interacts with SpriteMask.\n \n \n \n \n Clamp the maximum particle size.\n \n \n \n \n Mesh used as particle instead of billboarded texture.\n \n \n \n \n The number of meshes being used for particle rendering.\n \n \n \n \n Clamp the minimum particle size.\n \n \n \n \n How much are billboard particle normals oriented towards the camera.\n \n \n \n \n Modify the pivot point used for rotating particles.\n \n \n \n \n How particles are drawn.\n \n \n \n \n Biases particle system sorting amongst other transparencies.\n \n \n \n \n Sort particles within a system.\n \n \n \n \n Set the material used by the Trail module for attaching trails to particles.\n \n \n \n \n How much are the particles stretched depending on \"how fast they move\".\n \n \n \n \n Query whether the particle system renderer uses a particular set of vertex streams.\n \n Streams to query.\n \n Whether all the queried streams are enabled or not.\n \n \n \n \n Disable a set of vertex shader streams on the particle system renderer.\nThe position stream is always enabled, and any attempts to remove it will be ignored.\n \n Streams to disable.\n \n \n \n Enable a set of vertex shader streams on the particle system renderer.\n \n Streams to enable.\n \n \n \n Query which vertex shader streams are enabled on the ParticleSystemRenderer.\n \n The array of streams to be populated.\n \n \n \n Query whether the particle system renderer uses a particular set of vertex streams.\n \n Streams to query.\n \n Returns the subset of the queried streams that are actually enabled.\n \n \n \n \n Get the array of meshes to be used as particles.\n \n This array will be populated with the list of meshes being used for particle rendering.\n \n The number of meshes actually written to the destination array.\n \n \n \n \n Enable a set of vertex shader streams on the ParticleSystemRenderer.\n \n The new array of enabled vertex streams.\n \n \n \n Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.\n \n Array of meshes to be used.\n Number of elements from the mesh array to be applied.\n \n \n \n Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.\n \n Array of meshes to be used.\n Number of elements from the mesh array to be applied.\n \n \n \n The rendering mode for particle systems (Shuriken).\n \n \n \n \n Render particles as billboards facing the active camera. (Default)\n \n \n \n \n Render particles as billboards always facing up along the y-Axis.\n \n \n \n \n Render particles as meshes.\n \n \n \n \n Do not render particles.\n \n \n \n \n Stretch particles in the direction of motion.\n \n \n \n \n Render particles as billboards always facing the player, but not pitching along the x-Axis.\n \n \n \n \n How particles are aligned when rendered.\n \n \n \n \n Particles face the eye position.\n \n \n \n \n Particles align with their local transform.\n \n \n \n \n Particles are aligned to their direction of travel.\n \n \n \n \n Particles face the camera plane.\n \n \n \n \n Particles align with the world.\n \n \n \n \n Control how particle systems apply transform scale.\n \n \n \n \n Scale the particle system using the entire transform hierarchy.\n \n \n \n \n Scale the particle system using only its own transform scale. (Ignores parent scale).\n \n \n \n \n Only apply transform scale to the shape component, which controls where\n particles are spawned, but does not affect their size or movement.\n \n \n \n \n \n The mode used to generate new points in a shape (Shuriken).\n \n \n \n \n Distribute new particles around the shape evenly.\n \n \n \n \n Animate the emission point around the shape.\n \n \n \n \n Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions.\n \n \n \n \n Generate points randomly. (Default)\n \n \n \n \n The emission shape (Shuriken).\n \n \n \n \n Emit from the volume of a box.\n \n \n \n \n Emit from the edges of a box.\n \n \n \n \n Emit from the surface of a box.\n \n \n \n \n Emit from a circle.\n \n \n \n \n Emit from the edge of a circle.\n \n \n \n \n Emit from the base of a cone.\n \n \n \n \n Emit from the base surface of a cone.\n \n \n \n \n Emit from a cone.\n \n \n \n \n Emit from the surface of a cone.\n \n \n \n \n Emit from a Donut.\n \n \n \n \n Emit from a half-sphere.\n \n \n \n \n Emit from the surface of a half-sphere.\n \n \n \n \n Emit from a mesh.\n \n \n \n \n Emit from a mesh renderer.\n \n \n \n \n Emit from an edge.\n \n \n \n \n Emit from a skinned mesh renderer.\n \n \n \n \n Emit from a sphere.\n \n \n \n \n Emit from the surface of a sphere.\n \n \n \n \n The space to simulate particles in.\n \n \n \n \n Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace.\n \n \n \n \n Simulate particles in local space.\n \n \n \n \n Simulate particles in world space.\n \n \n \n \n The sorting mode for particle systems.\n \n \n \n \n Sort based on distance.\n \n \n \n \n No sorting.\n \n \n \n \n Sort the oldest particles to the front.\n \n \n \n \n Sort the youngest particles to the front.\n \n \n \n \n The behavior to apply when calling ParticleSystem.Stop|Stop.\n \n \n \n \n Stops particle system emitting any further particles. All existing particles will remain until they expire.\n \n \n \n \n Stops particle system emitting and removes all existing emitted particles.\n \n \n \n \n The properties of sub-emitter particles.\n \n \n \n \n When spawning new particles, multiply the start color by the color of the parent particles.\n \n \n \n \n When spawning new particles, inherit all available properties from the parent particles.\n \n \n \n \n When spawning new particles, do not inherit any properties from the parent particles.\n \n \n \n \n When spawning new particles, add the start rotation to the rotation of the parent particles.\n \n \n \n \n When spawning new particles, multiply the start size by the size of the parent particles.\n \n \n \n \n The events that cause new particles to be spawned.\n \n \n \n \n Spawn new particles when particles from the parent system are born.\n \n \n \n \n Spawn new particles when particles from the parent system collide with something.\n \n \n \n \n Spawn new particles when particles from the parent system die.\n \n \n \n \n Choose how textures are applied to Particle Trails.\n \n \n \n \n Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced.\n \n \n \n \n Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.\n \n \n \n \n Map the texture once along the entire length of the trail.\n \n \n \n \n Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale.\n \n \n \n \n The different types of particle triggers.\n \n \n \n \n Trigger when particles enter the collision volume.\n \n \n \n \n Trigger when particles leave the collision volume.\n \n \n \n \n Trigger when particles are inside the collision volume.\n \n \n \n \n Trigger when particles are outside the collision volume.\n \n \n \n \n All possible particle system vertex shader inputs.\n \n \n \n \n The normalized age of each particle, from 0 to 1.\n \n \n \n \n The amount to blend between animated texture frames, from 0 to 1.\n \n \n \n \n The current animation frame index of each particle.\n \n \n \n \n The center position of the entire particle, in world space.\n \n \n \n \n The color of each particle.\n \n \n \n \n One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.\n \n \n \n \n The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime).\n \n \n \n \n The X axis noise on the current frame.\n \n \n \n \n The X and Y axis noise on the current frame.\n \n \n \n \n The 3D noise on the current frame.\n \n \n \n \n The accumulated X axis noise, over the lifetime of the particle.\n \n \n \n \n The accumulated X and Y axis noise, over the lifetime of the particle.\n \n \n \n \n The accumulated 3D noise, over the lifetime of the particle.\n \n \n \n \n The vertex normal of each particle.\n \n \n \n \n The position of each particle vertex, in world space.\n \n \n \n \n The Z axis rotation of each particle.\n \n \n \n \n The 3D rotation of each particle.\n \n \n \n \n The Z axis rotational speed of each particle.\n \n \n \n \n The 3D rotational speed of each particle.\n \n \n \n \n The X axis size of each particle.\n \n \n \n \n The X and Y axis sizes of each particle.\n \n \n \n \n The 3D size of each particle.\n \n \n \n \n The speed of each particle, calculated by taking the magnitude of the velocity.\n \n \n \n \n A random number for each particle, which remains constant during their lifetime.\n \n \n \n \n Two random numbers for each particle, which remain constant during their lifetime.\n \n \n \n \n Three random numbers for each particle, which remain constant during their lifetime.\n \n \n \n \n Four random numbers for each particle, which remain constant during their lifetime.\n \n \n \n \n The tangent vector for each particle (for normal mapping).\n \n \n \n \n The first UV stream of each particle.\n \n \n \n \n The second UV stream of each particle.\n \n \n \n \n The third UV stream of each particle (only for meshes).\n \n \n \n \n The fourth UV stream of each particle (only for meshes).\n \n \n \n \n A random number for each particle, which changes during their lifetime.\n \n \n \n \n Two random numbers for each particle, which change during their lifetime.\n \n \n \n \n Three random numbers for each particle, which change during their lifetime.\n \n \n \n \n Four random numbers for each particle, which change during their lifetime.\n \n \n \n \n The velocity of each particle, in world space.\n \n \n \n \n The vertex ID of each particle.\n \n \n \n \n All possible particle system vertex shader inputs.\n \n \n \n \n A mask with all vertex streams enabled.\n \n \n \n \n The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component.\n \n \n \n \n The color of each particle.\n \n \n \n \n The first stream of custom data, supplied from script.\n \n \n \n \n The second stream of custom data, supplied from script.\n \n \n \n \n Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component.\nTo get the current particle age, simply multiply X by Y.\n \n \n \n \n A mask with no vertex streams enabled.\n \n \n \n \n The normal of each particle.\n \n \n \n \n The world space position of each particle.\n \n \n \n \n 4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle.\n \n \n \n \n The rotation of each particle.\n \n \n \n \n The size of each particle.\n \n \n \n \n Tangent vectors for normal mapping.\n \n \n \n \n The texture coordinates of each particle.\n \n \n \n \n With the Texture Sheet Animation module enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames.\n \n \n \n \n The 3D velocity of each particle.\n \n \n \n \n Physics material describes how to handle colliding objects (friction, bounciness).\n \n \n \n \n Determines how the bounciness is combined.\n \n \n \n \n How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.\n \n \n \n \n The friction used when already moving. This value has to be between 0 and 1.\n \n \n \n \n If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.\n \n \n \n \n Determines how the friction is combined.\n \n \n \n \n The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.\n \n \n \n \n The friction coefficient used when an object is lying on a surface.\n \n \n \n \n If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.\n \n \n \n \n Creates a new material.\n \n \n \n \n Creates a new material named name.\n \n \n \n \n \n Describes how physic materials of colliding objects are combined.\n \n \n \n \n Averages the friction/bounce of the two colliding materials.\n \n \n \n \n Uses the larger friction/bounce of the two colliding materials.\n \n \n \n \n Uses the smaller friction/bounce of the two colliding materials.\n \n \n \n \n Multiplies the friction/bounce of the two colliding materials.\n \n \n \n \n Global physics properties and helper methods.\n \n \n \n \n Sets whether the physics should be simulated automatically or not.\n \n \n \n \n Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.\n \n \n \n \n The default contact offset of the newly created colliders.\n \n \n \n \n The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.\n \n \n \n \n The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.\n \n \n \n \n The gravity applied to all rigid bodies in the scene.\n \n \n \n \n The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.\n \n \n \n \n The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.\n \n \n \n \n Whether physics queries should hit back-face triangles.\n \n \n \n \n Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.\n \n \n \n \n The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.\n \n \n \n \n The mass-normalized energy threshold, below which objects start going to sleep.\n \n \n \n \n The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.\n \n \n \n \n Layer mask constant to select all layers.\n \n \n \n \n Casts the box along a ray and returns detailed information on what was hit.\n \n Center of the box.\n Half the size of the box in each dimension.\n The direction in which to cast the box.\n Rotation of the box.\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n True, if any intersections were found.\n \n \n \n \n Casts the box along a ray and returns detailed information on what was hit.\n \n Center of the box.\n Half the size of the box in each dimension.\n The direction in which to cast the box.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n Rotation of the box.\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n True, if any intersections were found.\n \n \n \n \n Like Physics.BoxCast, but returns all hits.\n \n Center of the box.\n Half the size of the box in each dimension.\n The direction in which to cast the box.\n Rotation of the box.\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n All colliders that were hit.\n \n \n \n \n Cast the box along the direction, and store hits in the provided buffer.\n \n Center of the box.\n Half the size of the box in each dimension.\n The direction in which to cast the box.\n The buffer to store the results in.\n Rotation of the box.\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored to the results buffer.\n \n \n \n \n Casts a capsule against all colliders in the scene and returns detailed information on what was hit.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n The direction into which to sweep the capsule.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n True when the capsule sweep intersects any collider, otherwise false.\n \n \n \n \n \n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n The direction into which to sweep the capsule.\n The max length of the sweep.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n \n \n Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n The direction into which to sweep the capsule.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n An array of all colliders hit in the sweep.\n \n \n \n \n Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n The direction into which to sweep the capsule.\n The buffer to store the hits into.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored into the buffer.\n \n \n \n \n Check whether the given box overlaps with other colliders or not.\n \n Center of the box.\n Half the size of the box in each dimension.\n Rotation of the box.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n True, if the box overlaps with any colliders.\n \n \n \n \n Checks if any colliders overlap a capsule-shaped volume in world space.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n \n \n Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.\n \n Center of the sphere.\n Radius of the sphere.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n \n \n Returns a point on the given collider that is closest to the specified location.\n \n Location you want to find the closest point to.\n The collider that you find the closest point on.\n The position of the collider.\n The rotation of the collider.\n \n The point on the collider that is closest to the specified location.\n \n \n \n \n Compute the minimal translation required to separate the given colliders apart at specified poses.\n \n The first collider.\n Position of the first collider.\n Rotation of the first collider.\n The second collider.\n Position of the second collider.\n Rotation of the second collider.\n Direction along which the translation required to separate the colliders apart is minimal.\n The distance along direction that is required to separate the colliders apart.\n \n True, if the colliders overlap at the given poses.\n \n \n \n \n Layer mask constant to select default raycast layers.\n \n \n \n \n Are collisions between layer1 and layer2 being ignored?\n \n \n \n \n \n \n Makes the collision detection system ignore all collisions between collider1 and collider2.\n \n \n \n \n \n \n \n Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.\n\nNote that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this.\n \n \n \n \n \n \n \n Layer mask constant to select ignore raycast layer.\n \n \n \n \n Returns true if there is any collider intersecting the line between start and end.\n \n Start point.\n End point.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n \n \n Returns true if there is any collider intersecting the line between start and end.\n \n Start point.\n End point.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n \n \n \n Find all colliders touching or inside of the given box.\n \n Center of the box.\n Half of the size of the box in each dimension.\n Rotation of the box.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n Colliders that overlap with the given box.\n \n \n \n \n Find all colliders touching or inside of the given box, and store them into the buffer.\n \n Center of the box.\n Half of the size of the box in each dimension.\n The buffer to store the results in.\n Rotation of the box.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n The amount of colliders stored in results.\n \n \n \n \n Check the given capsule against the physics world and return all overlapping colliders.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n Colliders touching or inside the capsule.\n \n \n \n \n Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.\n \n The center of the sphere at the start of the capsule.\n The center of the sphere at the end of the capsule.\n The radius of the capsule.\n The buffer to store the results into.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n The amount of entries written to the buffer.\n \n \n \n \n Returns an array with all colliders touching or inside the sphere.\n \n Center of the sphere.\n Radius of the sphere.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n \n \n Computes and stores colliders touching or inside the sphere into the provided buffer.\n \n Center of the sphere.\n Radius of the sphere.\n The buffer to store the results into.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n The amount of colliders stored into the results buffer.\n \n \n \n \n Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.\n \n The starting point of the ray in world coordinates.\n The direction of the ray.\n The max distance the ray should check for collisions.\n A that is used to selectively ignore Colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n True if the ray intersects with a Collider, otherwise false.\n \n \n \n \n Casts a ray against all colliders in the scene and returns detailed information on what was hit.\n \n The starting point of the ray in world coordinates.\n The direction of the ray.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n The max distance the ray should check for collisions.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n True when the ray intersects any collider, otherwise false.\n \n \n \n \n Same as above using ray.origin and ray.direction instead of origin and direction.\n \n The starting point and direction of the ray.\n The max distance the ray should check for collisions.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n True when the ray intersects any collider, otherwise false.\n \n \n \n \n Same as above using ray.origin and ray.direction instead of origin and direction.\n \n The starting point and direction of the ray.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n The max distance the ray should check for collisions.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n True when the ray intersects any collider, otherwise false.\n \n \n \n \n Casts a ray through the scene and returns all hits. Note that order is not guaranteed.\n \n The starting point and direction of the ray.\n The max distance the rayhit is allowed to be from the start of the ray.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n \n \n See Also: Raycast.\n \n The starting point of the ray in world coordinates.\n The direction of the ray.\n The max distance the rayhit is allowed to be from the start of the ray.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n \n \n Cast a ray through the scene and store the hits into the buffer.\n \n The starting point and direction of the ray.\n The buffer to store the hits into.\n The max distance the rayhit is allowed to be from the start of the ray.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored into the results buffer.\n \n \n \n \n Cast a ray through the scene and store the hits into the buffer.\n \n The starting point and direction of the ray.\n The buffer to store the hits into.\n The direction of the ray.\n The max distance the rayhit is allowed to be from the start of the ray.\n A that is used to selectively ignore colliders when casting a ray.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored into the results buffer.\n \n \n \n \n Simulate physics in the scene.\n \n The time to advance physics by.\n \n \n \n Casts a sphere along a ray and returns detailed information on what was hit.\n \n The center of the sphere at the start of the sweep.\n The radius of the sphere.\n The direction into which to sweep the sphere.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n True when the sphere sweep intersects any collider, otherwise false.\n \n \n \n \n Casts a sphere along a ray and returns detailed information on what was hit.\n \n The starting point and direction of the ray into which the sphere sweep is cast.\n The radius of the sphere.\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n True when the sphere sweep intersects any collider, otherwise false.\n \n \n \n \n \n \n The starting point and direction of the ray into which the sphere sweep is cast.\n The radius of the sphere.\n If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).\n The max length of the cast.\n A that is used to selectively ignore colliders when casting a capsule.\n Specifies whether this query should hit Triggers.\n \n \n \n Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.\n \n The center of the sphere at the start of the sweep.\n The radius of the sphere.\n The direction in which to sweep the sphere.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a sphere.\n Specifies whether this query should hit Triggers.\n \n An array of all colliders hit in the sweep.\n \n \n \n \n Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.\n \n The starting point and direction of the ray into which the sphere sweep is cast.\n The radius of the sphere.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a sphere.\n Specifies whether this query should hit Triggers.\n \n \n \n Cast sphere along the direction and store the results into buffer.\n \n The center of the sphere at the start of the sweep.\n The radius of the sphere.\n The direction in which to sweep the sphere.\n The buffer to save the hits into.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a sphere.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored into the results buffer.\n \n \n \n \n Cast sphere along the direction and store the results into buffer.\n \n The starting point and direction of the ray into which the sphere sweep is cast.\n The radius of the sphere.\n The buffer to save the results to.\n The max length of the sweep.\n A that is used to selectively ignore colliders when casting a sphere.\n Specifies whether this query should hit Triggers.\n \n The amount of hits stored into the results buffer.\n \n \n \n \n Global settings and helpers for 2D physics.\n \n \n \n \n Should the collider gizmos always be shown even when they are not selected?\n \n \n \n \n A rigid-body cannot sleep if its angular velocity is above this tolerance.\n \n \n \n \n Sets whether the physics should be simulated automatically or not.\n \n \n \n \n The scale factor that controls how fast overlaps are resolved.\n \n \n \n \n The scale factor that controls how fast TOI overlaps are resolved.\n \n \n \n \n Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled.\n \n \n \n \n Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. \n \n \n \n \n Sets the color used by the gizmos to show all Collider axis-aligned bounding boxes (AABBs).\n \n \n \n \n The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep).\n \n \n \n \n The color used by the gizmos to show all awake colliders (collider is awake when the body is awake).\n \n \n \n \n The color used by the gizmos to show all collider contacts.\n \n \n \n \n The scale of the contact arrow used by the collider gizmos.\n \n \n \n \n The default contact offset of the newly created colliders.\n \n \n \n \n Ets the collision callbacks to stop or continue processing if any of the objects involved in the collision are deleted.\n \n \n \n \n Acceleration due to gravity.\n \n \n \n \n A rigid-body cannot sleep if its linear velocity is above this tolerance.\n \n \n \n \n The maximum angular position correction used when solving constraints. This helps to prevent overshoot.\n \n \n \n \n The maximum linear position correction used when solving constraints. This helps to prevent overshoot.\n \n \n \n \n The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems.\n \n \n \n \n The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems.\n \n \n \n \n This property is obsolete. You should use defaultContactOffset instead.\n \n \n \n \n The number of iterations of the physics solver when considering objects' positions.\n \n \n \n \n Do raycasts detect Colliders configured as triggers?\n \n \n \n \n Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders.\n \n \n \n \n Sets the raycasts to either detect or not detect Triggers.\n \n \n \n \n Do ray/line casts that start inside a collider(s) detect those collider(s)?\n \n \n \n \n Should the collider gizmos show the AABBs for each collider?\n \n \n \n \n Should the collider gizmos show current contacts for each collider?\n \n \n \n \n Should the collider gizmos show the sleep-state for each collider?\n \n \n \n \n The time in seconds that a rigid-body must be still before it will go to sleep.\n \n \n \n \n The number of iterations of the physics solver when considering objects' velocities.\n \n \n \n \n Any collisions with a relative linear velocity below this threshold will be treated as inelastic.\n \n \n \n \n Layer mask constant that includes all layers.\n \n \n \n \n Casts a box against colliders in the scene, returning the first collider to contact with it.\n \n The point in 2D space where the box originates.\n The size of the box.\n The angle of the box (in degrees).\n Vector representing the direction of the box.\n Maximum distance over which to cast the box.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a box against the colliders in the Scene and returns all colliders that are in contact with it.\n \n The point in 2D space where the box originates.\n The size of the box.\n The angle of the box (in degrees).\n Vector representing the direction of the box.\n Maximum distance over which to cast the box.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a box against colliders in the scene, returning all colliders that contact with it.\n \n The point in 2D space where the box originates.\n The size of the box.\n The angle of the box (in degrees).\n Vector representing the direction of the box.\n Maximum distance over which to cast the box.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a box into the scene, returning colliders that contact with it into the provided results array.\n \n The point in 2D space where the box originates.\n The size of the box.\n The angle of the box (in degrees).\n Vector representing the direction of the box.\n Array to receive results.\n Maximum distance over which to cast the box.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a capsule against colliders in the scene, returning the first collider to contact with it.\n \n The point in 2D space where the capsule originates.\n The size of the capsule.\n The direction of the capsule.\n The angle of the capsule (in degrees).\n Vector representing the direction to cast the capsule.\n Maximum distance over which to cast the capsule.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The cast results returned.\n \n \n \n \n Casts a capsule against the colliders in the Scene and returns all colliders that are in contact with it.\n \n The point in 2D space where the capsule originates.\n The size of the capsule.\n The direction of the capsule.\n The angle of the capsule (in degrees).\n Vector representing the direction to cast the capsule.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n Maximum distance over which to cast the capsule.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a capsule against colliders in the scene, returning all colliders that contact with it.\n \n The point in 2D space where the capsule originates.\n The size of the capsule.\n The direction of the capsule.\n The angle of the capsule (in degrees).\n Vector representing the direction to cast the capsule.\n Maximum distance over which to cast the capsule.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The cast results returned.\n \n \n \n \n Casts a capsule into the scene, returning colliders that contact with it into the provided results array.\n \n The point in 2D space where the capsule originates.\n The size of the capsule.\n The direction of the capsule.\n The angle of the capsule (in degrees).\n Vector representing the direction to cast the capsule.\n Array to receive results.\n Maximum distance over which to cast the capsule.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a circle against colliders in the scene, returning the first collider to contact with it.\n \n The point in 2D space where the circle originates.\n The radius of the circle.\n Vector representing the direction of the circle.\n Maximum distance over which to cast the circle.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a circle against colliders in the Scene, returning all colliders that contact with it.\n \n The point in 2D space where the circle originates.\n The radius of the circle.\n Vector representing the direction of the circle.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n Maximum distance over which to cast the circle.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a circle against colliders in the scene, returning all colliders that contact with it.\n \n The point in 2D space where the circle originates.\n The radius of the circle.\n Vector representing the direction of the circle.\n Maximum distance over which to cast the circle.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a circle into the scene, returning colliders that contact with it into the provided results array.\n \n The point in 2D space where the circle originates.\n The radius of the circle.\n Vector representing the direction of the circle.\n Array to receive results.\n Maximum distance over which to cast the circle.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Layer mask constant that includes all layers participating in raycasts by default.\n \n \n \n \n Calculates the minimum distance between two colliders.\n \n A collider used to calculate the minimum distance against colliderB.\n A collider used to calculate the minimum distance against colliderA.\n \n The minimum distance between colliderA and colliderB.\n \n \n \n \n Retrieves all colliders in contact with the collider.\n \n The collider to retrieve contacts for.\n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Retrieves all contact points in contact with the collider.\n \n The collider to retrieve contacts for.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all contact points in contact with the collider, with the results filtered by the ContactFilter2D.\n \n The collider to retrieve contacts for.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with the collider, with the results filtered by the ContactFilter2D.\n \n The collider to retrieve contacts for.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody.\n \n The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.\n \n The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.\n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.\n \n The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.\n \n The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.\n \n The first collider to compare to collider2.\n The second collider to compare to collider1.\n \n Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.\n \n \n \n \n Checks whether collisions between the specified layers be ignored or not.\n \n ID of first layer.\n ID of second layer.\n \n Whether collisions between the specified layers be ignored or not.\n \n \n \n \n Get the collision layer mask that indicates which layer(s) the specified layer can collide with.\n \n The layer to retrieve the collision layer mask for.\n \n A mask where each bit indicates a layer and whether it can collide with layer or not.\n \n \n \n \n Cast a 3D ray against the colliders in the scene returning the first collider along the ray.\n \n The 3D ray defining origin and direction to test.\n Maximum distance over which to cast the ray.\n Filter to detect colliders only on certain layers.\n \n The cast results returned.\n \n \n \n \n Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.\n \n The 3D ray defining origin and direction to test.\n Maximum distance over which to cast the ray.\n Filter to detect colliders only on certain layers.\n \n The cast results returned.\n \n \n \n \n Cast a 3D ray against the colliders in the scene returning the colliders along the ray.\n \n The 3D ray defining origin and direction to test.\n Maximum distance over which to cast the ray.\n Filter to detect colliders only on certain layers.\n Array to receive results.\n \n The number of results returned.\n \n \n \n \n Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/.\n \n The first collider to compare to collider2.\n The second collider to compare to collider1.\n Whether collisionstriggers between collider1 and collider2/ should be ignored or not.\n \n \n \n Choose whether to detect or ignore collisions between a specified pair of layers.\n \n ID of the first layer.\n ID of the second layer.\n Should collisions between these layers be ignored?\n \n \n \n Layer mask constant for the default layer that ignores raycasts.\n \n \n \n \n Checks whether the passed colliders are in contact or not.\n \n The collider to check if it is touching collider2.\n The collider to check if it is touching collider1.\n \n Whether collider1 is touching collider2 or not.\n \n \n \n \n Checks whether the passed colliders are in contact or not.\n \n The collider to check if it is touching any other collider filtered by the contactFilter.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether the collider is touching any other collider filtered by the contactFilter or not.\n \n \n \n \n Checks whether the passed colliders are in contact or not.\n \n The collider to check if it is touching collider2.\n The collider to check if it is touching collider1.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether collider1 is touching collider2 or not.\n \n \n \n \n Checks whether the collider is touching any colliders on the specified layerMask or not.\n \n The collider to check if it is touching colliders on the layerMask.\n Any colliders on any of these layers count as touching.\n \n Whether the collider is touching any colliders on the specified layerMask or not.\n \n \n \n \n Casts a line segment against colliders in the Scene.\n \n The start point of the line in world space.\n The end point of the line in world space.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a line segment against colliders in the Scene with results filtered by ContactFilter2D.\n \n The start point of the line in world space.\n The end point of the line in world space.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a line against colliders in the scene.\n \n The start point of the line in world space.\n The end point of the line in world space.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a line against colliders in the scene.\n \n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n The start point of the line in world space.\n The end point of the line in world space.\n Returned array of objects that intersect the line.\n Filter to detect Colliders only on certain layers.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Checks if a collider falls within a rectangular area.\n \n One corner of the rectangle.\n Diagonally opposite the point A corner of the rectangle.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The collider overlapping the area.\n \n \n \n \n Checks if a collider falls within a rectangular area.\n \n One corner of the rectangle.\n Diagonally opposite the point A corner of the rectangle.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that fall within a rectangular area.\n \n One corner of the rectangle.\n Diagonally opposite the point A corner of the rectangle.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Get a list of all colliders that fall within a specified area.\n \n One corner of the rectangle.\n Diagonally opposite the point A corner of the rectangle.\n Array to receive results.\n Filter to check objects only on specified layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Checks if a collider falls within a box area.\n \n Center of the box.\n Size of the box.\n Angle of the box.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The collider overlapping the box.\n \n \n \n \n Checks if a collider falls within a box area.\n \n Center of the box.\n Size of the box.\n Angle of the box.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that fall within a box area.\n \n Center of the box.\n Size of the box.\n Angle of the box.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The cast results returned.\n \n \n \n \n Get a list of all colliders that fall within a box area.\n \n Center of the box.\n Size of the box.\n Angle of the box.\n Array to receive results.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Checks if a collider falls within a capsule area.\n \n Center of the capsule.\n Size of the capsule.\n The direction of the capsule.\n Angle of the capsule.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The collider overlapping the capsule.\n \n \n \n \n Checks if a collider falls within a capsule area.\n \n Center of the capsule.\n Size of the capsule.\n The direction of the capsule.\n Angle of the capsule.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that fall within a capsule area.\n \n Center of the capsule.\n Size of the capsule.\n The direction of the capsule.\n Angle of the capsule.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n The cast results returned.\n \n \n \n \n Get a list of all colliders that fall within a capsule area.\n \n Center of the capsule.\n Size of the capsule.\n The direction of the capsule.\n Angle of the capsule.\n Array to receive results.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than this value.\n Only include objects with a Z coordinate (depth) less than this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Checks if a collider falls within a circular area.\n \n Centre of the circle.\n Radius of the circle.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The collider overlapping the circle.\n \n \n \n \n Checks if a collider is within a circular area.\n \n Centre of the circle.\n Radius of the circle.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that fall within a circular area.\n \n Center of the circle.\n Radius of the circle.\n Filter to check objects only on specified layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results.\n \n \n \n \n Get a list of all colliders that fall within a circular area.\n \n Center of the circle.\n Radius of the circle.\n Array to receive results.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that overlap collider.\n \n The collider that defines the area used to query for other collider overlaps.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Checks if a collider overlaps a point in space.\n \n A point in world space.\n Filter to check objects only on specific layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The collider overlapping the point.\n \n \n \n \n Checks if a collider overlaps a point in world space.\n \n A point in world space.\n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Get a list of all colliders that overlap a point in space.\n \n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n A point in space.\n Filter to check objects only on specific layers.\n \n The cast results returned.\n \n \n \n \n Get a list of all colliders that overlap a point in space.\n \n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n A point in space.\n Array to receive results.\n Filter to check objects only on specific layers.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a ray against colliders in the scene.\n \n The point in 2D space where the ray originates.\n The vector representing the direction of the ray.\n Maximum distance over which to cast the ray.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a ray against colliders in the Scene.\n \n The point in 2D space where the ray originates.\n The vector representing the direction of the ray.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n Maximum distance over which to cast the ray.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Casts a ray against colliders in the scene, returning all colliders that contact with it.\n \n The point in 2D space where the ray originates.\n The vector representing the direction of the ray.\n Maximum distance over which to cast the ray.\n Filter to detect Colliders only on certain layers.\n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n \n The cast results returned.\n \n \n \n \n Casts a ray into the scene.\n \n Only include objects with a Z coordinate (depth) greater than or equal to this value.\n Only include objects with a Z coordinate (depth) less than or equal to this value.\n The point in 2D space where the ray originates.\n The vector representing the direction of the ray.\n Array to receive results.\n Maximum distance over which to cast the ray.\n Filter to check objects only on specific layers.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Set the collision layer mask that indicates which layer(s) the specified layer can collide with.\n \n The layer to set the collision layer mask for.\n A mask where each bit indicates a layer and whether it can collide with layer or not.\n \n \n \n Simulate physics in the scene.\n \n The time to advance physics by.\n \n Whether the simulation was run or not. Running the simulation during physics callbacks will always fail.\n \n \n \n \n Asset type that defines the surface properties of a Collider2D.\n \n \n \n \n The degree of elasticity during collisions.\n \n \n \n \n Coefficient of friction.\n \n \n \n \n A base type for 2D physics components that required a callback during FixedUpdate.\n \n \n \n \n Ping any given IP address (given in dot notation).\n \n \n \n \n The IP target of the ping.\n \n \n \n \n Has the ping function completed?\n \n \n \n \n This property contains the ping time result after isDone returns true.\n \n \n \n \n Perform a ping to the supplied target IP address.\n \n \n \n \n \n Representation of a plane in 3D space.\n \n \n \n \n Distance from the origin to the plane.\n \n \n \n \n Returns a copy of the plane that faces in the opposite direction.\n \n \n \n \n Normal vector of the plane.\n \n \n \n \n For a given point returns the closest point on the plane.\n \n The point to project onto the plane.\n \n A point on the plane that is closest to point.\n \n \n \n \n Creates a plane.\n \n \n \n \n \n \n Creates a plane.\n \n \n \n \n \n \n Creates a plane.\n \n \n \n \n \n \n \n Makes the plane face in the opposite direction.\n \n \n \n \n Returns a signed distance from plane to point.\n \n \n \n \n \n Is a point on the positive side of the plane?\n \n \n \n \n \n Intersects a ray with the plane.\n \n \n \n \n \n \n Are two points on the same side of the plane?\n \n \n \n \n \n \n Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane.\n \n First point in clockwise order.\n Second point in clockwise order.\n Third point in clockwise order.\n \n \n \n Sets a plane using a point that lies within it along with a normal to orient it.\n \n The plane's normal vector.\n A point that lies on the plane.\n \n \n \n Returns a copy of the given plane that is moved in space by the given translation.\n \n The plane to move in space.\n The offset in space to move the plane with.\n \n The translated plane.\n \n \n \n \n Moves the plane in space by the translation vector.\n \n The offset in space to move the plane with.\n \n \n \n Applies \"platform\" behaviour such as one-way collisions etc.\n \n \n \n \n Whether to use one-way collision behaviour or not.\n \n \n \n \n The rotational offset angle from the local 'up'.\n \n \n \n \n The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform \"top\".\n \n \n \n \n The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours.\n \n \n \n \n Whether bounce should be used on the platform sides or not.\n \n \n \n \n Whether friction should be used on the platform sides or not.\n \n \n \n \n The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.\n \n \n \n \n Should the one-way collision behaviour be used?\n \n \n \n \n Ensures that all contacts controlled by the one-way behaviour act the same.\n \n \n \n \n Should bounce be used on the platform sides?\n \n \n \n \n Should friction be used on the platform sides?\n \n \n \n \n Implements high-level utility methods to simplify use of the Playable API with Animations.\n \n \n \n \n Plays the Playable on the given Animator.\n \n Target Animator.\n The Playable that will be played.\n The Graph that owns the Playable.\n \n \n \n Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController.\n \n Target Animator.\n The RuntimeAnimatorController to create an AnimatorControllerPlayable for.\n The created PlayableGraph.\n \n A handle to the newly-created AnimatorControllerPlayable.\n \n \n \n \n Creates a PlayableGraph to be played on the given Animator. An AnimationClipPlayable is also created for the given AnimationClip.\n \n Target Animator.\n The AnimationClip to create an AnimationClipPlayable for.\n The created PlayableGraph.\n \n A handle to the newly-created AnimationClipPlayable.\n \n \n \n \n Creates a PlayableGraph to be played on the given Animator. An AnimationLayerMixerPlayable is also created.\n \n Target Animator.\n The input count for the AnimationLayerMixerPlayable. Defines the number of layers.\n The created PlayableGraph.\n \n A handle to the newly-created AnimationLayerMixerPlayable.\n \n \n \n \n Creates a PlayableGraph to be played on the given Animator. An AnimationMixerPlayable is also created.\n \n Target Animator.\n The input count for the AnimationMixerPlayable.\n The created PlayableGraph.\n \n A handle to the newly-created AnimationMixerPlayable.\n \n \n \n \n Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type.\n \n \n \n \n Describes that the information flowing in and out of the Playable is of type Animation.\n \n \n \n \n Describes that the information flowing in and out of the Playable is Audio.\n \n \n \n \n Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence.\n \n \n \n \n Defines what time source is used to update a Director graph.\n \n \n \n \n Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio.\n \n \n \n \n Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused.\n \n \n \n \n Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time.\n \n \n \n \n Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused.\n \n \n \n \n Wrap mode for Playables.\n \n \n \n \n Hold the last frame when the playable time reaches it's duration.\n \n \n \n \n Loop back to zero time and continue playing.\n \n \n \n \n Do not keep playing when the time reaches the duration.\n \n \n \n \n This structure contains the frame information a Playable receives in Playable.PrepareFrame.\n \n \n \n \n Time difference between this frame and the preceding frame.\n \n \n \n \n The accumulated speed of the Playable during the PlayableGraph traversal.\n \n \n \n \n The accumulated weight of the Playable during the PlayableGraph traversal.\n \n \n \n \n Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called.\n \n \n \n \n The current frame identifier.\n \n \n \n \n Indicates that the local time was explicitly set.\n \n \n \n \n Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold.\n \n \n \n \n Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop.\n \n \n \n \n The weight of the current Playable.\n \n \n \n \n Describes the cause for the evaluation of a PlayableGraph.\n \n \n \n \n Indicates the graph was updated due to a call to PlayableGraph.Evaluate.\n \n \n \n \n Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called.\n \n \n \n \n Interface implemented by all C# Playable implementations.\n \n \n \n \n Interface that permits a class to inject playables into a graph.\n \n \n \n \n Duration in seconds.\n \n \n \n \n A description of the PlayableOutputs generated by this asset.\n \n \n \n \n Implement this method to have your asset inject playables into the given graph.\n \n The graph to inject playables into.\n The game object which initiated the build.\n \n The playable injected into the graph, or the root playable if multiple playables are injected.\n \n \n \n \n Interface implemented by all C# Playable output implementations.\n \n \n \n \n Playables are customizable runtime objects that can be connected together in a tree contained in a PlayableGraph to create complex behaviours.\n \n \n \n \n Returns an invalid Playable.\n \n \n \n \n An base class for assets that can be used to instatiate a Playable at runtime.\n \n \n \n \n The playback duration in seconds of the instantiated Playable.\n \n \n \n \n A description of the outputs of the instantiated Playable.\n \n \n \n \n Implement this method to have your asset inject playables into the given graph.\n \n The graph to inject playables into.\n The game object which initiated the build.\n \n The playable injected into the graph, or the root playable if multiple playables are injected.\n \n \n \n \n PlayableBehaviour is the base class from which every custom playable script derives.\n \n \n \n \n This function is called when the Playable play state is changed to Playables.PlayState.Paused.\n \n The Playable that owns the current PlayableBehaviour.\n A FrameData structure that contains information about the current frame context.\n \n \n \n This function is called when the Playable play state is changed to Playables.PlayState.Playing.\n \n The Playable that owns the current PlayableBehaviour.\n A FrameData structure that contains information about the current frame context.\n \n \n \n This function is called when the PlayableGraph that owns this PlayableBehaviour starts.\n \n The Playable that owns the current PlayableBehaviour.\n \n \n \n This function is called when the PlayableGraph that owns this PlayableBehaviour stops.\n \n The Playable that owns the current PlayableBehaviour.\n \n \n \n This function is called when the Playable that owns the PlayableBehaviour is created.\n \n The Playable that owns the current PlayableBehaviour.\n \n \n \n This function is called when the Playable that owns the PlayableBehaviour is destroyed.\n \n The Playable that owns the current PlayableBehaviour.\n \n \n \n This function is called during the PrepareFrame phase of the PlayableGraph.\n \n The Playable that owns the current PlayableBehaviour.\n A FrameData structure that contains information about the current frame context.\n \n \n \n This function is called during the ProcessFrame phase of the PlayableGraph.\n \n The Playable that owns the current PlayableBehaviour.\n A FrameData structure that contains information about the current frame context.\n A player defined object that was set with PlayableOutputExtensions.SetUserData.\n \n \n \n Struct that holds information regarding an output of a PlayableAsset.\n \n \n \n \n When the StreamType is set to None, a binding can be represented using System.Type.\n \n \n \n \n A reference to a UnityEngine.Object that acts a key for this binding.\n \n \n \n \n The name of the output or input stream.\n \n \n \n \n The type of the output or input stream.\n \n \n \n \n The default duration used when a PlayableOutput has no fixed duration.\n \n \n \n \n A constant to represent a PlayableAsset has no bindings.\n \n \n \n \n Instantiates a PlayableAsset and controls playback of Playable objects.\n \n \n \n \n The duration of the Playable in seconds.\n \n \n \n \n Controls how the time is incremented when it goes beyond the duration of the playable.\n \n \n \n \n The time at which the Playable should start when first played.\n \n \n \n \n The PlayableAsset that is used to instantiate a playable for playback.\n \n \n \n \n The PlayableGraph created by the PlayableDirector.\n \n \n \n \n The current playing state of the component. (Read Only)\n \n \n \n \n The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.\n \n \n \n \n Controls how time is incremented when playing back.\n \n \n \n \n Clears an exposed reference value.\n \n Identifier of the ExposedReference.\n \n \n \n Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.\n \n \n \n \n Evaluates the currently playing Playable at the current time.\n \n \n \n \n Returns a binding to a reference object.\n \n The object that acts as a key.\n \n \n \n Retreives an ExposedReference binding.\n \n Identifier of the ExposedReference.\n Whether the reference was found.\n \n \n \n Pauses playback of the currently running playable.\n \n \n \n \n Instatiates a Playable using the provided PlayableAsset and starts playback.\n \n An asset to instantiate a playable from.\n Should required components be added to targetGameObjects if they are missing.\n An array of PlayableDirector player components whose types match the outputs of the playable.\n An array of game objects to extract the PlayableDirector player components from for each playable output.\n What to do when the time passes the duration of the playable.\n \n \n \n Instatiates a Playable using the provided PlayableAsset and starts playback.\n \n An asset to instantiate a playable from.\n Should required components be added to targetGameObjects if they are missing.\n An array of PlayableDirector player components whose types match the outputs of the playable.\n An array of game objects to extract the PlayableDirector player components from for each playable output.\n What to do when the time passes the duration of the playable.\n \n \n \n Instatiates a Playable using the provided PlayableAsset and starts playback.\n \n An asset to instantiate a playable from.\n Should required components be added to targetGameObjects if they are missing.\n An array of PlayableDirector player components whose types match the outputs of the playable.\n An array of game objects to extract the PlayableDirector player components from for each playable output.\n What to do when the time passes the duration of the playable.\n \n \n \n Instatiates a Playable using the provided PlayableAsset and starts playback.\n \n An asset to instantiate a playable from.\n Should required components be added to targetGameObjects if they are missing.\n An array of PlayableDirector player components whose types match the outputs of the playable.\n An array of game objects to extract the PlayableDirector player components from for each playable output.\n What to do when the time passes the duration of the playable.\n \n \n \n Instatiates a Playable using the provided PlayableAsset and starts playback.\n \n An asset to instantiate a playable from.\n Should required components be added to targetGameObjects if they are missing.\n An array of PlayableDirector player components whose types match the outputs of the playable.\n An array of game objects to extract the PlayableDirector player components from for each playable output.\n What to do when the time passes the duration of the playable.\n \n \n \n Resume playing a paused playable.\n \n \n \n \n Sets the binding of a reference object from a PlayableBinding.\n \n The source object in the PlayableBinding.\n The object to bind to the key.\n \n \n \n Sets an ExposedReference value.\n \n Identifier of the ExposedReference.\n The object to bind to set the reference value to.\n \n \n \n Stops playback of the current Playable and destroys the corresponding graph.\n \n \n \n \n Extensions for all the types that implements IPlayable.\n \n \n \n \n Add a new input port and connect the output port of a Playable to this new port.\n \n The Playable used by this operation.\n The Playable to connect to.\n The output port of the Playable.\n \n \n \n Connect the output port of a Playable to one of the input ports.\n \n The Playable used by this operation.\n The input port index.\n The Playable to connect to.\n The output port of the Playable.\n \n \n \n Destroys the current Playable.\n \n The Playable used by this operation.\n \n \n \n Returns the duration of the Playable.\n \n The Playable used by this operation.\n \n The duration in seconds.\n \n \n \n \n Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it.\n \n The Playable used by this operation.\n \n The PlayableGraph associated with the current Playable.\n \n \n \n \n Returns the Playable connected at the given input port index.\n \n The Playable used by this operation.\n The port index.\n \n Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.\n \n \n \n \n Returns the number of inputs supported by the Playable.\n \n The Playable used by this operation.\n \n The count of inputs on the Playable.\n \n \n \n \n Returns the weight of the Playable connected at the given input port index.\n \n The Playable used by this operation.\n The port index.\n \n The current weight of the connected Playable.\n \n \n \n \n Returns the Playable connected at the given output port index.\n \n The Playable used by this operation.\n The port index.\n \n Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.\n \n \n \n \n Returns the number of outputs supported by the Playable.\n \n The Playable used by this operation.\n \n The count of outputs on the Playable.\n \n \n \n \n Returns the current PlayState of the Playable.\n \n The Playable used by this operation.\n \n The current PlayState of the Playable.\n \n \n \n \n Returns the time propagation behavior of this Playable.\n \n The Playable used by this operation.\n \n True if time propagation is enabled.\n \n \n \n \n Returns the speed multiplier that is applied to the the current Playable.\n \n The Playable used by this operation.\n \n The current speed.\n \n \n \n \n Returns the current local time of the Playable.\n \n The Playable used by this operation.\n \n The current time in seconds.\n \n \n \n \n Returns a flag indicating that a playable has completed its operation.\n \n The Playable used by this operation.\n \n True if the playable has completed its operation, false otherwise.\n \n \n \n \n Returns the vality of the current Playable.\n \n The Playable used by this operation.\n \n True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise.\n \n \n \n \n Changes a flag indicating that a playable has completed its operation.\n \n The Playable used by this operation.\n True if the operation is completed, false otherwise.\n \n \n \n Changes the duration of the Playable.\n \n The Playable used by this operation.\n The new duration in seconds, must be a positive value.\n \n \n \n Changes the number of inputs supported by the Playable.\n \n The Playable used by this operation.\n \n \n \n \n Changes the weight of the Playable connected to the current Playable.\n \n The Playable used by this operation.\n The connected Playable to change.\n The weight. Should be between 0 and 1.\n \n \n \n \n Changes the weight of the Playable connected to the current Playable.\n \n The Playable used by this operation.\n The connected Playable to change.\n The weight. Should be between 0 and 1.\n \n \n \n \n Changes the number of outputs supported by the Playable.\n \n The Playable used by this operation.\n \n \n \n \n Changes the current PlayState of the Playable.\n \n The Playable used by this operation.\n The new PlayState.\n \n \n \n Changes the time propagation behavior of this Playable.\n \n The Playable used by this operation.\n True to enable time propagation.\n \n \n \n Changes the speed multiplier that is applied to the the current Playable.\n \n The Playable used by this operation.\n The new speed.\n \n \n \n Changes the current local time of the Playable.\n \n The Playable used by this operation.\n The current time in seconds.\n \n \n \n The PlayableGraph is used to manage Playable creation, destruction and connections.\n \n \n \n \n Connects two Playable instances.\n \n The source playable or its handle.\n The port used in the source playable.\n The destination playable or its handle.\n The port used in the destination playable.\n \n Returns true if connection is successful.\n \n \n \n \n Creates a PlayableGraph.\n \n \n \n \n Destroys the graph.\n \n \n \n \n Destroys the PlayableOutput.\n \n The output to destroy.\n \n \n \n Destroys the Playable.\n \n The playable to destroy.\n \n \n \n Recursively destroys the given Playable and all children connected to its inputs.\n \n The playable to destroy.\n \n \n \n Disconnects Playable. The connections determine the topology of the PlayableGraph and how its is evaluated.\n \n The source playabe or its handle.\n The port used in the source playable.\n \n \n \n Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.\n \n The time in seconds by which to advance each Playable in the graph.\n \n \n \n Get PlayableOutput at the given index in the graph.\n \n \n \n \n \n Get PlayableOutput of the requested type at the given index in the graph.\n \n \n \n \n \n Get the number of PlayableOutput in the graph.\n \n \n \n \n Get the number of PlayableOutput of the requested type in the graph.\n \n \n \n \n Returns the number of Playable owned by the Graph.\n \n \n \n \n Returns the table used by the graph to resolve ExposedReferences.\n \n \n \n \n Returns the Playable with no output connections at the given index.\n \n The index of the root Playable.\n \n \n \n Returns the number of Playable owned by the Graph that have no connected outputs.\n \n \n \n \n Returns how time is incremented when playing back.\n \n \n \n \n Indicates that a graph has completed its operations.\n \n \n A boolean indicating if the graph is done playing or not.\n \n \n \n \n Indicates that a graph is presently running.\n \n \n A boolean indicating if the graph is playing or not.\n \n \n \n \n Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted.\n \n \n A boolean indicating if the graph is invalid or not.\n \n \n \n \n Plays the graph.\n \n \n \n \n Changes the table used by the graph to resolve ExposedReferences.\n \n \n \n \n \n Changes how time is incremented when playing back.\n \n \n \n \n \n Stops the graph, if it is playing.\n \n \n \n \n Extensions for all the types that implements IPlayableOutput.\n \n \n \n \n Status of a Playable.\n \n \n \n \n The Playable has been paused. Its local time will not advance.\n \n \n \n \n The Playable is currently Playing.\n \n \n \n \n A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.\n \n \n \n \n A IPlayableOutput implementation that contains a script output for the a PlayableGraph.\n \n \n \n \n Creates a new ScriptPlayableOutput in the associated PlayableGraph.\n \n The PlayableGraph that will own this ScriptPlayableOutput.\n The name of this ScriptPlayableOutput.\n \n The created ScriptPlayableOutput.\n \n \n \n \n Returns an invalid ScriptPlayableOutput.\n \n \n \n \n Stores and accesses player preferences between game sessions.\n \n \n \n \n Removes all keys and values from the preferences. Use with caution.\n \n \n \n \n Removes key and its corresponding value from the preferences.\n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the preference file if it exists.\n \n \n \n \n \n \n Returns true if key exists in the preferences.\n \n \n \n \n \n Writes all modified preferences to disk.\n \n \n \n \n Sets the value of the preference identified by key.\n \n \n \n \n \n \n Sets the value of the preference identified by key.\n \n \n \n \n \n \n Sets the value of the preference identified by key.\n \n \n \n \n \n \n An exception thrown by the PlayerPrefs class in a web player build.\n \n \n \n \n Used by Animation.Play function.\n \n \n \n \n Will stop all animations that were started with this component before playing.\n \n \n \n \n Will stop all animations that were started in the same layer. This is the default when playing animations.\n \n \n \n \n Applies forces to attract/repulse against a point.\n \n \n \n \n The angular drag to apply to rigid-bodies.\n \n \n \n \n The scale applied to the calculated distance between source and target.\n \n \n \n \n The linear drag to apply to rigid-bodies.\n \n \n \n \n The magnitude of the force to be applied.\n \n \n \n \n The mode used to apply the effector force.\n \n \n \n \n The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.\n \n \n \n \n The target for where the effector applies any force.\n \n \n \n \n The variation of the magnitude of the force to be applied.\n \n \n \n \n Collider for 2D physics representing an arbitrary polygon defined by its vertices.\n \n \n \n \n Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.\n \n \n \n \n The number of paths in the polygon.\n \n \n \n \n Corner points that define the collider's shape in local space.\n \n \n \n \n Creates as regular primitive polygon with the specified number of sides.\n \n The number of sides in the polygon. This must be greater than two.\n The X/Y scale of the polygon. These must be greater than zero.\n The X/Y offset of the polygon.\n \n \n \n Gets a path from the Collider by its index.\n \n The index of the path to retrieve.\n \n An ordered array of the vertices or points in the selected path.\n \n \n \n \n Return the total number of points in the polygon in all paths.\n \n \n \n \n Define a path by its constituent points.\n \n Index of the path to set.\n Points that define the path.\n \n \n \n Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.\n \n \n \n \n The various primitives that can be created using the GameObject.CreatePrimitive function.\n \n \n \n \n A capsule primitive.\n \n \n \n \n A cube primitive.\n \n \n \n \n A cylinder primitive.\n \n \n \n \n A plane primitive.\n \n \n \n \n A Quad primitive.\n \n \n \n \n A sphere primitive.\n \n \n \n \n Substance memory budget.\n \n \n \n \n A limit of 512MB for the cache or the working memory.\n \n \n \n \n A limit of 256MB for the cache or the working memory.\n \n \n \n \n No limit for the cache or the working memory.\n \n \n \n \n A limit of 1B (one byte) for the cache or the working memory.\n \n \n \n \n A limit of 128MB for the cache or the working memory.\n \n \n \n \n ProceduralMaterial loading behavior.\n \n \n \n \n Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform).\n \n \n \n \n Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on.\n \n \n \n \n Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups.\n \n \n \n \n Does not generate the textures automatically when the scene is loaded as it is set to \"DoNothing\". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures.\n \n \n \n \n Does not generate the textures automatically when the scene is loaded as it is set to \"DoNothing\". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. This setting will not load the cached textures automatically when the scene is loaded as it is still set to \"DoNothing\". RebuildTextures() or RebuildTexturesImmediately() must be called again to load the previously cached textures.\n \n \n \n \n Generate the textures when loading to favor application's size (default on supported platform).\n \n \n \n \n Class for ProceduralMaterial handling.\n \n \n \n \n Set or get the update rate in millisecond of the animated substance.\n \n \n \n \n Set or get the Procedural cache budget.\n \n \n \n \n Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).\n \n \n \n \n Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial.\n \n \n \n \n Should the ProceduralMaterial be generated at load time?\n \n \n \n \n Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.\n \n \n \n \n Set or get the \"Readable\" flag for a ProceduralMaterial.\n \n \n \n \n Check if ProceduralMaterials are supported on the current platform.\n \n \n \n \n Get ProceduralMaterial loading behavior.\n \n \n \n \n Set or get an XML string of \"input/value\" pairs (setting the preset rebuilds the textures).\n \n \n \n \n Used to specify the Substance engine CPU usage.\n \n \n \n \n Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.\n \n \n \n \n \n \n Clear the Procedural cache.\n \n \n \n \n Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint.\n \n \n \n \n This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.\n \n The name of the ProceduralTexture to get.\n \n \n \n Get generated textures.\n \n \n \n \n Get a named Procedural boolean property.\n \n \n \n \n \n Get a named Procedural color property.\n \n \n \n \n \n Get a named Procedural enum property.\n \n \n \n \n \n Get a named Procedural float property.\n \n \n \n \n \n Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.\n \n \n \n \n Get a named Procedural texture property.\n \n \n \n \n \n Get a named Procedural vector property.\n \n \n \n \n \n Checks if the ProceduralMaterial has a ProceduralProperty of a given name.\n \n \n \n \n \n Checks if a named ProceduralProperty is cached for efficient runtime tweaking.\n \n \n \n \n \n Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression.\n \n The name of the ProceduralProperty whose visibility is evaluated.\n \n \n \n Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.\n \n \n \n \n Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.\n \n \n \n \n Set a named Procedural boolean property.\n \n \n \n \n \n \n Set a named Procedural color property.\n \n \n \n \n \n \n Set a named Procedural enum property.\n \n \n \n \n \n \n Set a named Procedural float property.\n \n \n \n \n \n \n Set a named Procedural texture property.\n \n \n \n \n \n \n Set a named Procedural vector property.\n \n \n \n \n \n \n Discard all the queued ProceduralMaterial rendering operations that have not started yet.\n \n \n \n \n The type of generated image in a ProceduralMaterial.\n \n \n \n \n Ambient occlusion map.\n \n \n \n \n Detail mask map.\n \n \n \n \n Diffuse map.\n \n \n \n \n Emissive map.\n \n \n \n \n Height map.\n \n \n \n \n Metalness map.\n \n \n \n \n Normal (Bump) map.\n \n \n \n \n Opacity (Tranparency) map.\n \n \n \n \n Roughness map.\n \n \n \n \n Smoothness map (formerly referred to as Glossiness).\n \n \n \n \n Specular map.\n \n \n \n \n Undefined type.\n \n \n \n \n The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).\n \n \n \n \n All physical processor cores are used for ProceduralMaterial generation.\n \n \n \n \n Half of all physical processor cores are used for ProceduralMaterial generation.\n \n \n \n \n A single physical processor core is used for ProceduralMaterial generation.\n \n \n \n \n Exact control of processor usage is not available.\n \n \n \n \n Describes a ProceduralProperty.\n \n \n \n \n The names of the individual components of a Vector234 ProceduralProperty.\n \n \n \n \n The available options for a ProceduralProperty of type Enum.\n \n \n \n \n The name of the GUI group. Used to display ProceduralProperties in groups.\n \n \n \n \n If true, the Float or Vector property is constrained to values within a specified range.\n \n \n \n \n The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.\n \n \n \n \n If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.\n \n \n \n \n If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.\n \n \n \n \n The name of the ProceduralProperty. Used to get and set the values.\n \n \n \n \n Specifies the step size of this Float or Vector property. Zero is no step.\n \n \n \n \n The ProceduralPropertyType describes what type of property this is.\n \n \n \n \n The type of a ProceduralProperty.\n \n \n \n \n Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean.\n \n \n \n \n Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor.\n \n \n \n \n Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor.\n \n \n \n \n Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum.\n \n \n \n \n Procedural float property. Use with ProceduralMaterial.GetProceduralFloat.\n \n \n \n \n Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture.\n \n \n \n \n Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector.\n \n \n \n \n Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector.\n \n \n \n \n Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector.\n \n \n \n \n Class for ProceduralTexture handling.\n \n \n \n \n The format of the pixel data in the texture (Read Only).\n \n \n \n \n Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.\n \n \n \n \n Grab pixel values from a ProceduralTexture.\n\n \n X-coord of the top-left corner of the rectangle to grab.\n Y-coord of the top-left corner of the rectangle to grab.\n Width of rectangle to grab.\n Height of the rectangle to grab.\nGet the pixel values from a rectangular area of a ProceduralTexture into an array.\nThe block is specified by its x,y offset in the texture and by its width and height. The block is \"flattened\" into the array by scanning the pixel values across rows one by one.\n \n \n \n The output type of this ProceduralTexture.\n \n \n \n \n Custom CPU Profiler label used for profiling arbitrary code blocks.\n \n \n \n \n Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.\n \n \n \n \n \n Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.\n \n \n \n \n \n Creates a new CustomSampler for profiling parts of your code.\n \n Name of the Sampler.\n \n CustomSampler object or null if a built-in Sampler with the same name exists.\n \n \n \n \n End profiling a piece of code with a custom label.\n \n \n \n \n Controls the from script.\n \n \n \n \n Sets profiler output file in built players.\n \n \n \n \n Enables the Profiler.\n \n \n \n \n Sets profiler output file in built players.\n \n \n \n \n Resize the profiler sample buffers to allow the desired amount of samples per thread.\n \n \n \n \n Heap size used by the program.\n \n \n Size of the used heap in bytes, (or 0 if the profiler is disabled).\n \n \n \n \n Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers.\n \n \n Size of the memory allocated by Unity (or 0 if the profiler is disabled).\n \n \n \n \n Displays the recorded profiledata in the profiler.\n \n \n \n \n \n Begin profiling a piece of code with a custom label.\n \n \n \n \n \n \n Begin profiling a piece of code with a custom label.\n \n \n \n \n \n \n End profiling a piece of code with a custom label.\n \n \n \n \n Returns the size of the mono heap.\n \n \n \n \n Returns the size of the reserved space for managed-memory.\n \n \n The size of the managed heap. This returns 0 if the Profiler is not available.\n \n \n \n \n Returns the used size from mono.\n \n \n \n \n The allocated managed-memory for live objects and non-collected objects.\n \n \n A long integer value of the memory in use. This returns 0 if the Profiler is not available.\n \n \n \n \n Returns the runtime memory usage of the resource.\n \n \n \n \n \n Gathers the native-memory used by a Unity object.\n \n The target Unity object.\n \n The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available.\n \n \n \n \n Returns the size of the temp allocator.\n \n \n Size in bytes.\n \n \n \n \n Returns the amount of allocated and used system memory.\n \n \n \n \n The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.\n \n \n The amount of memory allocated by Unity. This returns 0 if the Profiler is not available.\n \n \n \n \n Returns the amount of reserved system memory.\n \n \n \n \n The total memory Unity has reserved.\n \n \n Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available.\n \n \n \n \n Returns the amount of reserved but not used system memory.\n \n \n \n \n Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.\n \n \n The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.\n \n \n \n \n Sets the size of the temp allocator.\n \n Size in bytes.\n \n Returns true if requested size was successfully set. Will return false if value is disallowed (too small).\n \n \n \n \n Records profiling data produced by a specific Sampler.\n \n \n \n \n Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)\n \n \n \n \n Enables recording.\n \n \n \n \n Returns true if Recorder is valid and can collect data. (Read Only)\n \n \n \n \n Number of time Begin/End pairs was called during the previous frame. (Read Only)\n \n \n \n \n Use this function to get a Recorder for the specific Profiler label.\n \n Sampler name.\n \n Recorder object for the specified Sampler.\n \n \n \n \n Provides control over a CPU Profiler label.\n \n \n \n \n Returns true if Sampler is valid. (Read Only)\n \n \n \n \n Sampler name. (Read Only)\n \n \n \n \n Returns Sampler object for the specific CPU Profiler label.\n \n Profiler Sampler name.\n \n Sampler object which represents specific profiler label.\n \n \n \n \n Returns number and names of all registered Profiler labels.\n \n Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only.\n \n Number of active Samplers.\n \n \n \n \n Returns Recorder associated with the Sampler.\n \n \n Recorder object associated with the Sampler.\n \n \n \n \n A script interface for a.\n \n \n \n \n The aspect ratio of the projection.\n \n \n \n \n The far clipping plane distance.\n \n \n \n \n The field of view of the projection in degrees.\n \n \n \n \n Which object layers are ignored by the projector.\n \n \n \n \n The material that will be projected onto every object.\n \n \n \n \n The near clipping plane distance.\n \n \n \n \n Is the projection orthographic (true) or perspective (false)?\n \n \n \n \n Projection's half-size when in orthographic mode.\n \n \n \n \n Base class to derive custom property attributes from. Use this to create custom attributes for script variables.\n \n \n \n \n Optional field to specify the order that multiple DecorationDrawers should be drawn in.\n \n \n \n \n Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.\n\nInternally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison.\n\nPropertyName is serializable.\n\nToString() is only implemented for debugging purposes in the editor it returns \"theName:3737\" in the player it returns \"Unknown:3737\".\n \n \n \n \n Initializes the PropertyName using a string.\n \n \n \n \n \n Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value.\n \n \n \n \n \n Returns the hash code for this PropertyName.\n \n \n \n \n Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String).\n \n \n \n \n \n Indicates whether the specified PropertyName is an Empty string.\n \n \n \n \n \n Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals.\n \n \n \n \n \n \n Determines whether two specified PropertyName have a different string value.\n \n \n \n \n \n \n For debugging purposes only. Returns the string value representing the string in the Editor.\nReturns \"UnityEngine.PropertyName\" in the player.\n \n \n \n \n Script interface for.\n \n \n \n \n Active color space (Read Only).\n \n \n \n \n Global anisotropic filtering mode.\n \n \n \n \n Set The AA Filtering option.\n \n \n \n \n Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.\n\nUse asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost.\n \n \n \n \n Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.\n\nUse asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per\nframe. Minimum value is 1 and maximum is 33.\n \n \n \n \n If enabled, billboards will face towards camera position rather than camera orientation.\n \n \n \n \n Blend weights.\n \n \n \n \n Desired color space (Read Only).\n \n \n \n \n Global multiplier for the LOD's switching distance.\n \n \n \n \n A texture size limit applied to all textures.\n \n \n \n \n A maximum LOD level. All LOD groups.\n \n \n \n \n Maximum number of frames queued up by graphics driver.\n \n \n \n \n The indexed list of available Quality Settings.\n \n \n \n \n Budget for how many ray casts can be performed per frame for approximate collision testing.\n \n \n \n \n The maximum number of pixel lights that should affect any object.\n \n \n \n \n Enables realtime reflection probes.\n \n \n \n \n In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting.\n \n \n \n \n \n The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.\n \n \n \n \n The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.\n \n \n \n \n Number of cascades to use for directional light shadows.\n \n \n \n \n Shadow drawing distance.\n \n \n \n \n The rendering mode of Shadowmask.\n \n \n \n \n Offset shadow frustum near plane.\n \n \n \n \n Directional light shadow projection.\n \n \n \n \n The default resolution of the shadow maps.\n \n \n \n \n Realtime Shadows type to be used.\n \n \n \n \n Should soft blending be used for particles?\n \n \n \n \n Use a two-pass shader for the vegetation in the terrain engine.\n \n \n \n \n The VSync Count.\n \n \n \n \n Decrease the current quality level.\n \n Should expensive changes be applied (Anti-aliasing etc).\n \n \n \n Returns the current graphics quality level.\n \n \n \n \n Increase the current quality level.\n \n Should expensive changes be applied (Anti-aliasing etc).\n \n \n \n Sets a new graphics quality level.\n \n Quality index to set.\n Should expensive changes be applied (Anti-aliasing etc).\n \n \n \n Quaternions are used to represent rotations.\n \n \n \n \n Returns the euler angle representation of the rotation.\n \n \n \n \n The identity rotation (Read Only).\n \n \n \n \n W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.\n \n \n \n \n X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.\n \n \n \n \n Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.\n \n \n \n \n Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.\n \n \n \n \n Returns the angle in degrees between two rotations a and b.\n \n \n \n \n \n \n Creates a rotation which rotates angle degrees around axis.\n \n \n \n \n \n \n Constructs new Quaternion with given x,y,z,w components.\n \n \n \n \n \n \n \n \n The dot product between two rotations.\n \n \n \n \n \n \n Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).\n \n \n \n \n \n \n \n Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).\n \n \n \n \n \n Creates a rotation which rotates from fromDirection to toDirection.\n \n \n \n \n \n \n Returns the Inverse of rotation.\n \n \n \n \n \n Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].\n \n \n \n \n \n \n \n Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.\n \n \n \n \n \n \n \n Creates a rotation with the specified forward and upwards directions.\n \n The direction to look in.\n The vector that defines in which direction up is.\n \n \n \n Creates a rotation with the specified forward and upwards directions.\n \n The direction to look in.\n The vector that defines in which direction up is.\n \n \n \n Are two quaternions equal to each other?\n \n \n \n \n \n \n Combines rotations lhs and rhs.\n \n Left-hand side quaternion.\n Right-hand side quaternion.\n \n \n \n Rotates the point point with rotation.\n \n \n \n \n \n \n Rotates a rotation from towards to.\n \n \n \n \n \n \n \n Set x, y, z and w components of an existing Quaternion.\n \n \n \n \n \n \n \n \n Creates a rotation which rotates from fromDirection to toDirection.\n \n \n \n \n \n \n Creates a rotation with the specified forward and upwards directions.\n \n The direction to look in.\n The vector that defines in which direction up is.\n \n \n \n Creates a rotation with the specified forward and upwards directions.\n \n The direction to look in.\n The vector that defines in which direction up is.\n \n \n \n Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1].\n \n \n \n \n \n \n \n Spherically interpolates between a and b by t. The parameter t is not clamped.\n \n \n \n \n \n \n \n Access the x, y, z, w components using [0], [1], [2], [3] respectively.\n \n \n \n \n Converts a rotation to angle-axis representation (angles in degrees).\n \n \n \n \n \n \n Returns a nicely formatted string of the Quaternion.\n \n \n \n \n \n Returns a nicely formatted string of the Quaternion.\n \n \n \n \n \n Overrides the global Physics.queriesHitTriggers.\n \n \n \n \n Queries always report Trigger hits.\n \n \n \n \n Queries never report Trigger hits.\n \n \n \n \n Queries use the global Physics.queriesHitTriggers setting.\n \n \n \n \n Used by Animation.Play function.\n \n \n \n \n Will start playing after all other animations have stopped playing.\n \n \n \n \n Starts playing immediately. This can be used if you just want to quickly create a duplicate animation.\n \n \n \n \n Class for generating random data.\n \n \n \n \n Returns a random point inside a circle with radius 1 (Read Only).\n \n \n \n \n Returns a random point inside a sphere with radius 1 (Read Only).\n \n \n \n \n Returns a random point on the surface of a sphere with radius 1 (Read Only).\n \n \n \n \n Returns a random rotation (Read Only).\n \n \n \n \n Returns a random rotation with uniform distribution (Read Only).\n \n \n \n \n Gets/Sets the full internal state of the random number generator.\n \n \n \n \n Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).\n \n \n \n \n Generates a random color from HSV and alpha ranges.\n \n Minimum hue [0..1].\n Maximum hue [0..1].\n Minimum saturation [0..1].\n Maximum saturation[0..1].\n Minimum value [0..1].\n Maximum value [0..1].\n Minimum alpha [0..1].\n Maximum alpha [0..1].\n \n A random color with HSV and alpha values in the input ranges.\n \n \n \n \n Generates a random color from HSV and alpha ranges.\n \n Minimum hue [0..1].\n Maximum hue [0..1].\n Minimum saturation [0..1].\n Maximum saturation[0..1].\n Minimum value [0..1].\n Maximum value [0..1].\n Minimum alpha [0..1].\n Maximum alpha [0..1].\n \n A random color with HSV and alpha values in the input ranges.\n \n \n \n \n Generates a random color from HSV and alpha ranges.\n \n Minimum hue [0..1].\n Maximum hue [0..1].\n Minimum saturation [0..1].\n Maximum saturation[0..1].\n Minimum value [0..1].\n Maximum value [0..1].\n Minimum alpha [0..1].\n Maximum alpha [0..1].\n \n A random color with HSV and alpha values in the input ranges.\n \n \n \n \n Generates a random color from HSV and alpha ranges.\n \n Minimum hue [0..1].\n Maximum hue [0..1].\n Minimum saturation [0..1].\n Maximum saturation[0..1].\n Minimum value [0..1].\n Maximum value [0..1].\n Minimum alpha [0..1].\n Maximum alpha [0..1].\n \n A random color with HSV and alpha values in the input ranges.\n \n \n \n \n Generates a random color from HSV and alpha ranges.\n \n Minimum hue [0..1].\n Maximum hue [0..1].\n Minimum saturation [0..1].\n Maximum saturation[0..1].\n Minimum value [0..1].\n Maximum value [0..1].\n Minimum alpha [0..1].\n Maximum alpha [0..1].\n \n A random color with HSV and alpha values in the input ranges.\n \n \n \n \n Initializes the random number generator state with a seed.\n \n Seed used to initialize the random number generator.\n \n \n \n Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).\n \n \n \n \n \n \n Returns a random integer number between min [inclusive] and max [exclusive] (Read Only).\n \n \n \n \n \n \n Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.\n \n \n \n \n Attribute used to make a float or int variable in a script be restricted to a specific range.\n \n \n \n \n Attribute used to make a float or int variable in a script be restricted to a specific range.\n \n The minimum allowed value.\n The maximum allowed value.\n \n \n \n Describes an integer range.\n \n \n \n \n The end index of the range (not inclusive).\n \n \n \n \n The length of the range.\n \n \n \n \n The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on.\n \n \n \n \n Constructs a new RangeInt with given start, length values.\n \n The starting index of the range.\n The length of the range.\n \n \n \n Representation of rays.\n \n \n \n \n The direction of the ray.\n \n \n \n \n The origin point of the ray.\n \n \n \n \n Creates a ray starting at origin along direction.\n \n \n \n \n \n \n Returns a point at distance units along the ray.\n \n \n \n \n \n Returns a nicely formatted string for this ray.\n \n \n \n \n \n Returns a nicely formatted string for this ray.\n \n \n \n \n \n A ray in 2D space.\n \n \n \n \n The direction of the ray in world space.\n \n \n \n \n The starting point of the ray in world space.\n \n \n \n \n Creates a 2D ray starting at origin along direction.\n \n origin\n direction\n \n \n \n \n \n Get a point that lies a given distance along a ray.\n \n Distance of the desired point along the path of the ray.\n \n \n \n Structure used to get information back from a raycast.\n \n \n \n \n The barycentric coordinate of the triangle we hit.\n \n \n \n \n The Collider that was hit.\n \n \n \n \n The distance from the ray's origin to the impact point.\n \n \n \n \n The uv lightmap coordinate at the impact point.\n \n \n \n \n The normal of the surface the ray hit.\n \n \n \n \n The impact point in world space where the ray hit the collider.\n \n \n \n \n The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.\n \n \n \n \n The uv texture coordinate at the collision location.\n \n \n \n \n The secondary uv texture coordinate at the impact point.\n \n \n \n \n The Transform of the rigidbody or collider that was hit.\n \n \n \n \n The index of the triangle that was hit.\n \n \n \n \n Information returned about an object detected by a raycast in 2D physics.\n \n \n \n \n The centroid of the primitive used to perform the cast.\n \n \n \n \n The collider hit by the ray.\n \n \n \n \n The distance from the ray origin to the impact point.\n \n \n \n \n Fraction of the distance along the ray that the hit occurred.\n \n \n \n \n The normal vector of the surface hit by the ray.\n \n \n \n \n The point in world space where the ray hit the collider's surface.\n \n \n \n \n The Rigidbody2D attached to the object that was hit.\n \n \n \n \n The Transform of the object that was hit.\n \n \n \n \n A 2D Rectangle defined by X and Y position, width and height.\n \n \n \n \n The position of the center of the rectangle.\n \n \n \n \n The height of the rectangle, measured from the Y position.\n \n \n \n \n The position of the maximum corner of the rectangle.\n \n \n \n \n The position of the minimum corner of the rectangle.\n \n \n \n \n The X and Y position of the rectangle.\n \n \n \n \n The width and height of the rectangle.\n \n \n \n \n The width of the rectangle, measured from the X position.\n \n \n \n \n The X coordinate of the rectangle.\n \n \n \n \n The maximum X coordinate of the rectangle.\n \n \n \n \n The minimum X coordinate of the rectangle.\n \n \n \n \n The Y coordinate of the rectangle.\n \n \n \n \n The maximum Y coordinate of the rectangle.\n \n \n \n \n The minimum Y coordinate of the rectangle.\n \n \n \n \n Shorthand for writing new Rect(0,0,0,0).\n \n \n \n \n Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.\n \n Point to test.\n Does the test allow the Rect's width and height to be negative?\n \n True if the point lies within the specified rectangle.\n \n \n \n \n Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.\n \n Point to test.\n Does the test allow the Rect's width and height to be negative?\n \n True if the point lies within the specified rectangle.\n \n \n \n \n Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.\n \n Point to test.\n Does the test allow the Rect's width and height to be negative?\n \n True if the point lies within the specified rectangle.\n \n \n \n \n Creates a new rectangle.\n \n The X value the rect is measured from.\n The Y value the rect is measured from.\n The width of the rectangle.\n The height of the rectangle.\n \n \n \n \n \n \n \n \n \n Creates a rectangle given a size and position.\n \n The position of the minimum corner of the rect.\n The width and height of the rect.\n \n \n \n Creates a rectangle from min/max coordinate values.\n \n The minimum X coordinate.\n The minimum Y coordinate.\n The maximum X coordinate.\n The maximum Y coordinate.\n \n A rectangle matching the specified coordinates.\n \n \n \n \n Returns a point inside a rectangle, given normalized coordinates.\n \n Rectangle to get a point inside.\n Normalized coordinates to get a point for.\n \n \n \n Returns true if the rectangles are the same.\n \n \n \n \n \n \n Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.\n \n Other rectangle to test overlapping with.\n Does the test allow the widths and heights of the Rects to be negative?\n \n \n \n Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.\n \n Other rectangle to test overlapping with.\n Does the test allow the widths and heights of the Rects to be negative?\n \n \n \n Returns the normalized coordinates cooresponding the the point.\n \n Rectangle to get normalized coordinates inside.\n A point inside the rectangle to get normalized coordinates for.\n \n \n \n Set components of an existing Rect.\n \n \n \n \n \n \n \n \n Returns a nicely formatted string for this Rect.\n \n \n \n \n \n Returns a nicely formatted string for this Rect.\n \n \n \n \n \n Offsets for rectangles, borders, etc.\n \n \n \n \n Bottom edge size.\n \n \n \n \n Shortcut for left + right. (Read Only)\n \n \n \n \n Left edge size.\n \n \n \n \n Right edge size.\n \n \n \n \n Top edge size.\n \n \n \n \n Shortcut for top + bottom. (Read Only)\n \n \n \n \n Add the border offsets to a rect.\n \n \n \n \n \n Creates a new rectangle with offsets.\n \n \n \n \n \n \n \n \n Creates a new rectangle with offsets.\n \n \n \n \n \n \n \n \n Remove the border offsets from a rect.\n \n \n \n \n \n Position, size, anchor and pivot information for a rectangle.\n \n \n \n \n The position of the pivot of this RectTransform relative to the anchor reference point.\n \n \n \n \n The 3D position of the pivot of this RectTransform relative to the anchor reference point.\n \n \n \n \n The normalized position in the parent RectTransform that the upper right corner is anchored to.\n \n \n \n \n The normalized position in the parent RectTransform that the lower left corner is anchored to.\n \n \n \n \n The offset of the upper right corner of the rectangle relative to the upper right anchor.\n \n \n \n \n The offset of the lower left corner of the rectangle relative to the lower left anchor.\n \n \n \n \n The normalized position in this RectTransform that it rotates around.\n \n \n \n \n Event that is invoked for RectTransforms that need to have their driven properties reapplied.\n \n \n \n \n \n The calculated rectangle in the local space of the Transform.\n \n \n \n \n The size of this RectTransform relative to the distances between the anchors.\n \n \n \n \n An axis that can be horizontal or vertical.\n \n \n \n \n Horizontal.\n \n \n \n \n Vertical.\n \n \n \n \n Enum used to specify one edge of a rectangle.\n \n \n \n \n The bottom edge.\n \n \n \n \n The left edge.\n \n \n \n \n The right edge.\n \n \n \n \n The top edge.\n \n \n \n \n Get the corners of the calculated rectangle in the local space of its Transform.\n \n The array that corners are filled into.\n \n \n \n Get the corners of the calculated rectangle in world space.\n \n The ray that corners are filled into.\n \n \n \n Delegate used for the reapplyDrivenProperties event.\n \n \n \n \n \n Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.\n \n The edge of the parent rectangle to inset from.\n The inset distance.\n The size of the rectangle along the same direction of the inset.\n \n \n \n Makes the RectTransform calculated rect be a given size on the specified axis.\n \n The axis to specify the size along.\n The desired size along the specified axis.\n \n \n \n Utility class containing helper methods for working with RectTransform.\n \n \n \n \n Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.\n \n The RectTransform to flip.\n Flips around the pivot if true. Flips within the parent rect if false.\n Flip the children as well?\n \n \n \n Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.\n \n The RectTransform to flip.\n Flips around the pivot if true. Flips within the parent rect if false.\n Flip the children as well?\n The axis to flip along. 0 is horizontal and 1 is vertical.\n \n \n \n Convert a given point in screen space into a pixel correct point.\n \n \n \n \n \n Pixel adjusted point.\n \n \n \n \n Given a rect transform, return the corner points in pixel accurate coordinates.\n \n \n \n \n Pixel adjusted rect.\n \n \n \n \n Does the RectTransform contain the screen point as seen from the given camera?\n \n The RectTransform to test with.\n The screen point to test.\n The camera from which the test is performed from. (Optional)\n \n True if the point is inside the rectangle.\n \n \n \n \n Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.\n \n The RectTransform to find a point inside.\n The camera associated with the screen space position.\n Screen space position.\n Point in local space of the rect transform.\n \n Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.\n \n \n \n \n Transform a screen space point to a position in world space that is on the plane of the given RectTransform.\n \n The RectTransform to find a point inside.\n The camera associated with the screen space position.\n Screen space position.\n Point in world space.\n \n Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.\n \n \n \n \n The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.\n \n \n \n \n The color with which the texture of reflection probe will be cleared.\n \n \n \n \n Reference to the baked texture of the reflection probe's surrounding.\n \n \n \n \n Distance around probe used for blending (used in deferred probes).\n \n \n \n \n The bounding volume of the reflection probe (Read Only).\n \n \n \n \n Should this reflection probe use box projection?\n \n \n \n \n The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.\n \n \n \n \n How the reflection probe clears the background.\n \n \n \n \n This is used to render parts of the reflecion probe's surrounding selectively.\n \n \n \n \n Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.\n \n \n \n \n Texture which is used outside of all reflection probes (Read Only).\n \n \n \n \n HDR decode values of the default reflection probe texture.\n \n \n \n \n The far clipping plane distance when rendering the probe.\n \n \n \n \n Should this reflection probe use HDR rendering?\n \n \n \n \n Reflection probe importance.\n \n \n \n \n The intensity modifier that is applied to the texture of reflection probe in the shader.\n \n \n \n \n Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?\n \n \n \n \n The near clipping plane distance when rendering the probe.\n \n \n \n \n Sets the way the probe will refresh.\n\nSee Also: ReflectionProbeRefreshMode.\n \n \n \n \n Resolution of the underlying reflection texture in pixels.\n \n \n \n \n Shadow drawing distance when rendering the probe.\n \n \n \n \n The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.\n \n \n \n \n Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).\n \n \n \n \n HDR decode values of the reflection probe texture.\n \n \n \n \n Sets this probe time-slicing mode\n\nSee Also: ReflectionProbeTimeSlicingMode.\n \n \n \n \n Utility method to blend 2 cubemaps into a target render texture.\n \n Cubemap to blend from.\n Cubemap to blend to.\n Blend weight.\n RenderTexture which will hold the result of the blend.\n \n Returns trues if cubemaps were blended, false otherwise.\n \n \n \n \n Checks if a probe has finished a time-sliced render.\n \n An integer representing the RenderID as returned by the RenderProbe method.\n \n \n True if the render has finished, false otherwise.\n\n See Also: timeSlicingMode\n \n \n \n \n \n Refreshes the probe's cubemap.\n \n Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture.\n \n \n An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode.\n\n See Also: IsFinishedRendering\n See Also: timeSlicingMode\n \n \n \n \n \n Keeps two Rigidbody2D at their relative orientations.\n \n \n \n \n The current angular offset between the Rigidbody2D that the joint connects.\n \n \n \n \n Should both the linearOffset and angularOffset be calculated automatically?\n \n \n \n \n Scales both the linear and angular forces used to correct the required relative orientation.\n \n \n \n \n The current linear offset between the Rigidbody2D that the joint connects.\n \n \n \n \n The maximum force that can be generated when trying to maintain the relative joint constraint.\n \n \n \n \n The maximum torque that can be generated when trying to maintain the relative joint constraint.\n \n \n \n \n The world-space position that is currently trying to be maintained.\n \n \n \n \n Accesses remote settings (common for all game instances).\n \n \n \n \n Forces the game to download the newest settings from the server and update its values.\n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns number of keys in remote settings.\n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns all the keys in remote settings.\n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns the value corresponding to key in the remote settings if it exists.\n \n \n \n \n \n \n Returns true if key exists in the remote settings.\n \n \n \n \n \n This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.\n \n \n \n \n \n This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.\n \n \n \n \n Color or depth buffer part of a RenderTexture.\n \n \n \n \n Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS.\n \n \n \n \n General functionality for all renderers.\n \n \n \n \n The bounding volume of the renderer (Read Only).\n \n \n \n \n Makes the rendered 3D object visible if enabled.\n \n \n \n \n Has this renderer been statically batched with any other renderers?\n \n \n \n \n Is this renderer visible in any camera? (Read Only)\n \n \n \n \n The index of the baked lightmap applied to this renderer.\n \n \n \n \n The UV scale &amp; offset used for a lightmap.\n \n \n \n \n If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.\n \n \n \n \n The light probe interpolation type.\n \n \n \n \n Matrix that transforms a point from local space into world space (Read Only).\n \n \n \n \n Returns the first instantiated Material assigned to the renderer.\n \n \n \n \n Returns all the instantiated materials of this object.\n \n \n \n \n Specifies the mode for motion vector rendering.\n \n \n \n \n Specifies whether this renderer has a per-object motion vector pass.\n \n \n \n \n If set, Renderer will use this Transform's position to find the light or reflection probe.\n \n \n \n \n The index of the realtime lightmap applied to this renderer.\n \n \n \n \n The UV scale &amp; offset used for a realtime lightmap.\n \n \n \n \n Does this object receive shadows?\n \n \n \n \n Should reflection probes be used for this Renderer?\n \n \n \n \n Does this object cast shadows?\n \n \n \n \n The shared material of this object.\n \n \n \n \n All the shared materials of this object.\n \n \n \n \n Unique ID of the Renderer's sorting layer.\n \n \n \n \n Name of the Renderer's sorting layer.\n \n \n \n \n Renderer's order within a sorting layer.\n \n \n \n \n Should light probes be used for this Renderer?\n \n \n \n \n Matrix that transforms a point from world space into local space (Read Only).\n \n \n \n \n Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.\n \n \n \n \n \n Get per-renderer material property block.\n \n \n \n \n \n Lets you add per-renderer material parameters without duplicating a material.\n \n \n \n \n \n Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.\n \n \n \n \n Schedules an update of the albedo and emissive Textures of a system that contains the Renderer.\n \n \n \n \n \n Ambient lighting mode.\n \n \n \n \n Ambient lighting is defined by a custom cubemap.\n \n \n \n \n Flat ambient lighting.\n \n \n \n \n Skybox-based or custom ambient lighting.\n \n \n \n \n Trilight ambient lighting.\n \n \n \n \n Blend mode for controlling the blending.\n \n \n \n \n Blend factor is (Ad, Ad, Ad, Ad).\n \n \n \n \n Blend factor is (Rd, Gd, Bd, Ad).\n \n \n \n \n Blend factor is (1, 1, 1, 1).\n \n \n \n \n Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).\n \n \n \n \n Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).\n \n \n \n \n Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).\n \n \n \n \n Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).\n \n \n \n \n Blend factor is (As, As, As, As).\n \n \n \n \n Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).\n \n \n \n \n Blend factor is (Rs, Gs, Bs, As).\n \n \n \n \n Blend factor is (0, 0, 0, 0).\n \n \n \n \n Blend operation.\n \n \n \n \n Add (s + d).\n \n \n \n \n Color burn (Advanced OpenGL blending).\n \n \n \n \n Color dodge (Advanced OpenGL blending).\n \n \n \n \n Darken (Advanced OpenGL blending).\n \n \n \n \n Difference (Advanced OpenGL blending).\n \n \n \n \n Exclusion (Advanced OpenGL blending).\n \n \n \n \n Hard light (Advanced OpenGL blending).\n \n \n \n \n HSL color (Advanced OpenGL blending).\n \n \n \n \n HSL Hue (Advanced OpenGL blending).\n \n \n \n \n HSL luminosity (Advanced OpenGL blending).\n \n \n \n \n HSL saturation (Advanced OpenGL blending).\n \n \n \n \n Lighten (Advanced OpenGL blending).\n \n \n \n \n Logical AND (s &amp; d) (D3D11.1 only).\n \n \n \n \n Logical inverted AND (!s &amp; d) (D3D11.1 only).\n \n \n \n \n Logical reverse AND (s &amp; !d) (D3D11.1 only).\n \n \n \n \n Logical Clear (0).\n \n \n \n \n Logical Copy (s) (D3D11.1 only).\n \n \n \n \n Logical inverted Copy (!s) (D3D11.1 only).\n \n \n \n \n Logical Equivalence !(s XOR d) (D3D11.1 only).\n \n \n \n \n Logical Inverse (!d) (D3D11.1 only).\n \n \n \n \n Logical NAND !(s &amp; d). D3D11.1 only.\n \n \n \n \n Logical No-op (d) (D3D11.1 only).\n \n \n \n \n Logical NOR !(s | d) (D3D11.1 only).\n \n \n \n \n Logical OR (s | d) (D3D11.1 only).\n \n \n \n \n Logical inverted OR (!s | d) (D3D11.1 only).\n \n \n \n \n Logical reverse OR (s | !d) (D3D11.1 only).\n \n \n \n \n Logical SET (1) (D3D11.1 only).\n \n \n \n \n Logical XOR (s XOR d) (D3D11.1 only).\n \n \n \n \n Max.\n \n \n \n \n Min.\n \n \n \n \n Multiply (Advanced OpenGL blending).\n \n \n \n \n Overlay (Advanced OpenGL blending).\n \n \n \n \n Reverse subtract.\n \n \n \n \n Screen (Advanced OpenGL blending).\n \n \n \n \n Soft light (Advanced OpenGL blending).\n \n \n \n \n Subtract.\n \n \n \n \n Built-in temporary render textures produced during camera's rendering.\n \n \n \n \n Target texture of currently rendering camera.\n \n \n \n \n Currently active render target.\n \n \n \n \n Camera's depth texture.\n \n \n \n \n Camera's depth+normals texture.\n \n \n \n \n Deferred shading G-buffer #0 (typically diffuse color).\n \n \n \n \n Deferred shading G-buffer #1 (typically specular + roughness).\n \n \n \n \n Deferred shading G-buffer #2 (typically normals).\n \n \n \n \n Deferred shading G-buffer #3 (typically emission/lighting).\n \n \n \n \n Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).\n \n \n \n \n G-buffer #5 Available.\n \n \n \n \n G-buffer #6 Available.\n \n \n \n \n G-buffer #7 Available.\n \n \n \n \n Motion Vectors generated when the camera has motion vectors enabled.\n \n \n \n \n Deferred lighting light buffer.\n \n \n \n \n Deferred lighting HDR specular light buffer (Xbox 360 only).\n \n \n \n \n Deferred lighting (normals+specular) G-buffer.\n \n \n \n \n Reflections gathered from default reflection and reflections probes.\n \n \n \n \n Resolved depth buffer from deferred.\n \n \n \n \n Defines set by editor when compiling shaders, depending on target platform and tier.\n \n \n \n \n SHADER_API_DESKTOP is set when compiling shader for \"desktop\" platforms.\n \n \n \n \n SHADER_API_MOBILE is set when compiling shader for mobile platforms.\n \n \n \n \n UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.\n \n \n \n \n UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned.\n \n \n \n \n UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0.\n \n \n \n \n UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works.\n \n \n \n \n UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available.\n \n \n \n \n UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1.\n \n \n \n \n UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2.\n \n \n \n \n UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3.\n \n \n \n \n UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal.\n \n \n \n \n UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead.\n \n \n \n \n UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used.\n \n \n \n \n UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead.\n \n \n \n \n UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled.\n \n \n \n \n UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used.\n \n \n \n \n UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used.\n \n \n \n \n UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used.\n \n \n \n \n UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled.\n \n \n \n \n UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled.\n \n \n \n \n UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled.\n \n \n \n \n Built-in shader modes used by Rendering.GraphicsSettings.\n \n \n \n \n Don't use any shader, effectively disabling the functionality.\n \n \n \n \n Use built-in shader (default).\n \n \n \n \n Use custom shader instead of built-in one.\n \n \n \n \n Built-in shader types used by Rendering.GraphicsSettings.\n \n \n \n \n Shader used for deferred reflection probes.\n \n \n \n \n Shader used for deferred shading calculations.\n \n \n \n \n Shader used for depth and normals texture when enabled on a Camera.\n \n \n \n \n Shader used for legacy deferred lighting calculations.\n \n \n \n \n Default shader used for lens flares.\n \n \n \n \n Default shader used for light halos.\n \n \n \n \n Shader used for Motion Vectors when enabled on a Camera.\n \n \n \n \n Shader used for screen-space cascaded shadows.\n \n \n \n \n Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to.\n \n \n \n \n After camera's depth+normals texture is generated.\n \n \n \n \n After camera's depth texture is generated.\n \n \n \n \n After camera has done rendering everything.\n \n \n \n \n After final geometry pass in deferred lighting.\n \n \n \n \n After transparent objects in forward rendering.\n \n \n \n \n After opaque objects in forward rendering.\n \n \n \n \n After deferred rendering G-buffer is rendered.\n \n \n \n \n After halo and lens flares.\n \n \n \n \n After image effects.\n \n \n \n \n After image effects that happen between opaque &amp; transparent objects.\n \n \n \n \n After lighting pass in deferred rendering.\n \n \n \n \n After reflections pass in deferred rendering.\n \n \n \n \n After skybox is drawn.\n \n \n \n \n Before camera's depth+normals texture is generated.\n \n \n \n \n Before camera's depth texture is generated.\n \n \n \n \n Before final geometry pass in deferred lighting.\n \n \n \n \n Before transparent objects in forward rendering.\n \n \n \n \n Before opaque objects in forward rendering.\n \n \n \n \n Before deferred rendering G-buffer is rendered.\n \n \n \n \n Before halo and lens flares.\n \n \n \n \n Before image effects.\n \n \n \n \n Before image effects that happen between opaque &amp; transparent objects.\n \n \n \n \n Before lighting pass in deferred rendering.\n \n \n \n \n Before reflections pass in deferred rendering.\n \n \n \n \n Before skybox is drawn.\n \n \n \n \n The HDR mode to use for rendering.\n \n \n \n \n Uses RenderTextureFormat.ARGBHalf.\n \n \n \n \n Uses RenderTextureFormat.RGB111110Float.\n \n \n \n \n Specifies which color components will get written into the target framebuffer.\n \n \n \n \n Write all components (R, G, B and Alpha).\n \n \n \n \n Write alpha component.\n \n \n \n \n Write blue component.\n \n \n \n \n Write green component.\n \n \n \n \n Write red component.\n \n \n \n \n List of graphics commands to execute.\n \n \n \n \n Name of this command buffer.\n \n \n \n \n Size of this command buffer in bytes (Read Only).\n \n \n \n \n Adds a command to begin profile sampling.\n \n Name of the profile information used for sampling.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Add a \"blit into a render texture\" command.\n \n Source texture or render target to blit from.\n Destination to blit into.\n Material to use.\n Shader pass to use (default is -1, meaning \"all passes\").\n Scale applied to the source texture coordinate.\n Offset applied to the source texture coordinate.\n \n \n \n Clear all commands in the buffer.\n \n \n \n \n Adds a \"clear render target\" command.\n \n Should clear depth buffer?\n Should clear color buffer?\n Color to clear with.\n Depth to clear with (default is 1.0).\n \n \n \n Adds a command to copy ComputeBuffer counter value.\n \n Append/consume buffer to copy the counter from.\n A buffer to copy the counter to.\n Target byte offset in dst buffer.\n \n \n \n Adds a command to copy a texture into another texture.\n \n Source texture or identifier, see RenderTargetIdentifier.\n Destination texture or identifier, see RenderTargetIdentifier.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Adds a command to copy a texture into another texture.\n \n Source texture or identifier, see RenderTargetIdentifier.\n Destination texture or identifier, see RenderTargetIdentifier.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Adds a command to copy a texture into another texture.\n \n Source texture or identifier, see RenderTargetIdentifier.\n Destination texture or identifier, see RenderTargetIdentifier.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Adds a command to copy a texture into another texture.\n \n Source texture or identifier, see RenderTargetIdentifier.\n Destination texture or identifier, see RenderTargetIdentifier.\n Source texture element (cubemap face, texture array layer or 3D texture depth slice).\n Source texture mipmap level.\n Destination texture element (cubemap face, texture array layer or 3D texture depth slice).\n Destination texture mipmap level.\n X coordinate of source texture region to copy (left side is zero).\n Y coordinate of source texture region to copy (bottom is zero).\n Width of source texture region to copy.\n Height of source texture region to copy.\n X coordinate of where to copy region in destination texture (left side is zero).\n Y coordinate of where to copy region in destination texture (bottom is zero).\n \n \n \n Create a new empty command buffer.\n \n \n \n \n Adds a command to disable global shader keyword.\n \n Shader keyword to disable.\n \n \n \n Add a command to execute a ComputeShader.\n \n ComputeShader to execute.\n Kernel index to execute, see ComputeShader.FindKernel.\n Number of work groups in the X dimension.\n Number of work groups in the Y dimension.\n Number of work groups in the Z dimension.\n ComputeBuffer with dispatch arguments.\n Byte offset indicating the location of the dispatch arguments in the buffer.\n \n \n \n Add a command to execute a ComputeShader.\n \n ComputeShader to execute.\n Kernel index to execute, see ComputeShader.FindKernel.\n Number of work groups in the X dimension.\n Number of work groups in the Y dimension.\n Number of work groups in the Z dimension.\n ComputeBuffer with dispatch arguments.\n Byte offset indicating the location of the dispatch arguments in the buffer.\n \n \n \n Add a \"draw mesh\" command.\n \n Mesh to draw.\n Transformation matrix to use.\n Material to use.\n Which subset of the mesh to render.\n Which pass of the shader to use (default is -1, which renders all passes).\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n \n \n \n Add a \"draw mesh with instancing\" command.\n\nThe command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.\n\nInvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.\n \n The Mesh to draw.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Material to use.\n Which pass of the shader to use, or -1 which renders all passes.\n The array of object transformation matrices.\n The number of instances to be drawn.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n \n \n \n Add a \"draw mesh with indirect instancing\" command.\n \n The Mesh to draw.\n Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.\n Material to use.\n Which pass of the shader to use, or -1 which renders all passes.\n Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.\n The GPU buffer containing the arguments for how many instances of this mesh to draw.\n The byte offset into the buffer, where the draw arguments start.\n \n \n \n Add a \"draw procedural geometry\" command.\n \n Transformation matrix to use.\n Material to use.\n Which pass of the shader to use (or -1 for all passes).\n Topology of the procedural geometry.\n Vertex count to render.\n Instance count to render.\n Additional material properties to apply just before rendering. See MaterialPropertyBlock.\n \n \n \n Add a \"draw procedural geometry\" command.\n \n Transformation matrix to use.\n Material to use.\n Which pass of the shader to use (or -1 for all passes).\n Topology of the procedural geometry.\n Additional material properties to apply just before rendering. See MaterialPropertyBlock.\n Buffer with draw arguments.\n Byte offset where in the buffer the draw arguments are.\n \n \n \n Add a \"draw renderer\" command.\n \n Renderer to draw.\n Material to use.\n Which subset of the mesh to render.\n Which pass of the shader to use (default is -1, which renders all passes).\n \n \n \n Adds a command to enable global shader keyword.\n \n Shader keyword to enable.\n \n \n \n Adds a command to begin profile sampling.\n \n Name of the profile information used for sampling.\n \n \n \n Add a \"get a temporary render texture\" command.\n \n Shader property name for this texture.\n Width in pixels, or -1 for \"camera pixel width\".\n Height in pixels, or -1 for \"camera pixel height\".\n Depth buffer bits (0, 16 or 24).\n Texture filtering mode (default is Point).\n Format of the render texture (default is ARGB32).\n Color space conversion mode.\n Anti-aliasing (default is no anti-aliasing).\n Should random-write access into the texture be enabled (default is false).\n Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.\n Render texture memoryless mode.\n \n \n \n Add a \"get a temporary render texture\" command.\n \n Shader property name for this texture.\n Width in pixels, or -1 for \"camera pixel width\".\n Height in pixels, or -1 for \"camera pixel height\".\n Depth buffer bits (0, 16 or 24).\n Texture filtering mode (default is Point).\n Format of the render texture (default is ARGB32).\n Color space conversion mode.\n Anti-aliasing (default is no anti-aliasing).\n Should random-write access into the texture be enabled (default is false).\n Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.\n Render texture memoryless mode.\n \n \n \n Add a \"get a temporary render texture array\" command.\n \n Shader property name for this texture.\n Width in pixels, or -1 for \"camera pixel width\".\n Height in pixels, or -1 for \"camera pixel height\".\n Number of slices in texture array.\n Depth buffer bits (0, 16 or 24).\n Texture filtering mode (default is Point).\n Format of the render texture (default is ARGB32).\n Color space conversion mode.\n Anti-aliasing (default is no anti-aliasing).\n Should random-write access into the texture be enabled (default is false).\n \n \n \n Send a user-defined blit event to a native code plugin.\n \n Native code callback to queue for Unity's renderer to invoke.\n User defined command id to send to the callback.\n Source render target.\n Destination render target.\n User data command parameters.\n User data command flags.\n \n \n \n Send a user-defined event to a native code plugin.\n \n Native code callback to queue for Unity's renderer to invoke.\n User defined id to send to the callback.\n \n \n \n Send a user-defined event to a native code plugin with custom data.\n \n Native code callback to queue for Unity's renderer to invoke.\n Custom data to pass to the native plugin callback.\n Built in or user defined id to send to the callback.\n \n \n \n Add a \"release a temporary render texture\" command.\n \n Shader property name for this texture.\n \n \n \n Adds a command to set an input or output buffer parameter on a ComputeShader.\n \n ComputeShader to set parameter for.\n Which kernel the buffer is being set for. See ComputeShader.FindKernel.\n Name of the buffer variable in shader code.\n Buffer to set.\n \n \n \n Adds a command to set a float parameter on a ComputeShader.\n \n ComputeShader to set parameter for.\n Name of the variable in shader code.\n Value to set.\n \n \n \n Adds a command to set multiple consecutive float parameters on a ComputeShader.\n \n ComputeShader to set parameter for.\n Name of the variable in shader code.\n Values to set.\n \n \n \n Adds a command to set an integer parameter on a ComputeShader.\n \n ComputeShader to set parameter for.\n Name of the variable in shader code.\n Value to set.\n \n \n \n Adds a command to set multiple consecutive integer parameters on a ComputeShader.\n \n ComputeShader to set parameter for.\n Name of the variable in shader code.\n Values to set.\n \n \n \n Adds a command to set a texture parameter on a ComputeShader.\n \n ComputeShader to set parameter for.\n Which kernel the texture is being set for. See ComputeShader.FindKernel.\n Name of the texture variable in shader code.\n Texture value or identifier to set, see RenderTargetIdentifier.\n \n \n \n Adds a command to set a vector parameter on a ComputeShader.\n \n ComputeShader to set parameter for.\n Name of the variable in shader code.\n Value to set.\n \n \n \n Add a \"set global shader buffer property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader buffer property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader color property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader color property\" command.\n \n \n \n \n \n \n \n Add a command to set global depth bias.\n \n Constant depth bias.\n Slope-dependent depth bias.\n \n \n \n Add a \"set global shader float property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader float property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader float array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader float array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader float array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader float array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader matrix array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader texture property\" command, referencing a RenderTexture.\n \n \n \n \n \n \n \n Add a \"set global shader texture property\" command, referencing a RenderTexture.\n \n \n \n \n \n \n \n Add a \"set global shader vector property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader vector property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader vector array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader vector array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader vector array property\" command.\n \n \n \n \n \n \n \n Add a \"set global shader vector array property\" command.\n \n \n \n \n \n \n \n Add a command to set the projection matrix.\n \n Projection (camera to clip space) matrix.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set active render target\" command.\n \n Render target to set for both color &amp; depth buffers.\n Render target to set as a color buffer.\n Render targets to set as color buffers (MRT).\n Render target to set as a depth buffer.\n The mip level of the render target to render into.\n The cubemap face of a cubemap render target to render into.\n Slice of a 3D or array render target to set.\n \n \n \n Add a \"set shadow sampling mode\" command.\n \n Shadowmap render target to change the sampling mode on.\n New sampling mode.\n \n \n \n Add a command to set the view matrix.\n \n View (world to camera space) matrix.\n \n \n \n Add a command to set the rendering viewport.\n \n Viewport rectangle in pixel coordinates.\n \n \n \n Add a command to set the view and projection matrices.\n \n View (world to camera space) matrix.\n Projection (camera to clip space) matrix.\n \n \n \n Depth or stencil comparison function.\n \n \n \n \n Always pass depth or stencil test.\n \n \n \n \n Depth or stencil test is disabled.\n \n \n \n \n Pass depth or stencil test when values are equal.\n \n \n \n \n Pass depth or stencil test when new value is greater than old one.\n \n \n \n \n Pass depth or stencil test when new value is greater or equal than old one.\n \n \n \n \n Pass depth or stencil test when new value is less than old one.\n \n \n \n \n Pass depth or stencil test when new value is less or equal than old one.\n \n \n \n \n Never pass depth or stencil test.\n \n \n \n \n Pass depth or stencil test when values are different.\n \n \n \n \n Support for various Graphics.CopyTexture cases.\n \n \n \n \n Basic Graphics.CopyTexture support.\n \n \n \n \n Support for Texture3D in Graphics.CopyTexture.\n \n \n \n \n Support for Graphics.CopyTexture between different texture types.\n \n \n \n \n No support for Graphics.CopyTexture.\n \n \n \n \n Support for RenderTexture to Texture copies in Graphics.CopyTexture.\n \n \n \n \n Support for Texture to RenderTexture copies in Graphics.CopyTexture.\n \n \n \n \n Backface culling mode.\n \n \n \n \n Cull back-facing geometry.\n \n \n \n \n Cull front-facing geometry.\n \n \n \n \n Disable culling.\n \n \n \n \n Default reflection mode.\n \n \n \n \n Custom default reflection.\n \n \n \n \n Skybox-based default reflection.\n \n \n \n \n Graphics device API type.\n \n \n \n \n Direct3D 11 graphics API.\n \n \n \n \n Direct3D 12 graphics API.\n \n \n \n \n Direct3D 9 graphics API.\n \n \n \n \n iOS Metal graphics API.\n \n \n \n \n Nintendo 3DS graphics API.\n \n \n \n \n No graphics API.\n \n \n \n \n OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX)\n \n \n \n \n OpenGL (Core profile - GL3 or later) graphics API.\n \n \n \n \n OpenGL ES 2.0 graphics API.\n \n \n \n \n OpenGL ES 3.0 graphics API.\n \n \n \n \n PlayStation 3 graphics API.\n \n \n \n \n PlayStation 4 graphics API.\n \n \n \n \n PlayStation Mobile (PSM) graphics API.\n \n \n \n \n PlayStation Vita graphics API.\n \n \n \n \n Vulkan (EXPERIMENTAL).\n \n \n \n \n Xbox One graphics API.\n \n \n \n \n Script interface for.\n \n \n \n \n Whether to use a Light's color temperature when calculating the final color of that Light.\"\n \n \n \n \n If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used.\n \n \n \n \n The RenderPipelineAsset that describes how the Scene should be rendered.\n \n \n \n \n An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.\n \n \n \n \n Transparent object sorting mode.\n \n \n \n \n Get custom shader used instead of a built-in shader.\n \n Built-in shader type to query custom shader for.\n \n The shader used.\n \n \n \n \n Get built-in shader mode.\n \n Built-in shader type to query.\n \n Mode used for built-in shader.\n \n \n \n \n Returns true if shader define was set when compiling shaders for current GraphicsTier.\n \n \n \n \n \n \n Returns true if shader define was set when compiling shaders for given tier.\n \n \n \n \n \n Set custom shader to use instead of a built-in shader.\n \n Built-in shader type to set custom shader to.\n The shader to use.\n \n \n \n Set built-in shader mode.\n \n Built-in shader type to change.\n Mode to use for built-in shader.\n \n \n \n Graphics Tier.\nSee Also: Graphics.activeTier.\n \n \n \n \n The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1.\n \n \n \n \n The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2.\n \n \n \n \n The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3.\n \n \n \n \n Defines a place in light's rendering to attach Rendering.CommandBuffer objects to.\n \n \n \n \n After directional light screenspace shadow mask is computed.\n \n \n \n \n After shadowmap is rendered.\n \n \n \n \n After shadowmap pass is rendered.\n \n \n \n \n Before directional light screenspace shadow mask is computed.\n \n \n \n \n Before shadowmap is rendered.\n \n \n \n \n Before shadowmap pass is rendered.\n \n \n \n \n Light probe interpolation type.\n \n \n \n \n Simple light probe interpolation is used.\n \n \n \n \n Light Probes are not used.\n \n \n \n \n Uses a 3D grid of interpolated light probes.\n \n \n \n \n Shadow resolution options for a Light.\n \n \n \n \n Use resolution from QualitySettings (default).\n \n \n \n \n High shadow map resolution.\n \n \n \n \n Low shadow map resolution.\n \n \n \n \n Medium shadow map resolution.\n \n \n \n \n Very high shadow map resolution.\n \n \n \n \n Opaque object sorting mode of a Camera.\n \n \n \n \n Default opaque sorting mode.\n \n \n \n \n Do rough front-to-back sorting of opaque objects.\n \n \n \n \n Do not sort opaque objects by distance.\n \n \n \n \n Shader pass type for Unity's lighting pipeline.\n \n \n \n \n Deferred Shading shader pass.\n \n \n \n \n Forward rendering additive pixel light pass.\n \n \n \n \n Forward rendering base pass.\n \n \n \n \n Legacy deferred lighting (light pre-pass) base pass.\n \n \n \n \n Legacy deferred lighting (light pre-pass) final pass.\n \n \n \n \n Shader pass used to generate the albedo and emissive values used as input to lightmapping.\n \n \n \n \n Motion vector render pass.\n \n \n \n \n Regular shader pass that does not interact with lighting.\n \n \n \n \n Shadow caster &amp; depth texure shader pass.\n \n \n \n \n Legacy vertex-lit shader pass.\n \n \n \n \n Legacy vertex-lit shader pass, with mobile lightmaps.\n \n \n \n \n Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.\n \n \n \n \n How much CPU usage to assign to the final lighting calculations at runtime.\n \n \n \n \n 75% of the allowed CPU threads are used as worker threads.\n \n \n \n \n 25% of the allowed CPU threads are used as worker threads.\n \n \n \n \n 50% of the allowed CPU threads are used as worker threads.\n \n \n \n \n 100% of the allowed CPU threads are used as worker threads.\n \n \n \n \n Determines how Unity will compress baked reflection cubemap.\n \n \n \n \n Baked Reflection cubemap will be compressed if compression format is suitable.\n \n \n \n \n Baked Reflection cubemap will be compressed.\n \n \n \n \n Baked Reflection cubemap will be left uncompressed.\n \n \n \n \n ReflectionProbeBlendInfo contains information required for blending probes.\n \n \n \n \n Reflection Probe used in blending.\n \n \n \n \n Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0.\n \n \n \n \n Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe.\n \n \n \n \n Clear with the skybox.\n \n \n \n \n Clear with a background color.\n \n \n \n \n Reflection probe's update mode.\n \n \n \n \n Reflection probe is baked in the Editor.\n \n \n \n \n Reflection probe uses a custom texture specified by the user.\n \n \n \n \n Reflection probe is updating in realtime.\n \n \n \n \n An enum describing the way a realtime reflection probe refreshes in the Player.\n \n \n \n \n Causes Unity to update the probe's cubemap every frame.\nNote that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance.\n\nSee Also: ReflectionProbeTimeSlicingMode.\n \n \n \n \n Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe\n\nSee Also: ReflectionProbe.RenderProbe.\n \n \n \n \n Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script.\n\nSee Also: ReflectionProbe.RenderProbe.\n \n \n \n \n When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame.\nUpdating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames.\n \n \n \n \n Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames.\n \n \n \n \n Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames.\n \n \n \n \n Unity will render the probe entirely in one frame.\n \n \n \n \n Reflection Probe usage.\n \n \n \n \n Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur.\n \n \n \n \n Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments.\n \n \n \n \n Reflection probes are disabled, skybox will be used for reflection.\n \n \n \n \n Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes.\n \n \n \n \n Handling of loading RenderBuffer contents on setting as active RenderTarget.\n \n \n \n \n RenderBuffer will try to skip loading its contents on setting as Render Target.\n \n \n \n \n Make RenderBuffer to Load its contents when setting as RenderTarget.\n \n \n \n \n Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set.\n \n \n \n \n RenderBuffer will try to skip storing its contents.\n \n \n \n \n Make RenderBuffer to Store its contents.\n \n \n \n \n Determine in which order objects are renderered.\n \n \n \n \n Alpha tested geometry uses this queue.\n \n \n \n \n This render queue is rendered before any others.\n \n \n \n \n Opaque geometry uses this queue.\n \n \n \n \n Last render queue that is considered \"opaque\".\n \n \n \n \n This render queue is meant for overlay effects.\n \n \n \n \n This render queue is rendered after Geometry and AlphaTest, in back-to-front order.\n \n \n \n \n Identifies a RenderTexture for a Rendering.CommandBuffer.\n \n \n \n \n Creates a render target identifier.\n \n Built-in temporary render texture type.\n Temporary render texture name.\n Temporary render texture name (as integer, see Shader.PropertyToID).\n RenderTexture or Texture object to use.\n \n \n \n Creates a render target identifier.\n \n Built-in temporary render texture type.\n Temporary render texture name.\n Temporary render texture name (as integer, see Shader.PropertyToID).\n RenderTexture or Texture object to use.\n \n \n \n Creates a render target identifier.\n \n Built-in temporary render texture type.\n Temporary render texture name.\n Temporary render texture name (as integer, see Shader.PropertyToID).\n RenderTexture or Texture object to use.\n \n \n \n Creates a render target identifier.\n \n Built-in temporary render texture type.\n Temporary render texture name.\n Temporary render texture name (as integer, see Shader.PropertyToID).\n RenderTexture or Texture object to use.\n \n \n \n How shadows are cast from this object.\n \n \n \n \n No shadows are cast from this object.\n \n \n \n \n Shadows are cast from this object.\n \n \n \n \n Object casts shadows, but is otherwise invisible in the scene.\n \n \n \n \n Shadows are cast from this object, treating it as two-sided.\n \n \n \n \n Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer.\n \n \n \n \n All shadow map passes.\n \n \n \n \n All directional shadow map passes.\n \n \n \n \n First directional shadow map cascade.\n \n \n \n \n Second directional shadow map cascade.\n \n \n \n \n Third directional shadow map cascade.\n \n \n \n \n Fourth directional shadow map cascade.\n \n \n \n \n All point light shadow passes.\n \n \n \n \n -X point light shadow cubemap face.\n \n \n \n \n -Y point light shadow cubemap face.\n \n \n \n \n -Z point light shadow cubemap face.\n \n \n \n \n +X point light shadow cubemap face.\n \n \n \n \n +Y point light shadow cubemap face.\n \n \n \n \n +Z point light shadow cubemap face.\n \n \n \n \n Spotlight shadow pass.\n \n \n \n \n Used by CommandBuffer.SetShadowSamplingMode.\n \n \n \n \n Default shadow sampling mode: sampling with a comparison filter.\n \n \n \n \n In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap.\n \n \n \n \n Shadow sampling mode for sampling the depth value.\n \n \n \n \n Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.\n \n \n \n \n Unique ID of the Renderer's sorting layer.\n \n \n \n \n Name of the Renderer's sorting layer.\n \n \n \n \n Renderer's order within a sorting layer.\n \n \n \n \n Spherical harmonics up to the second order (3 bands, 9 coefficients).\n \n \n \n \n Add ambient lighting to probe data.\n \n \n \n \n \n Add directional light to probe data.\n \n \n \n \n \n \n \n Clears SH probe to zero.\n \n \n \n \n Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized.\n \n Normalized directions for which the spherical harmonics are to be evaluated.\n Output array for the evaluated values of the corresponding directions.\n \n \n \n Returns true if SH probes are equal.\n \n \n \n \n \n \n Scales SH by a given factor.\n \n \n \n \n \n \n Scales SH by a given factor.\n \n \n \n \n \n \n Returns true if SH probes are different.\n \n \n \n \n \n \n Adds two SH probes.\n \n \n \n \n \n \n Access individual SH coefficients.\n \n \n \n \n Provides an interface to the Unity splash screen.\n \n \n \n \n Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration.\n \n \n \n \n Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing.\n \n \n \n \n Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this.\n \n \n \n \n Specifies the operation that's performed on the stencil buffer when rendering.\n \n \n \n \n Decrements the current stencil buffer value. Clamps to 0.\n \n \n \n \n Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.\n \n \n \n \n Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.\n \n \n \n \n Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.\n \n \n \n \n Bitwise inverts the current stencil buffer value.\n \n \n \n \n Keeps the current stencil value.\n \n \n \n \n Replace the stencil buffer value with reference value (specified in the shader).\n \n \n \n \n Sets the stencil buffer value to zero.\n \n \n \n \n Texture \"dimension\" (type).\n \n \n \n \n Any texture type.\n \n \n \n \n Cubemap texture.\n \n \n \n \n Cubemap array texture (CubemapArray).\n \n \n \n \n No texture is assigned.\n \n \n \n \n 2D texture (Texture2D).\n \n \n \n \n 2D array texture (Texture2DArray).\n \n \n \n \n 3D volume texture (Texture3D).\n \n \n \n \n Texture type is not initialized or unknown.\n \n \n \n \n A flag representing each UV channel.\n \n \n \n \n First UV channel.\n \n \n \n \n Second UV channel.\n \n \n \n \n Third UV channel.\n \n \n \n \n Fourth UV channel.\n \n \n \n \n Rendering path of a Camera.\n \n \n \n \n Deferred Lighting (Legacy).\n \n \n \n \n Deferred Shading.\n \n \n \n \n Forward Rendering.\n \n \n \n \n Use Player Settings.\n \n \n \n \n Vertex Lit.\n \n \n \n \n RenderMode for the Canvas.\n \n \n \n \n Render using the Camera configured on the Canvas.\n \n \n \n \n Render at the end of the scene using a 2D Canvas.\n \n \n \n \n Render using any Camera in the scene that can render the layer.\n \n \n \n \n The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.\n \n \n \n \n Ambient lighting coming from the sides.\n \n \n \n \n Ambient lighting coming from below.\n \n \n \n \n How much the light from the Ambient Source affects the scene.\n \n \n \n \n Flat ambient lighting color.\n \n \n \n \n Ambient lighting mode.\n \n \n \n \n Custom or skybox ambient lighting data.\n \n \n \n \n Ambient lighting coming from above.\n \n \n \n \n Custom specular reflection cubemap.\n \n \n \n \n Default reflection mode.\n \n \n \n \n Cubemap resolution for default reflection.\n \n \n \n \n The fade speed of all flares in the scene.\n \n \n \n \n The intensity of all flares in the scene.\n \n \n \n \n Is fog enabled?\n \n \n \n \n The color of the fog.\n \n \n \n \n The density of the exponential fog.\n \n \n \n \n The ending distance of linear fog.\n \n \n \n \n Fog mode to use.\n \n \n \n \n The starting distance of linear fog.\n \n \n \n \n Size of the Light halos.\n \n \n \n \n The number of times a reflection includes other reflections.\n \n \n \n \n How much the skybox / custom cubemap reflection affects the scene.\n \n \n \n \n The global skybox to use.\n \n \n \n \n The color used for the sun shadows in the Subtractive lightmode.\n \n \n \n \n The light used by the procedural skybox.\n \n \n \n \n Fully describes setup of RenderTarget.\n \n \n \n \n Color Buffers to set.\n \n \n \n \n Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.\n \n \n \n \n Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.\n \n \n \n \n Cubemap face to render to.\n \n \n \n \n Depth Buffer to set.\n \n \n \n \n Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself.\n \n \n \n \n Slice of a Texture3D or Texture2DArray to set as a render target.\n \n \n \n \n Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself.\n \n \n \n \n Mip Level to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Constructs RenderTargetSetup.\n \n Color Buffer(s) to set.\n Depth Buffer to set.\n Mip Level to render to.\n Cubemap face to render to.\n \n \n \n \n Render textures are textures that can be rendered to.\n \n \n \n \n Currently active render texture.\n \n \n \n \n The antialiasing level for the RenderTexture.\n \n \n \n \n Mipmap levels are generated automatically when this flag is set.\n \n \n \n \n Color buffer of the render texture (Read Only).\n \n \n \n \n The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).\n \n \n \n \n Depth/stencil buffer of the render texture (Read Only).\n \n \n \n \n This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.\n \n \n \n \n Dimensionality (type) of the render texture.\n \n \n \n \n Enable random access write into this render texture on Shader Model 5.0 level shaders.\n \n \n \n \n The color format of the render texture.\n \n \n \n \n The height of the render texture in pixels.\n \n \n \n \n If enabled, this Render Texture will be used as a Texture3D.\n \n \n \n \n The render texture memoryless mode property.\n \n \n \n \n Does this render texture use sRGB read/write conversions (Read Only).\n \n \n \n \n Render texture has mipmaps when this flag is set.\n \n \n \n \n Volume extent of a 3D render texture or number of slices of array texture.\n \n \n \n \n The width of the render texture in pixels.\n \n \n \n \n Actually creates the RenderTexture.\n \n \n \n \n Creates a new RenderTexture object.\n \n Texture width in pixels.\n Texture height in pixels.\n Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Texture color format.\n How or if color space conversions should be done on texture read/write.\n Create the RenderTexture with the settings in the RenderTextureDescriptor.\n Copy the settings from another RenderTexture.\n \n \n \n Creates a new RenderTexture object.\n \n Texture width in pixels.\n Texture height in pixels.\n Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Texture color format.\n How or if color space conversions should be done on texture read/write.\n Create the RenderTexture with the settings in the RenderTextureDescriptor.\n Copy the settings from another RenderTexture.\n \n \n \n Creates a new RenderTexture object.\n \n Texture width in pixels.\n Texture height in pixels.\n Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Texture color format.\n How or if color space conversions should be done on texture read/write.\n Create the RenderTexture with the settings in the RenderTextureDescriptor.\n Copy the settings from another RenderTexture.\n \n \n \n Creates a new RenderTexture object.\n \n Texture width in pixels.\n Texture height in pixels.\n Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Texture color format.\n How or if color space conversions should be done on texture read/write.\n Create the RenderTexture with the settings in the RenderTextureDescriptor.\n Copy the settings from another RenderTexture.\n \n \n \n Creates a new RenderTexture object.\n \n Texture width in pixels.\n Texture height in pixels.\n Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Texture color format.\n How or if color space conversions should be done on texture read/write.\n Create the RenderTexture with the settings in the RenderTextureDescriptor.\n Copy the settings from another RenderTexture.\n \n \n \n Hint the GPU driver that the contents of the RenderTexture will not be used.\n \n Should the colour buffer be discarded?\n Should the depth buffer be discarded?\n \n \n \n Hint the GPU driver that the contents of the RenderTexture will not be used.\n \n Should the colour buffer be discarded?\n Should the depth buffer be discarded?\n \n \n \n Generate mipmap levels of a render texture.\n \n \n \n \n Retrieve a native (underlying graphics API) pointer to the depth buffer resource.\n \n \n Pointer to an underlying graphics API depth buffer resource.\n \n \n \n \n Allocate a temporary render texture.\n \n Width in pixels.\n Height in pixels.\n Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Render texture format.\n Color space conversion mode.\n Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.\n Render texture memoryless mode.\n Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.\n \n \n \n \n Allocate a temporary render texture.\n \n Width in pixels.\n Height in pixels.\n Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.\n Render texture format.\n Color space conversion mode.\n Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.\n Render texture memoryless mode.\n Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.\n \n \n \n \n Is the render texture actually created?\n \n \n \n \n Indicate that there's a RenderTexture restore operation expected.\n \n \n \n \n Releases the RenderTexture.\n \n \n \n \n Release a temporary texture allocated with GetTemporary.\n \n \n \n \n \n Assigns this RenderTexture as a global shader property named propertyName.\n \n \n \n \n \n Does a RenderTexture have stencil buffer?\n \n Render texture, or null for main screen.\n \n \n \n Set of flags that control the state of a newly-created RenderTexture.\n \n \n \n \n Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and\nIt is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag.\n \n \n \n \n Determines whether or not mipmaps are automatically generated when the RenderTexture is modified.\nThis flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set.\nSee RenderTexture.autoGenerateMips for more details.\n \n \n \n \n This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code.\n \n \n \n \n Set this flag to enable random access writes to the RenderTexture from shaders.\nNormally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms.\n \n \n \n \n Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.\n \n \n \n \n Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details.\n \n \n \n \n When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details.\n \n \n \n \n This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.\n \n \n \n \n Mipmap levels are generated automatically when this flag is set.\n \n \n \n \n The color format for the RenderTexture.\n \n \n \n \n The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).\n\nSee RenderTexture.depth.\n \n \n \n \n Dimensionality (type) of the render texture.\n\nSee RenderTexture.dimension.\n \n \n \n \n Enable random access write into this render texture on Shader Model 5.0 level shaders.\n\nSee RenderTexture.enableRandomWrite.\n \n \n \n \n A set of RenderTextureCreationFlags that control how the texture is created.\n \n \n \n \n The height of the render texture in pixels.\n \n \n \n \n The render texture memoryless mode property.\n \n \n \n \n The multisample antialiasing level for the RenderTexture.\n\nSee RenderTexture.antiAliasing.\n \n \n \n \n Determines how the RenderTexture is sampled if it is used as a shadow map.\n\nSee ShadowSamplingMode for more details.\n \n \n \n \n This flag causes the render texture uses sRGB read/write conversions.\n \n \n \n \n Render texture has mipmaps when this flag is set.\n\nSee RenderTexture.useMipMap.\n \n \n \n \n Volume extent of a 3D render texture.\n \n \n \n \n If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDescriptor.\n \n \n \n \n The width of the render texture in pixels.\n \n \n \n \n Create a RenderTextureDescriptor with default values, or a certain width, height, and format.\n \n Width of the RenderTexture in pixels.\n Height of the RenderTexture in pixels.\n The color format for the RenderTexture.\n The number of bits to use for the depth buffer.\n \n \n \n Create a RenderTextureDescriptor with default values, or a certain width, height, and format.\n \n Width of the RenderTexture in pixels.\n Height of the RenderTexture in pixels.\n The color format for the RenderTexture.\n The number of bits to use for the depth buffer.\n \n \n \n Create a RenderTextureDescriptor with default values, or a certain width, height, and format.\n \n Width of the RenderTexture in pixels.\n Height of the RenderTexture in pixels.\n The color format for the RenderTexture.\n The number of bits to use for the depth buffer.\n \n \n \n Format of a RenderTexture.\n \n \n \n \n Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.\n \n \n \n \n Color render texture format. 10 bits for colors, 2 bits for alpha.\n \n \n \n \n Color render texture format, 8 bits per channel.\n \n \n \n \n Color render texture format, 4 bit per channel.\n \n \n \n \n Four color render texture format, 16 bits per channel, fixed point, unsigned normalized.\n \n \n \n \n Color render texture format, 32 bit floating point per channel.\n \n \n \n \n Color render texture format, 16 bit floating point per channel.\n \n \n \n \n Four channel (ARGB) render texture format, 32 bit signed integer per channel.\n \n \n \n \n Color render texture format, 8 bits per channel.\n \n \n \n \n Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.\n \n \n \n \n Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.\n \n \n \n \n A depth render texture format.\n \n \n \n \n Scalar (R) render texture format, 8 bit fixed point.\n \n \n \n \n Scalar (R) render texture format, 32 bit floating point.\n \n \n \n \n Two channel (RG) render texture format, 8 bits per channel.\n \n \n \n \n Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized.\n \n \n \n \n Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point.\n \n \n \n \n Color render texture format.\n \n \n \n \n Four channel (RGBA) render texture format, 16 bit unsigned integer per channel.\n \n \n \n \n Two color (RG) render texture format, 32 bit floating point per channel.\n \n \n \n \n Two color (RG) render texture format, 16 bit floating point per channel.\n \n \n \n \n Two channel (RG) render texture format, 32 bit signed integer per channel.\n \n \n \n \n Scalar (R) render texture format, 16 bit floating point.\n \n \n \n \n Scalar (R) render texture format, 32 bit signed integer.\n \n \n \n \n A native shadowmap render texture format.\n \n \n \n \n Flags enumeration of the render texture memoryless modes.\n \n \n \n \n Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1.\n \n \n \n \n Render texture depth pixels are memoryless.\n \n \n \n \n Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8.\n \n \n \n \n The render texture is not memoryless.\n \n \n \n \n Color space conversion mode of a RenderTexture.\n \n \n \n \n Render texture contains sRGB (color) data, perform Linear&lt;-&gt;sRGB conversions on it.\n \n \n \n \n Default color space conversion based on project settings.\n \n \n \n \n Render texture contains linear (non-color) data; don't perform color conversions on it.\n \n \n \n \n The RequireComponent attribute automatically adds required components as dependencies.\n \n \n \n \n Require a single component.\n \n \n \n \n \n Require two components.\n \n \n \n \n \n \n Require three components.\n \n \n \n \n \n \n \n Represents a display resolution.\n \n \n \n \n Resolution height in pixels.\n \n \n \n \n Resolution's vertical refresh rate in Hz.\n \n \n \n \n Resolution width in pixels.\n \n \n \n \n Returns a nicely formatted string of the resolution.\n \n \n A string with the format \"width x height @ refreshRateHz\".\n \n \n \n \n Asynchronous load request from the Resources bundle.\n \n \n \n \n Asset object being loaded (Read Only).\n \n \n \n \n The Resources class allows you to find and access Objects including assets.\n \n \n \n \n Returns a list of all objects of Type type.\n \n Type of the class to match while searching.\n \n An array of objects whose class is type or is derived from type.\n \n \n \n \n Returns a list of all objects of Type T.\n \n \n \n \n Loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n Loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n Loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n \n \n \n Loads all assets in a folder or file at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n Loads all assets in a folder or file at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n Loads all assets in a folder or file at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n \n \n \n Returns a resource at an asset path (Editor Only).\n \n Pathname of the target asset.\n Type filter for objects returned.\n \n \n \n Returns a resource at an asset path (Editor Only).\n \n Pathname of the target asset.\n \n \n \n Asynchronously loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n \n Asynchronously loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n Type filter for objects returned.\n \n \n \n \n Asynchronously loads an asset stored at path in a Resources folder.\n \n Pathname of the target folder. When using the empty string (i.e., \"\"), the function will load the entire contents of the Resources folder.\n \n \n \n Unloads assetToUnload from memory.\n \n \n \n \n \n Unloads assets that are not used.\n \n \n Object on which you can yield to wait until the operation completes.\n \n \n \n \n Control of an object's position through physics simulation.\n \n \n \n \n The angular drag of the object.\n \n \n \n \n The angular velocity vector of the rigidbody measured in radians per second.\n \n \n \n \n The center of mass relative to the transform's origin.\n \n \n \n \n The Rigidbody's collision detection mode.\n \n \n \n \n Controls which degrees of freedom are allowed for the simulation of this Rigidbody.\n \n \n \n \n Should collision detection be enabled? (By default always enabled).\n \n \n \n \n The drag of the object.\n \n \n \n \n Controls whether physics will change the rotation of the object.\n \n \n \n \n The diagonal inertia tensor of mass relative to the center of mass.\n \n \n \n \n The rotation of the inertia tensor.\n \n \n \n \n Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.\n \n \n \n \n Controls whether physics affects the rigidbody.\n \n \n \n \n The mass of the rigidbody.\n \n \n \n \n The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.\n \n \n \n \n Maximum velocity of a rigidbody when moving out of penetrating state.\n \n \n \n \n The position of the rigidbody.\n \n \n \n \n The rotation of the rigidbody.\n \n \n \n \n The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.\n \n \n \n \n The mass-normalized energy threshold, below which objects start going to sleep.\n \n \n \n \n The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.\n \n \n \n \n The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive.\n \n \n \n \n The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive.\n \n \n \n \n Force cone friction to be used for this rigidbody.\n \n \n \n \n Controls whether gravity affects this rigidbody.\n \n \n \n \n The velocity vector of the rigidbody.\n \n \n \n \n The center of mass of the rigidbody in world space (Read Only).\n \n \n \n \n Applies a force to a rigidbody that simulates explosion effects.\n \n The force of the explosion (which may be modified by distance).\n The centre of the sphere within which the explosion has its effect.\n The radius of the sphere within which the explosion has its effect.\n Adjustment to the apparent position of the explosion to make it seem to lift objects.\n The method used to apply the force to its targets.\n \n \n \n Applies a force to a rigidbody that simulates explosion effects.\n \n The force of the explosion (which may be modified by distance).\n The centre of the sphere within which the explosion has its effect.\n The radius of the sphere within which the explosion has its effect.\n Adjustment to the apparent position of the explosion to make it seem to lift objects.\n The method used to apply the force to its targets.\n \n \n \n Applies a force to a rigidbody that simulates explosion effects.\n \n The force of the explosion (which may be modified by distance).\n The centre of the sphere within which the explosion has its effect.\n The radius of the sphere within which the explosion has its effect.\n Adjustment to the apparent position of the explosion to make it seem to lift objects.\n The method used to apply the force to its targets.\n \n \n \n Adds a force to the Rigidbody.\n \n Force vector in world coordinates.\n Type of force to apply.\n \n \n \n Adds a force to the Rigidbody.\n \n Force vector in world coordinates.\n Type of force to apply.\n \n \n \n Adds a force to the Rigidbody.\n \n Size of force along the world x-axis.\n Size of force along the world y-axis.\n Size of force along the world z-axis.\n Type of force to apply.\n \n \n \n Adds a force to the Rigidbody.\n \n Size of force along the world x-axis.\n Size of force along the world y-axis.\n Size of force along the world z-axis.\n Type of force to apply.\n \n \n \n Applies force at position. As a result this will apply a torque and force on the object.\n \n Force vector in world coordinates.\n Position in world coordinates.\n \n \n \n \n Applies force at position. As a result this will apply a torque and force on the object.\n \n Force vector in world coordinates.\n Position in world coordinates.\n \n \n \n \n Adds a force to the rigidbody relative to its coordinate system.\n \n Force vector in local coordinates.\n \n \n \n \n Adds a force to the rigidbody relative to its coordinate system.\n \n Force vector in local coordinates.\n \n \n \n \n Adds a force to the rigidbody relative to its coordinate system.\n \n Size of force along the local x-axis.\n Size of force along the local y-axis.\n Size of force along the local z-axis.\n \n \n \n \n Adds a force to the rigidbody relative to its coordinate system.\n \n Size of force along the local x-axis.\n Size of force along the local y-axis.\n Size of force along the local z-axis.\n \n \n \n \n Adds a torque to the rigidbody relative to its coordinate system.\n \n Torque vector in local coordinates.\n \n \n \n \n Adds a torque to the rigidbody relative to its coordinate system.\n \n Torque vector in local coordinates.\n \n \n \n \n Adds a torque to the rigidbody relative to its coordinate system.\n \n Size of torque along the local x-axis.\n Size of torque along the local y-axis.\n Size of torque along the local z-axis.\n \n \n \n \n Adds a torque to the rigidbody relative to its coordinate system.\n \n Size of torque along the local x-axis.\n Size of torque along the local y-axis.\n Size of torque along the local z-axis.\n \n \n \n \n Adds a torque to the rigidbody.\n \n Torque vector in world coordinates.\n \n \n \n \n Adds a torque to the rigidbody.\n \n Torque vector in world coordinates.\n \n \n \n \n Adds a torque to the rigidbody.\n \n Size of torque along the world x-axis.\n Size of torque along the world y-axis.\n Size of torque along the world z-axis.\n \n \n \n \n Adds a torque to the rigidbody.\n \n Size of torque along the world x-axis.\n Size of torque along the world y-axis.\n Size of torque along the world z-axis.\n \n \n \n \n The closest point to the bounding box of the attached colliders.\n \n \n \n \n \n The velocity of the rigidbody at the point worldPoint in global space.\n \n \n \n \n \n The velocity relative to the rigidbody at the point relativePoint.\n \n \n \n \n \n Is the rigidbody sleeping?\n \n \n \n \n Moves the rigidbody to position.\n \n The new position for the Rigidbody object.\n \n \n \n Rotates the rigidbody to rotation.\n \n The new rotation for the Rigidbody.\n \n \n \n Reset the center of mass of the rigidbody.\n \n \n \n \n Reset the inertia tensor value and rotation.\n \n \n \n \n Sets the mass based on the attached colliders assuming a constant density.\n \n \n \n \n \n Forces a rigidbody to sleep at least one frame.\n \n \n \n \n Tests if a rigidbody would collide with anything, if it was moved through the scene.\n \n The direction into which to sweep the rigidbody.\n If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).\n The length of the sweep.\n Specifies whether this query should hit Triggers.\n \n True when the rigidbody sweep intersects any collider, otherwise false.\n \n \n \n \n Like Rigidbody.SweepTest, but returns all hits.\n \n The direction into which to sweep the rigidbody.\n The length of the sweep.\n Specifies whether this query should hit Triggers.\n \n An array of all colliders hit in the sweep.\n \n \n \n \n Forces a rigidbody to wake up.\n \n \n \n \n Rigidbody physics component for 2D sprites.\n \n \n \n \n Coefficient of angular drag.\n \n \n \n \n Angular velocity in degrees per second.\n \n \n \n \n Returns the number of Collider2D attached to this Rigidbody2D.\n \n \n \n \n The physical behaviour type of the Rigidbody2D.\n \n \n \n \n The center of mass of the rigidBody in local space.\n \n \n \n \n The method used by the physics engine to check if two objects have collided.\n \n \n \n \n Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D.\n \n \n \n \n Coefficient of drag.\n \n \n \n \n Should the rigidbody be prevented from rotating?\n \n \n \n \n Controls whether physics will change the rotation of the object.\n \n \n \n \n The degree to which this object is affected by gravity.\n \n \n \n \n The rigidBody rotational inertia.\n \n \n \n \n Physics interpolation used between updates.\n \n \n \n \n Should this rigidbody be taken out of physics control?\n \n \n \n \n Mass of the rigidbody.\n \n \n \n \n The position of the rigidbody.\n \n \n \n \n The rotation of the rigidbody.\n \n \n \n \n The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D.\n \n \n \n \n Indicates whether the rigid body should be simulated or not by the physics system.\n \n \n \n \n The sleep state that the rigidbody will initially be in.\n \n \n \n \n Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders?\n \n \n \n \n Should kinematickinematic and kinematicstatic collisions be allowed?\n \n \n \n \n Linear velocity of the rigidbody.\n \n \n \n \n Gets the center of mass of the rigidBody in global space.\n \n \n \n \n Apply a force to the rigidbody.\n \n Components of the force in the X and Y axes.\n The method used to apply the specified force.\n \n \n \n Apply a force at a given position in space.\n \n Components of the force in the X and Y axes.\n Position in world space to apply the force.\n The method used to apply the specified force.\n \n \n \n Adds a force to the rigidbody2D relative to its coordinate system.\n \n Components of the force in the X and Y axes.\n The method used to apply the specified force.\n \n \n \n Apply a torque at the rigidbody's centre of mass.\n \n Torque to apply.\n The force mode to use.\n \n \n \n All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.\n \n Vector representing the direction to cast each Collider2D shape.\n Array to receive results.\n Maximum distance over which to cast the shape(s).\n \n The number of results returned.\n \n \n \n \n All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.\n \n Vector representing the direction to cast each Collider2D shape.\n Filter results defined by the contact filter.\n Array to receive results.\n Maximum distance over which to cast the shape(s).\n \n The number of results returned.\n \n \n \n \n Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D.\n \n A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D.\n \n The minimum distance of collider against all colliders attached to this Rigidbody2D.\n \n \n \n \n Returns all Collider2D that are attached to this Rigidbody2D.\n \n An array of Collider2D used to receive the results.\n \n Returns the number of Collider2D placed in the results array.\n \n \n \n \n Retrieves all contact points for all of the collider(s) attached to this rigidbody.\n \n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.\n \n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Retrieves all contact points for all of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of ContactPoint2D used to receive the results.\n \n Returns the number of contacts placed in the contacts array.\n \n \n \n \n Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n An array of Collider2D used to receive the results.\n \n Returns the number of colliders placed in the colliders array.\n \n \n \n \n Get a local space point given the point point in rigidBody global space.\n \n The global space point to transform into local space.\n \n \n \n The velocity of the rigidbody at the point Point in global space.\n \n The global space point to calculate velocity for.\n \n \n \n Get a global space point given the point relativePoint in rigidBody local space.\n \n The local space point to transform into global space.\n \n \n \n The velocity of the rigidbody at the point Point in local space.\n \n The local space point to calculate velocity for.\n \n \n \n Get a global space vector given the vector relativeVector in rigidBody local space.\n \n The local space vector to transform into a global space vector.\n \n \n \n Get a local space vector given the vector vector in rigidBody global space.\n \n The global space vector to transform into a local space vector.\n \n \n \n Is the rigidbody \"awake\"?\n \n \n \n \n Is the rigidbody \"sleeping\"?\n \n \n \n \n Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not.\n \n The collider to check if it is touching any of the collider(s) attached to this rigidbody.\n \n Whether the collider is touching any of the collider(s) attached to this rigidbody or not.\n \n \n \n \n Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.\n \n The collider to check if it is touching any of the collider(s) attached to this rigidbody.\n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether the collider is touching any of the collider(s) attached to this rigidbody or not.\n \n \n \n \n Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.\n \n Whether any collider is touching any of the collider(s) attached to this rigidbody or not.\n \n \n \n \n Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.\n \n Any colliders on any of these layers count as touching.\n \n Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.\n \n \n \n \n Moves the rigidbody to position.\n \n The new position for the Rigidbody object.\n \n \n \n Rotates the rigidbody to angle (given in degrees).\n \n The new rotation angle for the Rigidbody object.\n \n \n \n Get a list of all colliders that overlap all colliders attached to this Rigidbody2D.\n \n The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.\n The array to receive results. The size of the array determines the maximum number of results that can be returned.\n \n Returns the number of results placed in the results array.\n \n \n \n \n Check if any of the Rigidbody2D colliders overlap a point in space.\n \n A point in world space.\n \n Whether the point overlapped any of the Rigidbody2D colliders.\n \n \n \n \n Make the rigidbody \"sleep\".\n \n \n \n \n Disables the \"sleeping\" state of a rigidbody.\n \n \n \n \n Use these flags to constrain motion of Rigidbodies.\n \n \n \n \n Freeze rotation and motion along all axes.\n \n \n \n \n Freeze motion along all axes.\n \n \n \n \n Freeze motion along the X-axis.\n \n \n \n \n Freeze motion along the Y-axis.\n \n \n \n \n Freeze motion along the Z-axis.\n \n \n \n \n Freeze rotation along all axes.\n \n \n \n \n Freeze rotation along the X-axis.\n \n \n \n \n Freeze rotation along the Y-axis.\n \n \n \n \n Freeze rotation along the Z-axis.\n \n \n \n \n No constraints.\n \n \n \n \n Use these flags to constrain motion of the Rigidbody2D.\n \n \n \n \n Freeze rotation and motion along all axes.\n \n \n \n \n Freeze motion along the X-axis and Y-axis.\n \n \n \n \n Freeze motion along the X-axis.\n \n \n \n \n Freeze motion along the Y-axis.\n \n \n \n \n Freeze rotation along the Z-axis.\n \n \n \n \n No constraints.\n \n \n \n \n Rigidbody interpolation mode.\n \n \n \n \n Extrapolation will predict the position of the rigidbody based on the current velocity.\n \n \n \n \n Interpolation will always lag a little bit behind but can be smoother than extrapolation.\n \n \n \n \n No Interpolation.\n \n \n \n \n Interpolation mode for Rigidbody2D objects.\n \n \n \n \n Smooth an object's movement based on an estimate of its position in the next frame.\n \n \n \n \n Smooth movement based on the object's positions in previous frames.\n \n \n \n \n Do not apply any smoothing to the object's movement.\n \n \n \n \n Settings for a Rigidbody2D's initial sleep state.\n \n \n \n \n Rigidbody2D never automatically sleeps.\n \n \n \n \n Rigidbody2D is initially asleep.\n \n \n \n \n Rigidbody2D is initially awake.\n \n \n \n \n The physical behaviour type of the Rigidbody2D.\n \n \n \n \n Sets the Rigidbody2D to have dynamic behaviour.\n \n \n \n \n Sets the Rigidbody2D to have kinematic behaviour.\n \n \n \n \n Sets the Rigidbody2D to have static behaviour.\n \n \n \n \n Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.\n \n \n \n \n Use Slerp drive.\n \n \n \n \n Use XY &amp; Z Drive.\n \n \n \n \n Attribute for setting up RPC functions.\n \n \n \n \n Option for who will receive an RPC, used by NetworkView.RPC.\n \n \n \n \n Sends to everyone.\n \n \n \n \n Sends to everyone and adds to the buffer.\n \n \n \n \n Sends to everyone except the sender.\n \n \n \n \n Sends to everyone except the sender and adds to the buffer.\n \n \n \n \n Sends to the server only.\n \n \n \n \n Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime.\n \n \n \n \n Retrieves all AnimationClip used by the controller.\n \n \n \n \n Set RuntimeInitializeOnLoadMethod type.\n \n \n \n \n After scene is loaded.\n \n \n \n \n Before scene is loaded.\n \n \n \n \n Allow a runtime class method to be initialized when a game is loaded at runtime\n without action from the user.\n \n \n \n \n Set RuntimeInitializeOnLoadMethod type.\n \n \n \n \n Creation of the runtime class used when scenes are loaded.\n \n Determine whether methods are called before or after the\n scene is loaded.\n \n \n \n Creation of the runtime class used when scenes are loaded.\n \n Determine whether methods are called before or after the\n scene is loaded.\n \n \n \n The platform application is running. Returned by Application.platform.\n \n \n \n \n In the player on the Apple's tvOS.\n \n \n \n \n In the player on Android devices.\n \n \n \n \n In the player on the iPhone.\n \n \n \n \n In the Unity editor on Linux.\n \n \n \n \n In the player on Linux.\n \n \n \n \n In the Dashboard widget on macOS.\n \n \n \n \n In the Unity editor on macOS.\n \n \n \n \n In the player on macOS.\n \n \n \n \n In the web player on macOS.\n \n \n \n \n In the player on the Playstation 4.\n \n \n \n \n In the player on the PS Vita.\n \n \n \n \n In the player on Samsung Smart TV.\n \n \n \n \n In the player on Nintendo Switch.\n \n \n \n \n In the player on Tizen.\n \n \n \n \n In the player on WebGL?\n \n \n \n \n In the player on Wii U.\n \n \n \n \n In the Unity editor on Windows.\n \n \n \n \n In the player on Windows.\n \n \n \n \n In the web player on Windows.\n \n \n \n \n In the player on Windows Store Apps when CPU architecture is ARM.\n \n \n \n \n In the player on Windows Store Apps when CPU architecture is X64.\n \n \n \n \n In the player on Windows Store Apps when CPU architecture is X86.\n \n \n \n \n In the player on Xbox One.\n \n \n \n \n Interface into SamsungTV specific functionality.\n \n \n \n \n Returns true if there is an air mouse available.\n \n \n \n \n Changes the type of input the gamepad produces.\n \n \n \n \n Changes the type of input the gesture camera produces.\n \n \n \n \n Returns true if the camera sees a hand.\n \n \n \n \n The type of input the remote's touch pad produces.\n \n \n \n \n Types of input the gamepad can produce.\n \n \n \n \n Joystick style input.\n \n \n \n \n Mouse style input.\n \n \n \n \n Types of input the gesture camera can produce.\n \n \n \n \n Two hands control two joystick axes.\n \n \n \n \n Hands control the mouse pointer.\n \n \n \n \n No gesture input from the camera.\n \n \n \n \n Access to TV specific information.\n \n \n \n \n The server type. Possible values:\nDeveloping, Development, Invalid, Operating.\n \n \n \n \n Get local time on TV.\n \n \n \n \n Get UID from TV.\n \n \n \n \n Set the system language that is returned by Application.SystemLanguage.\n \n \n \n \n \n Types of input the remote's touchpad can produce.\n \n \n \n \n Remote dependent. On 2013 TVs dpad directions are determined by swiping in the correlating direction. On 2014 and 2015 TVs the remote has dpad buttons.\n \n \n \n \n Touchpad works like an analog joystick. Not supported on the 2015 TV as there is no touchpad.\n \n \n \n \n Touchpad controls a remote curosr like a laptop's touchpad. This can be replaced by airmouse functionality which is available on 2014 and 2015 TVs.\n \n \n \n \n Scaling mode to draw textures with.\n \n \n \n \n Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped.\n \n \n \n \n Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture.\n \n \n \n \n Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture.\n \n \n \n \n Used when loading a scene in a player.\n \n \n \n \n Adds the scene to the current loaded scenes.\n \n \n \n \n Closes all current loaded scenes and loads a scene.\n \n \n \n \n Run-time data structure for *.unity file.\n \n \n \n \n Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle.\n \n \n \n \n Returns true if the scene is modifed.\n \n \n \n \n Returns true if the scene is loaded.\n \n \n \n \n Returns the name of the scene.\n \n \n \n \n Returns the relative path of the scene. Like: \"AssetsMyScenesMyScene.unity\".\n \n \n \n \n The number of root transforms of this scene.\n \n \n \n \n Returns all the root game objects in the scene.\n \n \n An array of game objects.\n \n \n \n \n Returns all the root game objects in the scene.\n \n A list which is used to return the root game objects.\n \n \n \n Whether this is a valid scene.\nA scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid.\n \n \n Whether this is a valid scene.\n \n \n \n \n Returns true if the Scenes are equal.\n \n \n \n \n \n \n Returns true if the Scenes are different.\n \n \n \n \n \n \n Scene management at run-time.\n \n \n \n \n Add a delegate to this to get notifications when the active scene has changed\n \n \n \n \n \n The total number of currently loaded scenes.\n \n \n \n \n Number of scenes in Build Settings.\n \n \n \n \n Add a delegate to this to get notifications when a scene has loaded\n \n \n \n \n \n Add a delegate to this to get notifications when a scene has unloaded\n \n \n \n \n \n Create an empty new scene at runtime with the given name.\n \n The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes.\n \n A reference to the new scene that was created, or an invalid scene if creation failed.\n \n \n \n \n Gets the currently active scene.\n \n \n The active scene.\n \n \n \n \n Returns an array of all the scenes currently open in the hierarchy.\n \n \n Array of Scenes in the Hierarchy.\n \n \n \n \n Get the scene at index in the SceneManager's list of added scenes.\n \n Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount.\n \n A reference to the scene at the index specified.\n \n \n \n \n Get a scene struct from a build index.\n \n Build index as shown in the Build Settings window.\n \n A reference to the scene, if valid. If not, an invalid scene is returned.\n \n \n \n \n Searches through the scenes added to the SceneManager for a scene with the given name.\n \n Name of scene to find.\n \n A reference to the scene, if valid. If not, an invalid scene is returned.\n \n \n \n \n Searches all scenes added to the SceneManager for a scene that has the given asset path.\n \n Path of the scene. Should be relative to the project folder. Like: \"AssetsMyScenesMyScene.unity\".\n \n A reference to the scene, if valid. If not, an invalid scene is returned.\n \n \n \n \n Loads the scene by its name or index in Build Settings.\n \n Name or path of the scene to load.\n Index of the scene in the Build Settings to load.\n Allows you to specify whether or not to load the scene additively.\n See SceneManagement.LoadSceneMode for more information about the options.\n \n \n \n Loads the scene by its name or index in Build Settings.\n \n Name or path of the scene to load.\n Index of the scene in the Build Settings to load.\n Allows you to specify whether or not to load the scene additively.\n See SceneManagement.LoadSceneMode for more information about the options.\n \n \n \n Loads the scene asynchronously in the background.\n \n Name or path of the scene to load.\n Index of the scene in the Build Settings to load.\n If LoadSceneMode.Single then all current scenes will be unloaded before loading.\n \n Use the AsyncOperation to determine if the operation has completed.\n \n \n \n \n Loads the scene asynchronously in the background.\n \n Name or path of the scene to load.\n Index of the scene in the Build Settings to load.\n If LoadSceneMode.Single then all current scenes will be unloaded before loading.\n \n Use the AsyncOperation to determine if the operation has completed.\n \n \n \n \n This will merge the source scene into the destinationScene.\n \n The scene that will be merged into the destination scene.\n Existing scene to merge the source scene into.\n \n \n \n Move a GameObject from its current scene to a new Scene.\n \n GameObject to move.\n Scene to move into.\n \n \n \n Set the scene to be active.\n \n The scene to be set.\n \n Returns false if the scene is not loaded yet.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in the Build Settings to unload.\n Name or path of the scene to unload.\n Scene to unload.\n \n Returns true if the scene is unloaded.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in the Build Settings to unload.\n Name or path of the scene to unload.\n Scene to unload.\n \n Returns true if the scene is unloaded.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in the Build Settings to unload.\n Name or path of the scene to unload.\n Scene to unload.\n \n Returns true if the scene is unloaded.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in BuildSettings.\n Name or path of the scene to unload.\n Scene to unload.\n \n Use the AsyncOperation to determine if the operation has completed.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in BuildSettings.\n Name or path of the scene to unload.\n Scene to unload.\n \n Use the AsyncOperation to determine if the operation has completed.\n \n \n \n \n Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.\n \n Index of the scene in BuildSettings.\n Name or path of the scene to unload.\n Scene to unload.\n \n Use the AsyncOperation to determine if the operation has completed.\n \n \n \n \n Scene and Build Settings related utilities.\n \n \n \n \n Get the build index from a scene path.\n \n Scene path (e.g: \"AssetsScenesScene1.unity\").\n \n Build index.\n \n \n \n \n Get the scene path from a build index.\n \n \n \n Scene path (e.g \"AssetsScenesScene1.unity\").\n \n \n \n \n Access to display information.\n \n \n \n \n Allow auto-rotation to landscape left?\n \n \n \n \n Allow auto-rotation to landscape right?\n \n \n \n \n Allow auto-rotation to portrait?\n \n \n \n \n Allow auto-rotation to portrait, upside down?\n \n \n \n \n The current screen resolution (Read Only).\n \n \n \n \n The current DPI of the screen / device (Read Only).\n \n \n \n \n Is the game running fullscreen?\n \n \n \n \n The current height of the screen window in pixels (Read Only).\n \n \n \n \n Should the cursor be locked?\n \n \n \n \n Specifies logical orientation of the screen.\n \n \n \n \n All fullscreen resolutions supported by the monitor (Read Only).\n \n \n \n \n Should the cursor be visible?\n \n \n \n \n A power saving setting, allowing the screen to dim some time after the last active user interaction.\n \n \n \n \n The current width of the screen window in pixels (Read Only).\n \n \n \n \n Switches the screen resolution.\n \n \n \n \n \n \n \n \n Switches the screen resolution.\n \n \n \n \n \n \n \n \n Functionality to take Screenshots.\n \n \n \n \n Captures a screenshot at path filename as a PNG file.\n \n Pathname to save the screenshot file to.\n Factor by which to increase resolution.\n \n \n \n Describes screen orientation.\n \n \n \n \n Auto-rotates the screen as necessary toward any of the enabled orientations.\n \n \n \n \n Landscape orientation, counter-clockwise from the portrait orientation.\n \n \n \n \n Landscape orientation, clockwise from the portrait orientation.\n \n \n \n \n Portrait orientation.\n \n \n \n \n Portrait orientation, upside down.\n \n \n \n \n A class you can derive from if you want to create objects that don't need to be attached to game objects.\n \n \n \n \n Creates an instance of a scriptable object.\n \n The type of the ScriptableObject to create, as the name of the type.\n The type of the ScriptableObject to create, as a System.Type instance.\n \n The created ScriptableObject.\n \n \n \n \n Creates an instance of a scriptable object.\n \n The type of the ScriptableObject to create, as the name of the type.\n The type of the ScriptableObject to create, as a System.Type instance.\n \n The created ScriptableObject.\n \n \n \n \n Creates an instance of a scriptable object.\n \n \n The created ScriptableObject.\n \n \n \n \n PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.\n \n \n \n \n Webplayer security related class. Not supported from 5.4.0 onwards.\n \n \n \n \n Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).\n \n Assembly to verify.\n Public key used to verify assembly.\n \n Loaded, verified, assembly, or null if the assembly cannot be verfied.\n \n \n \n \n Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).\n \n Assembly to verify.\n Public key used to verify assembly.\n \n Loaded, verified, assembly, or null if the assembly cannot be verfied.\n \n \n \n \n Prefetch the webplayer socket security policy from a non-default port number.\n \n IP address of server.\n Port from where socket policy is read.\n Time to wait for response.\n \n \n \n Prefetch the webplayer socket security policy from a non-default port number.\n \n IP address of server.\n Port from where socket policy is read.\n Time to wait for response.\n \n \n \n Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.\n \n \n \n \n Options for how to send a message.\n \n \n \n \n No receiver is required for SendMessage.\n \n \n \n \n A receiver is required for SendMessage.\n \n \n \n \n Use this attribute to rename a field without losing its serialized value.\n \n \n \n \n The name of the field before the rename.\n \n \n \n \n \n \n The name of the field before renaming.\n \n \n \n Force Unity to serialize a private field.\n \n \n \n \n Shader scripts used for all rendering.\n \n \n \n \n Shader LOD level for all shaders.\n \n \n \n \n Render pipeline currently in use.\n \n \n \n \n Shader hardware tier classification for current device.\n \n \n \n \n Can this shader run on the end-users graphics card? (Read Only)\n \n \n \n \n Shader LOD level for this shader.\n \n \n \n \n Render queue of this shader. (Read Only)\n \n \n \n \n Unset a global shader keyword.\n \n \n \n \n \n Set a global shader keyword.\n \n \n \n \n \n Finds a shader with the given name.\n \n \n \n \n \n Gets a global color property for all shaders previously set using SetGlobalColor.\n \n \n \n \n \n \n Gets a global color property for all shaders previously set using SetGlobalColor.\n \n \n \n \n \n \n Gets a global float property for all shaders previously set using SetGlobalFloat.\n \n \n \n \n \n \n Gets a global float property for all shaders previously set using SetGlobalFloat.\n \n \n \n \n \n \n Gets a global float array for all shaders previously set using SetGlobalFloatArray.\n \n \n \n \n \n \n Gets a global float array for all shaders previously set using SetGlobalFloatArray.\n \n \n \n \n \n \n Fetches a global float array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetches a global float array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Gets a global int property for all shaders previously set using SetGlobalInt.\n \n \n \n \n \n \n Gets a global int property for all shaders previously set using SetGlobalInt.\n \n \n \n \n \n \n Gets a global matrix property for all shaders previously set using SetGlobalMatrix.\n \n \n \n \n \n \n Gets a global matrix property for all shaders previously set using SetGlobalMatrix.\n \n \n \n \n \n \n Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.\n \n \n \n \n \n \n Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.\n \n \n \n \n \n \n Fetches a global matrix array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetches a global matrix array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Gets a global texture property for all shaders previously set using SetGlobalTexture.\n \n \n \n \n \n \n Gets a global texture property for all shaders previously set using SetGlobalTexture.\n \n \n \n \n \n \n Gets a global vector property for all shaders previously set using SetGlobalVector.\n \n \n \n \n \n \n Gets a global vector property for all shaders previously set using SetGlobalVector.\n \n \n \n \n \n \n Gets a global vector array for all shaders previously set using SetGlobalVectorArray.\n \n \n \n \n \n \n Gets a global vector array for all shaders previously set using SetGlobalVectorArray.\n \n \n \n \n \n \n Fetches a global vector array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Fetches a global vector array into a list.\n \n The list to hold the returned array.\n \n \n \n \n \n Is global shader keyword enabled?\n \n \n \n \n \n Gets unique identifier for a shader property name.\n \n Shader property name.\n \n Unique integer for the name.\n \n \n \n \n Sets a global compute buffer property for all shaders.\n \n \n \n \n \n \n \n Sets a global compute buffer property for all shaders.\n \n \n \n \n \n \n \n Sets a global color property for all shaders.\n \n \n \n \n \n \n \n Sets a global color property for all shaders.\n \n \n \n \n \n \n \n Sets a global float property for all shaders.\n \n \n \n \n \n \n \n Sets a global float property for all shaders.\n \n \n \n \n \n \n \n Sets a global float array property for all shaders.\n \n \n \n \n \n \n \n Sets a global float array property for all shaders.\n \n \n \n \n \n \n \n Sets a global float array property for all shaders.\n \n \n \n \n \n \n \n Sets a global float array property for all shaders.\n \n \n \n \n \n \n \n Sets a global int property for all shaders.\n \n \n \n \n \n \n \n Sets a global int property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix array property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix array property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix array property for all shaders.\n \n \n \n \n \n \n \n Sets a global matrix array property for all shaders.\n \n \n \n \n \n \n \n Sets a global texture property for all shaders.\n \n \n \n \n \n \n \n Sets a global texture property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector array property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector array property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector array property for all shaders.\n \n \n \n \n \n \n \n Sets a global vector array property for all shaders.\n \n \n \n \n \n \n \n Fully load all shaders to prevent future performance hiccups.\n \n \n \n \n ShaderVariantCollection records which shader variants are actually used in each shader.\n \n \n \n \n Is this ShaderVariantCollection already warmed up? (Read Only)\n \n \n \n \n Number of shaders in this collection (Read Only).\n \n \n \n \n Number of total varians in this collection (Read Only).\n \n \n \n \n Adds a new shader variant to the collection.\n \n Shader variant to add.\n \n False if already in the collection.\n \n \n \n \n Remove all shader variants from the collection.\n \n \n \n \n Checks if a shader variant is in the collection.\n \n Shader variant to check.\n \n True if the variant is in the collection.\n \n \n \n \n Create a new empty shader variant collection.\n \n \n \n \n Adds shader variant from the collection.\n \n Shader variant to add.\n \n False if was not in the collection.\n \n \n \n \n Identifies a specific variant of a shader.\n \n \n \n \n Array of shader keywords to use in this variant.\n \n \n \n \n Pass type to use in this variant.\n \n \n \n \n Shader to use in this variant.\n \n \n \n \n Creates a ShaderVariant structure.\n \n \n \n \n \n \n \n Fully load shaders in ShaderVariantCollection.\n \n \n \n \n The rendering mode of Shadowmask.\n \n \n \n \n Static shadow casters will be rendered into realtime shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the realtime shadow distance.\n \n \n \n \n Static shadow casters won't be rendered into realtime shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes.\n \n \n \n \n Shadow projection type for.\n \n \n \n \n Close fit shadow maps with linear fadeout.\n \n \n \n \n Stable shadow maps with spherical fadeout.\n \n \n \n \n Determines which type of shadows should be used.\n \n \n \n \n Hard and Soft Shadows.\n \n \n \n \n Disable Shadows.\n \n \n \n \n Hard Shadows Only.\n \n \n \n \n Default shadow resolution.\n \n \n \n \n High shadow map resolution.\n \n \n \n \n Low shadow map resolution.\n \n \n \n \n Medium shadow map resolution.\n \n \n \n \n Very high shadow map resolution.\n \n \n \n \n SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance.\n \n \n \n \n Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.\n \n \n \n \n The name of the Transform mapped to the bone.\n \n \n \n \n The T-pose position of the bone in local space.\n \n \n \n \n The T-pose rotation of the bone in local space.\n \n \n \n \n The T-pose scaling of the bone in local space.\n \n \n \n \n The Skinned Mesh filter.\n \n \n \n \n The bones used to skin the mesh.\n \n \n \n \n AABB of this Skinned Mesh in its local space.\n \n \n \n \n The maximum number of bones affecting a single vertex.\n \n \n \n \n The mesh used for skinning.\n \n \n \n \n Specifies whether skinned motion vectors should be used for this renderer.\n \n \n \n \n If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.\n \n \n \n \n Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.\n \n A static mesh that will receive the snapshot of the skinned mesh.\n \n \n \n Returns weight of BlendShape on this renderer.\n \n \n \n \n \n Sets the weight in percent of a BlendShape on this Renderer.\n \n The index of the BlendShape to modify.\n The weight in percent for this BlendShape.\n \n \n \n The maximum number of bones affecting a single vertex.\n \n \n \n \n Chooses the number of bones from the number current QualitySettings. (Default)\n \n \n \n \n Use only 1 bone to deform a single vertex. (The most important bone will be used).\n \n \n \n \n Use 2 bones to deform a single vertex. (The most important bones will be used).\n \n \n \n \n Use 4 bones to deform a single vertex.\n \n \n \n \n A script interface for the.\n \n \n \n \n The material used by the skybox.\n \n \n \n \n Constants for special values of Screen.sleepTimeout.\n \n \n \n \n Prevent screen dimming.\n \n \n \n \n Set the sleep timeout to whatever the user has specified in the system settings.\n \n \n \n \n Joint that restricts the motion of a Rigidbody2D object to a single line.\n \n \n \n \n The angle of the line in space (in degrees).\n \n \n \n \n Should the angle be calculated automatically?\n \n \n \n \n The current joint speed.\n \n \n \n \n The current joint translation.\n \n \n \n \n Restrictions on how far the joint can slide in each direction along the line.\n \n \n \n \n Gets the state of the joint limit.\n \n \n \n \n Parameters for a motor force that is applied automatically to the Rigibody2D along the line.\n \n \n \n \n The angle (in degrees) referenced between the two bodies used as the constraint for the joint.\n \n \n \n \n Should motion limits be used?\n \n \n \n \n Should a motor force be applied automatically to the Rigidbody2D?\n \n \n \n \n Gets the motor force of the joint given the specified timestep.\n \n The time to calculate the motor force for.\n \n \n \n Generic access to the Social API.\n \n \n \n \n The local user (potentially not logged in).\n \n \n \n \n This is the currently active social platform. \n \n \n \n \n Create an IAchievement instance.\n \n \n \n \n Create an ILeaderboard instance.\n \n \n \n \n Loads the achievement descriptions accociated with this application.\n \n \n \n \n \n Load the achievements the logged in user has already achieved or reported progress on.\n \n \n \n \n \n Load a default set of scores from the given leaderboard.\n \n \n \n \n \n \n Load the user profiles accociated with the given array of user IDs.\n \n \n \n \n \n \n Reports the progress of an achievement.\n \n \n \n \n \n \n \n Report a score to a specific leaderboard.\n \n \n \n \n \n \n \n Show a default/system view of the games achievements.\n \n \n \n \n Show a default/system view of the games leaderboards.\n \n \n \n \n iOS GameCenter implementation for network services.\n \n \n \n \n Reset all the achievements for the local user.\n \n \n \n \n \n Show the default iOS banner when achievements are completed.\n \n \n \n \n \n Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected.\n \n \n \n \n \n \n Information for a user's achievement.\n \n \n \n \n Set to true when percentCompleted is 100.0.\n \n \n \n \n This achievement is currently hidden from the user.\n \n \n \n \n The unique identifier of this achievement.\n \n \n \n \n Set by server when percentCompleted is updated.\n \n \n \n \n Progress for this achievement.\n \n \n \n \n Send notification about progress on this achievement.\n \n \n \n \n \n Static data describing an achievement.\n \n \n \n \n Description when the achivement is completed.\n \n \n \n \n Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).\n \n \n \n \n Unique identifier for this achievement description.\n \n \n \n \n Image representation of the achievement.\n \n \n \n \n Point value of this achievement.\n \n \n \n \n Human readable title.\n \n \n \n \n Description when the achivement has not been completed.\n \n \n \n \n The leaderboard contains the scores of all players for a particular game.\n \n \n \n \n Unique identifier for this leaderboard.\n \n \n \n \n The leaderboad is in the process of loading scores.\n \n \n \n \n The leaderboard score of the logged in user.\n \n \n \n \n The total amount of scores the leaderboard contains.\n \n \n \n \n The rank range this leaderboard returns.\n \n \n \n \n The leaderboard scores returned by a query.\n \n \n \n \n The time period/scope searched by this leaderboard.\n \n \n \n \n The human readable title of this leaderboard.\n \n \n \n \n The users scope searched by this leaderboard.\n \n \n \n \n Load scores according to the filters set on this leaderboard.\n \n \n \n \n \n Only search for these user IDs.\n \n List of user ids.\n \n \n \n Represents the local or currently logged in user.\n \n \n \n \n Checks if the current user has been authenticated.\n \n \n \n \n The users friends list.\n \n \n \n \n Is the user underage?\n \n \n \n \n Authenticate the local user to the current active Social API implementation and fetch his profile data.\n \n Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.\n \n \n \n Authenticate the local user to the current active Social API implementation and fetch his profile data.\n \n Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.\n \n \n \n Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds.\n \n \n \n \n \n A game score.\n \n \n \n \n The date the score was achieved.\n \n \n \n \n The correctly formatted value of the score, like X points or X kills.\n \n \n \n \n The ID of the leaderboard this score belongs to.\n \n \n \n \n The rank or position of the score in the leaderboard. \n \n \n \n \n The user who owns this score.\n \n \n \n \n The score value achieved.\n \n \n \n \n Report this score instance.\n \n \n \n \n \n The generic Social API interface which implementations must inherit.\n \n \n \n \n See Social.localUser.\n \n \n \n \n See Social.CreateAchievement..\n \n \n \n \n See Social.CreateLeaderboard.\n \n \n \n \n See Social.LoadAchievementDescriptions.\n \n \n \n \n \n See Social.LoadAchievements.\n \n \n \n \n \n See Social.LoadScores.\n \n \n \n \n \n \n \n See Social.LoadScores.\n \n \n \n \n \n \n \n See Social.LoadUsers.\n \n \n \n \n \n \n See Social.ReportProgress.\n \n \n \n \n \n \n \n See Social.ReportScore.\n \n \n \n \n \n \n \n See Social.ShowAchievementsUI.\n \n \n \n \n See Social.ShowLeaderboardUI.\n \n \n \n \n Represents generic user instances, like friends of the local user.\n \n \n \n \n This users unique identifier.\n \n \n \n \n Avatar image of the user.\n \n \n \n \n Is this user a friend of the current logged in user?\n \n \n \n \n Presence state of the user.\n \n \n \n \n This user's username or alias.\n \n \n \n \n The score range a leaderboard query should include.\n \n \n \n \n The total amount of scores retreived.\n \n \n \n \n The rank of the first score which is returned.\n \n \n \n \n Constructor for a score range, the range starts from a specific value and contains a maxium score count.\n \n The minimum allowed value.\n The number of possible values.\n \n \n \n The scope of time searched through when querying the leaderboard.\n \n \n \n \n The scope of the users searched through when querying the leaderboard.\n \n \n \n \n User presence state.\n \n \n \n \n The user is offline.\n \n \n \n \n The user is online.\n \n \n \n \n The user is online but away from their computer.\n \n \n \n \n The user is online but set their status to busy.\n \n \n \n \n The user is playing a game.\n \n \n \n \n The limits defined by the CharacterJoint.\n \n \n \n \n When the joint hits the limit, it can be made to bounce off it.\n \n \n \n \n Determines how far ahead in space the solver can \"see\" the joint limit.\n \n \n \n \n If spring is greater than zero, the limit is soft.\n \n \n \n \n The limit position/angle of the joint (in degrees).\n \n \n \n \n If greater than zero, the limit is soft. The spring will pull the joint back.\n \n \n \n \n The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.\n \n \n \n \n The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.\n \n \n \n \n The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.\n \n \n \n \n SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named \"Default\" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer.\n \n \n \n \n This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order.\n \n \n \n \n Returns all the layers defined in this project.\n \n \n \n \n Returns the name of the layer as defined in the TagManager.\n \n \n \n \n This is the relative value that indicates the sort order of this layer relative to the other layers.\n \n \n \n \n Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order.\n \n The unique value of the sorting layer as returned by any renderer's sortingLayerID property.\n \n The final sorting value of the layer relative to other layers.\n \n \n \n \n Returns the final sorting layer value. See Also: GetLayerValueFromID.\n \n The unique value of the sorting layer as returned by any renderer's sortingLayerID property.\n \n The final sorting value of the layer relative to other layers.\n \n \n \n \n Returns the unique id of the layer. Will return \"&lt;unknown layer&gt;\" if an invalid id is given.\n \n The unique id of the layer.\n \n The name of the layer with id or \"&lt;unknown layer&gt;\" for invalid id.\n \n \n \n \n Returns true if the id provided is a valid layer id.\n \n The unique id of a layer.\n \n True if the id provided is valid and assigned to a layer.\n \n \n \n \n Returns the id given the name. Will return 0 if an invalid name was given.\n \n The name of the layer.\n \n The unique id of the layer with name.\n \n \n \n \n The coordinate space in which to operate.\n \n \n \n \n Applies transformation relative to the local coordinate system.\n \n \n \n \n Applies transformation relative to the world coordinate system.\n \n \n \n \n Use this PropertyAttribute to add some spacing in the Inspector.\n \n \n \n \n The spacing in pixels.\n \n \n \n \n Use this DecoratorDrawer to add some spacing in the Inspector.\n \n The spacing in pixels.\n \n \n \n Class for handling Sparse Textures.\n \n \n \n \n Is the sparse texture actually created? (Read Only)\n \n \n \n \n Get sparse texture tile height (Read Only).\n \n \n \n \n Get sparse texture tile width (Read Only).\n \n \n \n \n Create a sparse texture.\n \n Texture width in pixels.\n Texture height in pixels.\n Texture format.\n Mipmap count. Pass -1 to create full mipmap chain.\n Whether texture data will be in linear or sRGB color space (default is sRGB).\n \n \n \n Create a sparse texture.\n \n Texture width in pixels.\n Texture height in pixels.\n Texture format.\n Mipmap count. Pass -1 to create full mipmap chain.\n Whether texture data will be in linear or sRGB color space (default is sRGB).\n \n \n \n Unload sparse texture tile.\n \n Tile X coordinate.\n Tile Y coordinate.\n Mipmap level of the texture.\n \n \n \n Update sparse texture tile with color values.\n \n Tile X coordinate.\n Tile Y coordinate.\n Mipmap level of the texture.\n Tile color data.\n \n \n \n Update sparse texture tile with raw pixel values.\n \n Tile X coordinate.\n Tile Y coordinate.\n Mipmap level of the texture.\n Tile raw pixel data.\n \n \n \n A sphere-shaped primitive collider.\n \n \n \n \n The center of the sphere in the object's local space.\n \n \n \n \n The radius of the sphere measured in the object's local space.\n \n \n \n \n A Splat prototype is just a texture that is used by the TerrainData.\n \n \n \n \n The metallic value of the splat layer.\n \n \n \n \n Normal map of the splat applied to the Terrain.\n \n \n \n \n The smoothness value of the splat layer when the main texture has no alpha channel.\n \n \n \n \n Texture of the splat applied to the Terrain.\n \n \n \n \n Offset of the tile texture of the SplatPrototype.\n \n \n \n \n Size of the tile used in the texture of the SplatPrototype.\n \n \n \n \n The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.\n \n \n \n \n The damper force used to dampen the spring force.\n \n \n \n \n The maximum distance between the bodies relative to their initial distance.\n \n \n \n \n The minimum distance between the bodies relative to their initial distance.\n \n \n \n \n The spring force used to keep the two objects together.\n \n \n \n \n The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance.\n \n \n \n \n Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.\n \n \n \n \n Should the distance be calculated automatically?\n \n \n \n \n The amount by which the spring force is reduced in proportion to the movement speed.\n \n \n \n \n The distance the spring will try to keep between the two objects.\n \n \n \n \n The frequency at which the spring oscillates around the distance distance between the objects.\n \n \n \n \n Represents a Sprite object for use in 2D gameplay.\n \n \n \n \n Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1.\n\nReturns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression.\n \n \n \n \n Returns the border sizes of the sprite.\n \n \n \n \n Bounds of the Sprite, specified by its center and extents in world space units.\n \n \n \n \n Returns true if this Sprite is packed in an atlas.\n \n \n \n \n If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.\n \n \n \n \n If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.\n \n \n \n \n Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.\n \n \n \n \n The number of pixels in the sprite that correspond to one unit in world space. (Read Only)\n \n \n \n \n Location of the Sprite on the original Texture, specified in pixels.\n \n \n \n \n Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.\n \n \n \n \n Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.\n \n \n \n \n Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.\n \n \n \n \n Returns a copy of the array containing sprite mesh triangles.\n \n \n \n \n The base texture coordinates of the sprite mesh.\n \n \n \n \n Returns a copy of the array containing sprite mesh vertex positions.\n \n \n \n \n Create a new Sprite object.\n \n Texture from which to obtain the sprite graphic.\n Rectangular section of the texture to use for the sprite.\n Sprite's pivot point relative to its graphic rectangle.\n The number of pixels in the sprite that correspond to one unit in world space.\n Amount by which the sprite mesh should be expanded outwards.\n Controls the type of mesh generated for the sprite.\n The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).\n \n \n \n Sets up new Sprite geometry.\n \n Array of vertex positions in Sprite Rect space.\n Array of sprite mesh triangle indices.\n \n \n \n How a Sprite's graphic rectangle is aligned with its pivot point.\n \n \n \n \n Pivot is at the center of the bottom edge of the graphic rectangle.\n \n \n \n \n Pivot is at the bottom left corner of the graphic rectangle.\n \n \n \n \n Pivot is at the bottom right corner of the graphic rectangle.\n \n \n \n \n Pivot is at the center of the graphic rectangle.\n \n \n \n \n Pivot is at a custom position within the graphic rectangle.\n \n \n \n \n Pivot is at the center of the left edge of the graphic rectangle.\n \n \n \n \n Pivot is at the center of the right edge of the graphic rectangle.\n \n \n \n \n Pivot is at the center of the top edge of the graphic rectangle.\n \n \n \n \n Pivot is at the top left corner of the graphic rectangle.\n \n \n \n \n Pivot is at the top right corner of the graphic rectangle.\n \n \n \n \n SpriteRenderer draw mode.\n \n \n \n \n Displays the full sprite.\n \n \n \n \n The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale.\n \n \n \n \n The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile.\n \n \n \n \n A component for masking Sprites and Particles.\n \n \n \n \n The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.\n \n \n \n \n Unique ID of the sorting layer defining the end of the custom range.\n \n \n \n \n Order within the back sorting layer defining the end of the custom range.\n \n \n \n \n Unique ID of the sorting layer defining the start of the custom range.\n \n \n \n \n Order within the front sorting layer defining the start of the custom range.\n \n \n \n \n Mask sprites from front to back sorting values only.\n \n \n \n \n The Sprite used to define the mask.\n \n \n \n \n This enum controls the mode under which the sprite will interact with the masking system.\n \n \n \n \n The sprite will not interact with the masking system.\n \n \n \n \n The sprite will be visible only in areas where a mask is present.\n \n \n \n \n The sprite will be visible only in areas where no mask is present.\n \n \n \n \n Defines the type of mesh generated for a sprite.\n \n \n \n \n Rectangle mesh equal to the user specified sprite size.\n \n \n \n \n Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible.\n \n \n \n \n Sprite packing modes for the Sprite Packer.\n \n \n \n \n Alpha-cropped ractangle packing.\n \n \n \n \n Tight mesh based packing.\n \n \n \n \n Sprite rotation modes for the Sprite Packer.\n \n \n \n \n Any rotation.\n \n \n \n \n No rotation.\n \n \n \n \n Renders a Sprite for 2D graphics.\n \n \n \n \n The current threshold for Sprite Renderer tiling.\n \n \n \n \n Rendering color for the Sprite graphic.\n \n \n \n \n The current draw mode of the Sprite Renderer.\n \n \n \n \n Flips the sprite on the X axis.\n \n \n \n \n Flips the sprite on the Y axis.\n \n \n \n \n Specifies how the sprite interacts with the masks.\n \n \n \n \n Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.NineSlice.\n \n \n \n \n The Sprite to render.\n \n \n \n \n The current tile mode of the Sprite Renderer.\n \n \n \n \n Helper utilities for accessing Sprite data.\n \n \n \n \n Inner UV's of the Sprite.\n \n \n \n \n \n Minimum width and height of the Sprite.\n \n \n \n \n \n Outer UV's of the Sprite.\n \n \n \n \n \n Return the padding on the sprite.\n \n \n \n \n \n Tiling mode for SpriteRenderer.tileMode.\n \n \n \n \n Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold.\n \n \n \n \n Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode.\n \n \n \n \n Stack trace logging options.\n \n \n \n \n Native and managed stack trace will be logged.\n \n \n \n \n No stack trace will be outputed to log.\n \n \n \n \n Only managed stack trace will be outputed.\n \n \n \n \n StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.\n \n \n \n \n Called on the first Update frame when a statemachine evaluate this state.\n \n \n \n \n Called on the last update frame when a statemachine evaluate this state.\n \n \n \n \n Called right after MonoBehaviour.OnAnimatorIK.\n \n \n \n \n Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.\n \n The Animator playing this state machine.\n The full path hash for this state machine.\n \n \n \n Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.\n \n The Animator playing this state machine.\n The full path hash for this state machine.\n \n \n \n Called right after MonoBehaviour.OnAnimatorMove.\n \n \n \n \n Called at each Update frame except for the first and last frame.\n \n \n \n \n StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.\n \n \n \n \n StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching.\n \n \n \n \n \n StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent.\n \n \n \n \n \n \n Enum values for the Camera's targetEye property.\n \n \n \n \n Render both eyes to the HMD.\n \n \n \n \n Render only the Left eye to the HMD.\n \n \n \n \n Do not render either eye to the HMD.\n \n \n \n \n Render only the right eye to the HMD.\n \n \n \n \n Applies tangent forces along the surfaces of colliders.\n \n \n \n \n The scale of the impulse force applied while attempting to reach the surface speed.\n \n \n \n \n The speed to be maintained along the surface.\n \n \n \n \n The speed variation (from zero to the variation) added to base speed to be applied.\n \n \n \n \n Should bounce be used for any contact with the surface?\n \n \n \n \n Should the impulse force but applied to the contact point?\n \n \n \n \n Should friction be used for any contact with the surface?\n \n \n \n \n Access system and hardware information.\n \n \n \n \n The current battery level (Read Only).\n \n \n \n \n Returns the current status of the device's battery (Read Only).\n \n \n \n \n Support for various Graphics.CopyTexture cases (Read Only).\n \n \n \n \n The model of the device (Read Only).\n \n \n \n \n The user defined name of the device (Read Only).\n \n \n \n \n Returns the kind of device the application is running on (Read Only).\n \n \n \n \n A unique device identifier. It is guaranteed to be unique for every device (Read Only).\n \n \n \n \n The identifier code of the graphics device (Read Only).\n \n \n \n \n The name of the graphics device (Read Only).\n \n \n \n \n The graphics API type used by the graphics device (Read Only).\n \n \n \n \n The vendor of the graphics device (Read Only).\n \n \n \n \n The identifier code of the graphics device vendor (Read Only).\n \n \n \n \n The graphics API type and driver version used by the graphics device (Read Only).\n \n \n \n \n Amount of video memory present (Read Only).\n \n \n \n \n Is graphics device using multi-threaded rendering (Read Only)?\n \n \n \n \n Graphics device shader capability level (Read Only).\n \n \n \n \n Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.\n \n \n \n \n Maximum Cubemap texture size (Read Only).\n \n \n \n \n Maximum texture size (Read Only).\n \n \n \n \n What NPOT (non-power of two size) texture support does the GPU provide? (Read Only)\n \n \n \n \n Operating system name with version (Read Only).\n \n \n \n \n Returns the operating system family the game is running on (Read Only).\n \n \n \n \n Number of processors present (Read Only).\n \n \n \n \n Processor frequency in MHz (Read Only).\n \n \n \n \n Processor name (Read Only).\n \n \n \n \n How many simultaneous render targets (MRTs) are supported? (Read Only)\n \n \n \n \n Are 2D Array textures supported? (Read Only)\n \n \n \n \n Are 3D (volume) RenderTextures supported? (Read Only)\n \n \n \n \n Are 3D (volume) textures supported? (Read Only)\n \n \n \n \n Is an accelerometer available on the device?\n \n \n \n \n Is there an Audio device available for playback?\n \n \n \n \n Are compute shaders supported? (Read Only)\n \n \n \n \n Are Cubemap Array textures supported? (Read Only)\n \n \n \n \n Is a gyroscope available on the device?\n \n \n \n \n Are image effects supported? (Read Only)\n \n \n \n \n Is GPU draw call instancing supported? (Read Only)\n \n \n \n \n Is the device capable of reporting its location?\n \n \n \n \n Whether motion vectors are supported on this platform.\n \n \n \n \n Is sampling raw depth from shadowmaps supported? (Read Only)\n \n \n \n \n Are render textures supported? (Read Only)\n \n \n \n \n Are cubemap render textures supported? (Read Only)\n \n \n \n \n Are built-in shadows supported? (Read Only)\n \n \n \n \n Are sparse textures supported? (Read Only)\n \n \n \n \n Is the stencil buffer supported? (Read Only)\n \n \n \n \n Is the device capable of providing the user haptic feedback by vibration?\n \n \n \n \n Amount of system memory present (Read Only).\n \n \n \n \n Value returned by SystemInfo string properties which are not supported on the current platform.\n \n \n \n \n This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)\n \n \n \n \n Is render texture format supported?\n \n The format to look up.\n \n True if the format is supported.\n \n \n \n \n Is texture format supported on this device?\n \n The TextureFormat format to look up.\n \n True if the format is supported.\n \n \n \n \n The language the user's operating system is running in. Returned by Application.systemLanguage.\n \n \n \n \n Afrikaans.\n \n \n \n \n Arabic.\n \n \n \n \n Basque.\n \n \n \n \n Belarusian.\n \n \n \n \n Bulgarian.\n \n \n \n \n Catalan.\n \n \n \n \n Chinese.\n \n \n \n \n ChineseSimplified.\n \n \n \n \n ChineseTraditional.\n \n \n \n \n Czech.\n \n \n \n \n Danish.\n \n \n \n \n Dutch.\n \n \n \n \n English.\n \n \n \n \n Estonian.\n \n \n \n \n Faroese.\n \n \n \n \n Finnish.\n \n \n \n \n French.\n \n \n \n \n German.\n \n \n \n \n Greek.\n \n \n \n \n Hebrew.\n \n \n \n \n Hungarian.\n \n \n \n \n Icelandic.\n \n \n \n \n Indonesian.\n \n \n \n \n Italian.\n \n \n \n \n Japanese.\n \n \n \n \n Korean.\n \n \n \n \n Latvian.\n \n \n \n \n Lithuanian.\n \n \n \n \n Norwegian.\n \n \n \n \n Polish.\n \n \n \n \n Portuguese.\n \n \n \n \n Romanian.\n \n \n \n \n Russian.\n \n \n \n \n Serbo-Croatian.\n \n \n \n \n Slovak.\n \n \n \n \n Slovenian.\n \n \n \n \n Spanish.\n \n \n \n \n Swedish.\n \n \n \n \n Thai.\n \n \n \n \n Turkish.\n \n \n \n \n Ukrainian.\n \n \n \n \n Unknown.\n \n \n \n \n Vietnamese.\n \n \n \n \n The joint attempts to move a Rigidbody2D to a specific target position.\n \n \n \n \n The local-space anchor on the rigid-body the joint is attached to.\n \n \n \n \n Should the target be calculated automatically?\n \n \n \n \n The amount by which the target spring force is reduced in proportion to the movement speed.\n \n \n \n \n The frequency at which the target spring oscillates around the target position.\n \n \n \n \n The maximum force that can be generated when trying to maintain the target joint constraint.\n \n \n \n \n The world-space position that the joint will attempt to move the body to.\n \n \n \n \n The Terrain component renders the terrain.\n \n \n \n \n The active terrain. This is a convenience function to get to the main terrain in the scene.\n \n \n \n \n The active terrains in the scene.\n \n \n \n \n Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.\n \n \n \n \n Heightmap patches beyond basemap distance will use a precomputed low res basemap.\n \n \n \n \n Should terrain cast shadows?.\n \n \n \n \n Collect detail patches from memory.\n \n \n \n \n Density of detail objects.\n \n \n \n \n Detail objects will be displayed up to this distance.\n \n \n \n \n Specify if terrain heightmap should be drawn.\n \n \n \n \n Specify if terrain trees and details should be drawn.\n \n \n \n \n Controls what part of the terrain should be rendered.\n \n \n \n \n Lets you essentially lower the heightmap resolution used for rendering.\n \n \n \n \n An approximation of how many pixels the terrain will pop in the worst case when switching lod.\n \n \n \n \n The shininess value of the terrain.\n \n \n \n \n The specular color of the terrain.\n \n \n \n \n The index of the baked lightmap applied to this terrain.\n \n \n \n \n The UV scale &amp; offset used for a baked lightmap.\n \n \n \n \n The custom material used to render the terrain.\n \n \n \n \n The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType.\n \n \n \n \n Set the terrain bounding box scale.\n \n \n \n \n The index of the realtime lightmap applied to this terrain.\n \n \n \n \n The UV scale &amp; offset used for a realtime lightmap.\n \n \n \n \n How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage.\n \n \n \n \n The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.\n \n \n \n \n Distance from the camera where trees will be rendered as billboards only.\n \n \n \n \n Total distance delta that trees will use to transition from billboard orientation to mesh orientation.\n \n \n \n \n The maximum distance at which trees are rendered.\n \n \n \n \n The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).\n \n \n \n \n Maximum number of trees rendered at full LOD.\n \n \n \n \n Adds a tree instance to the terrain.\n \n \n \n \n \n Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.\n \n \n \n \n Creates a Terrain including collider from TerrainData.\n \n \n \n \n \n Flushes any change done in the terrain so it takes effect.\n \n \n \n \n Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.\n \n [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo.\n \n \n \n Get the position of the terrain.\n \n \n \n \n Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.\n \n \n \n \n \n The type of the material used to render a terrain object. Could be one of the built-in types or custom.\n \n \n \n \n A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support.\n \n \n \n \n A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support.\n \n \n \n \n A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal.\n \n \n \n \n Use a custom material given by Terrain.materialTemplate.\n \n \n \n \n Samples the height at the given position defined in world space, relative to the terrain space.\n \n \n \n \n \n Lets you setup the connection between neighboring Terrains.\n \n \n \n \n \n \n \n \n Set the additional material properties when rendering the terrain heightmap using the splat material.\n \n \n \n \n \n Indicate the types of changes to the terrain in OnTerrainChanged callback.\n \n \n \n \n Indicates a change to the heightmap data without computing LOD.\n \n \n \n \n Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.\n \n \n \n \n Indicates a change to the heightmap data.\n \n \n \n \n Indicates a change to the detail data.\n \n \n \n \n Indicates a change to the tree data.\n \n \n \n \n Indicates that the TerrainData object is about to be destroyed.\n \n \n \n \n A heightmap based collider.\n \n \n \n \n The terrain that stores the heightmap.\n \n \n \n \n The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.\n \n \n \n \n Height of the alpha map.\n \n \n \n \n Number of alpha map layers.\n \n \n \n \n Resolution of the alpha map.\n \n \n \n \n Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.\n \n \n \n \n Width of the alpha map.\n \n \n \n \n Resolution of the base map used for rendering far patches on the terrain.\n \n \n \n \n The local bounding box of the TerrainData object.\n \n \n \n \n Detail height of the TerrainData.\n \n \n \n \n Contains the detail texture/meshes that the terrain has.\n \n \n \n \n Detail Resolution of the TerrainData.\n \n \n \n \n Detail width of the TerrainData.\n \n \n \n \n Height of the terrain in samples (Read Only).\n \n \n \n \n Resolution of the heightmap.\n \n \n \n \n The size of each heightmap sample.\n \n \n \n \n Width of the terrain in samples (Read Only).\n \n \n \n \n The total size in world units of the terrain.\n \n \n \n \n Splat texture used by the terrain.\n \n \n \n \n The thickness of the terrain used for collision detection.\n \n \n \n \n Returns the number of tree instances.\n \n \n \n \n Contains the current trees placed in the terrain.\n \n \n \n \n The list of tree prototypes this are the ones available in the inspector.\n \n \n \n \n Amount of waving grass in the terrain.\n \n \n \n \n Speed of the waving grass.\n \n \n \n \n Strength of the waving grass in the terrain.\n \n \n \n \n Color of the waving grass that the terrain has.\n \n \n \n \n Returns the alpha map at a position x, y given a width and height.\n \n The x offset to read from.\n The y offset to read from.\n The width of the alpha map area to read.\n The height of the alpha map area to read.\n \n A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate.\n \n \n \n \n Returns a 2D array of the detail object density in the specific location.\n \n \n \n \n \n \n \n \n \n Gets the height at a certain point x,y.\n \n \n \n \n \n \n Get an array of heightmap samples.\n \n First x index of heightmap samples to retrieve.\n First y index of heightmap samples to retrieve.\n Number of samples to retrieve along the heightmap's x axis.\n Number of samples to retrieve along the heightmap's y axis.\n \n \n \n Gets an interpolated height at a point x,y.\n \n \n \n \n \n \n Get an interpolated normal at a given location.\n \n \n \n \n \n \n Gets the gradient of the terrain at point (x,y).\n \n \n \n \n \n \n Returns an array of all supported detail layer indices in the area.\n \n \n \n \n \n \n \n \n Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.\n \n The index of the tree instance.\n \n \n \n Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.\n \n \n \n \n Assign all splat values in the given map area.\n \n \n \n \n \n \n \n Sets the detail layer density map.\n \n \n \n \n \n \n \n \n Set the resolution of the detail map.\n \n Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting.\n Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.\n \n \n \n Set an array of heightmap samples.\n \n First x index of heightmap samples to set.\n First y index of heightmap samples to set.\n Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).\n \n \n \n Set an array of heightmap samples.\n \n First x index of heightmap samples to set.\n First y index of heightmap samples to set.\n Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).\n \n \n \n Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.\n \n The index of the tree instance.\n The new TreeInstance value.\n \n \n \n Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System.\n \n \n \n \n Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.\n \n \n \n \n \n \n \n \n \n Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.\n \n \n \n \n \n \n \n \n \n Enum provding terrain rendering options.\n \n \n \n \n Render all options.\n \n \n \n \n Render terrain details.\n \n \n \n \n Render heightmap.\n \n \n \n \n Render trees.\n \n \n \n \n How multiline text should be aligned.\n \n \n \n \n Text lines are centered.\n \n \n \n \n Text lines are aligned on the left side.\n \n \n \n \n Text lines are aligned on the right side.\n \n \n \n \n Where the anchor of the text is placed.\n \n \n \n \n Text is anchored in lower side, centered horizontally.\n \n \n \n \n Text is anchored in lower left corner.\n \n \n \n \n Text is anchored in lower right corner.\n \n \n \n \n Text is centered both horizontally and vertically.\n \n \n \n \n Text is anchored in left side, centered vertically.\n \n \n \n \n Text is anchored in right side, centered vertically.\n \n \n \n \n Text is anchored in upper side, centered horizontally.\n \n \n \n \n Text is anchored in upper left corner.\n \n \n \n \n Text is anchored in upper right corner.\n \n \n \n \n Attribute to make a string be edited with a height-flexible and scrollable text area.\n \n \n \n \n The maximum amount of lines the text area can show before it starts using a scrollbar.\n \n \n \n \n The minimum amount of lines the text area will use.\n \n \n \n \n Attribute to make a string be edited with a height-flexible and scrollable text area.\n \n The minimum amount of lines the text area will use.\n The maximum amount of lines the text area can show before it starts using a scrollbar.\n \n \n \n Attribute to make a string be edited with a height-flexible and scrollable text area.\n \n The minimum amount of lines the text area will use.\n The maximum amount of lines the text area can show before it starts using a scrollbar.\n \n \n \n Text file assets.\n \n \n \n \n The raw bytes of the text asset. (Read Only)\n \n \n \n \n The text contents of the .txt file as a string. (Read Only)\n \n \n \n \n Different methods for how the GUI system handles text being too large to fit the rectangle allocated.\n \n \n \n \n Text gets clipped to be inside the element.\n \n \n \n \n Text flows freely outside the element.\n \n \n \n \n A struct that stores the settings for TextGeneration.\n \n \n \n \n Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.\n \n \n \n \n The base color for the text generation.\n \n \n \n \n Font to use for generation.\n \n \n \n \n Font size.\n \n \n \n \n Font style.\n \n \n \n \n Continue to generate characters even if the text runs out of bounds.\n \n \n \n \n Extents that the generator will attempt to fit the text in.\n \n \n \n \n What happens to text when it reaches the horizontal generation bounds.\n \n \n \n \n The line spacing multiplier.\n \n \n \n \n Generated vertices are offset by the pivot.\n \n \n \n \n Should the text be resized to fit the configured bounds?\n \n \n \n \n Maximum size for resized text.\n \n \n \n \n Minimum size for resized text.\n \n \n \n \n Allow rich text markup in generation.\n \n \n \n \n A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled.\n \n \n \n \n How is the generated text anchored.\n \n \n \n \n Should the text generator update the bounds from the generated text.\n \n \n \n \n What happens to text when it reaches the bottom generation bounds.\n \n \n \n \n Class that can be used to generate text for rendering.\n \n \n \n \n The number of characters that have been generated.\n \n \n \n \n The number of characters that have been generated and are included in the visible lines.\n \n \n \n \n Array of generated characters.\n \n \n \n \n The size of the font that was found if using best fit mode.\n \n \n \n \n Number of text lines generated.\n \n \n \n \n Information about each generated text line.\n \n \n \n \n Extents of the generated text in rect format.\n \n \n \n \n Number of vertices generated.\n \n \n \n \n Array of generated vertices.\n \n \n \n \n Create a TextGenerator.\n \n \n \n \n \n Create a TextGenerator.\n \n \n \n \n \n Populate the given List with UICharInfo.\n \n List to populate.\n \n \n \n Returns the current UICharInfo.\n \n \n Character information.\n \n \n \n \n Populate the given list with UILineInfo.\n \n List to populate.\n \n \n \n Returns the current UILineInfo.\n \n \n Line information.\n \n \n \n \n Given a string and settings, returns the preferred height for a container that would hold this text.\n \n Generation text.\n Settings for generation.\n \n Preferred height.\n \n \n \n \n Given a string and settings, returns the preferred width for a container that would hold this text.\n \n Generation text.\n Settings for generation.\n \n Preferred width.\n \n \n \n \n Populate the given list with generated Vertices.\n \n List to populate.\n \n \n \n Returns the current UILineInfo.\n \n \n Vertices.\n \n \n \n \n Mark the text generator as invalid. This will force a full text generation the next time Populate is called.\n \n \n \n \n Will generate the vertices and other data for the given string with the given settings.\n \n String to generate.\n Settings.\n \n \n \n Will generate the vertices and other data for the given string with the given settings.\n \n String to generate.\n Generation settings.\n The object used as context of the error log message, if necessary.\n \n True if the generation is a success, false otherwise.\n \n \n \n \n A script interface for the.\n \n \n \n \n How lines of text are aligned (Left, Right, Center).\n \n \n \n \n Which point of the text shares the position of the Transform.\n \n \n \n \n The size of each character (This scales the whole text).\n \n \n \n \n The color used to render the text.\n \n \n \n \n The Font used.\n \n \n \n \n The font size to use (for dynamic fonts).\n \n \n \n \n The font style to use (for dynamic fonts).\n \n \n \n \n How much space will be in-between lines of text.\n \n \n \n \n How far should the text be offset from the transform.position.z when drawing.\n \n \n \n \n Enable HTML-style tags for Text Formatting Markup.\n \n \n \n \n How much space will be inserted for a tab '\\t' character. This is a multiplum of the 'spacebar' character offset.\n \n \n \n \n The text that is displayed.\n \n \n \n \n Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.\n \n \n \n \n Anisotropic filtering level of the texture.\n \n \n \n \n Dimensionality (type) of the texture (Read Only).\n \n \n \n \n Filtering mode of the texture.\n \n \n \n \n Height of the texture in pixels. (Read Only)\n \n \n \n \n Mip map bias of the texture.\n \n \n \n \n Width of the texture in pixels. (Read Only)\n \n \n \n \n Texture coordinate wrapping mode.\n \n \n \n \n Texture U coordinate wrapping mode.\n \n \n \n \n Texture V coordinate wrapping mode.\n \n \n \n \n Texture W coordinate wrapping mode for Texture3D.\n \n \n \n \n Retrieve a native (underlying graphics API) pointer to the texture resource.\n \n \n Pointer to an underlying graphics API texture resource.\n \n \n \n \n Sets Anisotropic limits.\n \n \n \n \n \n \n Class for texture handling.\n \n \n \n \n Get a small texture with all black pixels.\n \n \n \n \n The format of the pixel data in the texture (Read Only).\n \n \n \n \n How many mipmap levels are in this texture (Read Only).\n \n \n \n \n Get a small texture with all white pixels.\n \n \n \n \n Actually apply all previous SetPixel and SetPixels changes.\n \n When set to true, mipmap levels are recalculated.\n When set to true, system memory copy of a texture is released.\n \n \n \n Compress texture into DXT format.\n \n \n \n \n \n Creates Unity Texture out of externally created native texture object.\n \n Native 2D texture object.\n Width of texture in pixels.\n Height of texture in pixels.\n Format of underlying texture object.\n Does the texture have mipmaps?\n Is texture using linear color space?\n \n \n \n Create a new empty texture.\n \n \n \n \n \n \n Create a new empty texture.\n \n \n \n \n \n \n \n \n Create a new empty texture.\n \n \n \n \n \n \n \n \n \n Flags used to control the encoding to an EXR file.\n \n \n \n \n This texture will use Wavelet compression. This is best used for grainy images.\n \n \n \n \n The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression).\n \n \n \n \n The texture will use the EXR ZIP compression format.\n \n \n \n \n No flag. This will result in an uncompressed 16-bit float EXR file.\n \n \n \n \n The texture will be exported as a 32-bit float EXR file (default is 16-bit).\n \n \n \n \n Packs a set of rectangles into a square atlas, with optional padding between rectangles.\n \n An array of rectangle dimensions.\n Amount of padding to insert between adjacent rectangles in the atlas.\n The size of the atlas.\n \n If the function succeeds, this will contain the packed rectangles. Otherwise, the return value is null.\n \n \n \n \n Returns pixel color at coordinates (x, y).\n \n \n \n \n \n \n Returns filtered pixel color at normalized coordinates (u, v).\n \n \n \n \n \n \n Get the pixel colors from the texture.\n \n The mipmap level to fetch the pixels from. Defaults to zero.\n \n The array of all pixels in the mipmap level of the texture.\n \n \n \n \n Get a block of pixel colors.\n \n The x position of the pixel array to fetch.\n The y position of the pixel array to fetch.\n The width length of the pixel array to fetch.\n The height length of the pixel array to fetch.\n The mipmap level to fetch the pixels. Defaults to zero, and is\n optional.\n \n The array of pixels in the texture that have been selected.\n \n \n \n \n Get a block of pixel colors in Color32 format.\n \n \n \n \n \n Get raw data from a texture.\n \n \n Raw texture data as a byte array.\n \n \n \n \n Fills texture pixels with raw preformatted data.\n \n Byte array to initialize texture pixels with.\n Size of data in bytes.\n \n \n \n Fills texture pixels with raw preformatted data.\n \n Byte array to initialize texture pixels with.\n Size of data in bytes.\n \n \n \n Packs multiple Textures into a texture atlas.\n \n Array of textures to pack into the atlas.\n Padding in pixels between the packed textures.\n Maximum size of the resulting texture.\n Should the texture be marked as no longer readable?\n \n An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.\n \n \n \n \n Read pixels from screen into the saved texture data.\n \n Rectangular region of the view to read from. Pixels are read from current render target.\n Horizontal pixel position in the texture to place the pixels that are read.\n Vertical pixel position in the texture to place the pixels that are read.\n Should the texture's mipmaps be recalculated after reading?\n \n \n \n Resizes the texture.\n \n \n \n \n \n \n \n \n Resizes the texture.\n \n \n \n \n \n \n Sets pixel color at coordinates (x,y).\n \n \n \n \n \n \n \n Set a block of pixel colors.\n \n The array of pixel colours to assign (a 2D image flattened to a 1D array).\n The mip level of the texture to write to.\n \n \n \n Set a block of pixel colors.\n \n \n \n \n \n \n \n \n \n \n Set a block of pixel colors.\n \n \n \n \n \n \n Set a block of pixel colors.\n \n \n \n \n \n \n \n \n \n \n Updates Unity texture to use different native texture object.\n \n Native 2D texture object.\n \n \n \n Class for handling 2D texture arrays.\n \n \n \n \n Number of elements in a texture array (Read Only).\n \n \n \n \n Texture format (Read Only).\n \n \n \n \n Actually apply all previous SetPixels changes.\n \n When set to true, mipmap levels are recalculated.\n When set to true, system memory copy of a texture is released.\n \n \n \n Create a new texture array.\n \n Width of texture array in pixels.\n Height of texture array in pixels.\n Number of elements in the texture array.\n Format of the texture.\n Should mipmaps be created?\n Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.\n \n \n \n Create a new texture array.\n \n Width of texture array in pixels.\n Height of texture array in pixels.\n Number of elements in the texture array.\n Format of the texture.\n Should mipmaps be created?\n Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.\n \n \n \n Returns pixel colors of a single array slice.\n \n Array slice to read pixels from.\n Mipmap level to read pixels from.\n \n Array of pixel colors.\n \n \n \n \n Returns pixel colors of a single array slice.\n \n Array slice to read pixels from.\n Mipmap level to read pixels from.\n \n Array of pixel colors in low precision (8 bits/channel) format.\n \n \n \n \n Set pixel colors for the whole mip level.\n \n An array of pixel colors.\n The texture array element index.\n The mip level.\n \n \n \n Set pixel colors for the whole mip level.\n \n An array of pixel colors.\n The texture array element index.\n The mip level.\n \n \n \n Class for handling 3D Textures, Use this to create.\n \n \n \n \n The depth of the texture (Read Only).\n \n \n \n \n The format of the pixel data in the texture (Read Only).\n \n \n \n \n Actually apply all previous SetPixels changes.\n \n When set to true, mipmap levels are recalculated.\n When set to true, system memory copy of a texture is released.\n \n \n \n Create a new empty 3D Texture.\n \n Width of texture in pixels.\n Height of texture in pixels.\n Depth of texture in pixels.\n Texture data format.\n Should the texture have mipmaps?\n \n \n \n Returns an array of pixel colors representing one mip level of the 3D texture.\n \n \n \n \n \n Returns an array of pixel colors representing one mip level of the 3D texture.\n \n \n \n \n \n Sets pixel colors of a 3D texture.\n \n The colors to set the pixels to.\n The mipmap level to be affected by the new colors.\n \n \n \n Sets pixel colors of a 3D texture.\n \n The colors to set the pixels to.\n The mipmap level to be affected by the new colors.\n \n \n \n Compression Quality.\n \n \n \n \n Best compression.\n \n \n \n \n Fast compression.\n \n \n \n \n Normal compression (default).\n \n \n \n \n Format used when creating textures from scripts.\n \n \n \n \n Alpha-only texture format.\n \n \n \n \n Color with alpha texture format, 8-bits per channel.\n \n \n \n \n A 16 bits/pixel texture format. Texture stores color with an alpha channel.\n \n \n \n \n ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.\n \n \n \n \n ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.\n \n \n \n \n ATC (ATITC) 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ATC (ATITC) 8 bits/pixel compressed RGB texture format.\n \n \n \n \n Compressed one channel (R) texture format.\n \n \n \n \n Compressed two-channel (RG) texture format.\n \n \n \n \n HDR compressed color texture format.\n \n \n \n \n High quality compressed color texture format.\n \n \n \n \n Color with alpha texture format, 8-bits per channel.\n \n \n \n \n Compressed color texture format.\n \n \n \n \n Compressed color texture format with Crunch compression for small storage sizes.\n \n \n \n \n Compressed color with alpha channel texture format.\n \n \n \n \n Compressed color with alpha channel texture format with Crunch compression for small storage sizes.\n \n \n \n \n ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format.\n \n \n \n \n ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format.\n \n \n \n \n ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format.\n \n \n \n \n ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format.\n \n \n \n \n ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ETC 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format.\n \n \n \n \n ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.\n \n \n \n \n ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.\n \n \n \n \n ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.\n \n \n \n \n PowerVR (iOS) 2 bits/pixel compressed color texture format.\n \n \n \n \n PowerVR (iOS) 4 bits/pixel compressed color texture format.\n \n \n \n \n PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.\n \n \n \n \n PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.\n \n \n \n \n A 16 bit color texture format that only has a red channel.\n \n \n \n \n Scalar (R) render texture format, 8 bit fixed point.\n \n \n \n \n Scalar (R) texture format, 32 bit floating point.\n \n \n \n \n Two color (RG) texture format, 8-bits per channel.\n \n \n \n \n Color texture format, 8-bits per channel.\n \n \n \n \n A 16 bit color texture format.\n \n \n \n \n RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent.\n \n \n \n \n Color with alpha texture format, 8-bits per channel.\n \n \n \n \n Color and alpha texture format, 4 bit per channel.\n \n \n \n \n RGB color and alpha texture format, 32-bit floats per channel.\n \n \n \n \n RGB color and alpha texture format, 16 bit floating point per channel.\n \n \n \n \n Two color (RG) texture format, 32 bit floating point per channel.\n \n \n \n \n Two color (RG) texture format, 16 bit floating point per channel.\n \n \n \n \n Scalar (R) texture format, 16 bit floating point.\n \n \n \n \n A format that uses the YUV color space and is often used for video encoding or playback.\n \n \n \n \n Wrap mode for textures.\n \n \n \n \n Clamps the texture to the last pixel at the edge.\n \n \n \n \n Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary.\n \n \n \n \n Mirrors the texture once, then clamps to edge pixels.\n \n \n \n \n Tiles the texture, creating a repeating pattern.\n \n \n \n \n Priority of a thread.\n \n \n \n \n Below normal thread priority.\n \n \n \n \n Highest thread priority.\n \n \n \n \n Lowest thread priority.\n \n \n \n \n Normal thread priority.\n \n \n \n \n The interface to get time information from Unity.\n \n \n \n \n Slows game playback time to allow screenshots to be saved between frames.\n \n \n \n \n The time in seconds it took to complete the last frame (Read Only).\n \n \n \n \n The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed.\n \n \n \n \n The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.\n \n \n \n \n The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only).\n \n \n \n \n The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.\n \n \n \n \n The total number of frames that have passed (Read Only).\n \n \n \n \n Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false.\n \n \n \n \n The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate).\n \n \n \n \n The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.\n \n \n \n \n The real time in seconds since the game started (Read Only).\n \n \n \n \n A smoothed out Time.deltaTime (Read Only).\n \n \n \n \n The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.\n \n \n \n \n The scale at which the time is passing. This can be used for slow motion effects.\n \n \n \n \n The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.\n \n \n \n \n The timeScale-independent interval in seconds from the last frame to the current one (Read Only).\n \n \n \n \n The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game.\n \n \n \n \n Interface into Tizen specific functionality.\n \n \n \n \n Get pointer to the Tizen EvasGL object..\n \n \n \n \n Get pointer to the native window handle.\n \n \n \n \n Enumerator list of different activity indicators your game can show when loading.\n \n \n \n \n Sets your game not to show any indicator while loading.\n \n \n \n \n The loading indicator size is large and rotates counterclockwise (progress_large and inverted).\n \n \n \n \n The loading indicator size is small and rotates counterclockwise (process_small and inverted).\n \n \n \n \n The loading indicator size is large and rotates clockwise (progress_large).\n \n \n \n \n The loading indicator size is small and rotates clockwise (process_small).\n \n \n \n \n Specify a tooltip for a field in the Inspector window.\n \n \n \n \n The tooltip text.\n \n \n \n \n Specify a tooltip for a field.\n \n The tooltip text.\n \n \n \n Structure describing the status of a finger touching the screen.\n \n \n \n \n Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular.\n \n \n \n \n Value of 0 radians indicates that the stylus is pointed along the x-axis of the device.\n \n \n \n \n The position delta since last change.\n \n \n \n \n Amount of time that has passed since the last recorded change in Touch values.\n \n \n \n \n The unique index for the touch.\n \n \n \n \n The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.\n \n \n \n \n Describes the phase of the touch.\n \n \n \n \n The position of the touch in pixel coordinates.\n \n \n \n \n The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.\n \n \n \n \n An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size.\n \n \n \n \n The amount that the radius varies by for a touch.\n \n \n \n \n The raw position used for the touch.\n \n \n \n \n Number of taps.\n \n \n \n \n A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.\n \n \n \n \n Describes phase of a finger touch.\n \n \n \n \n A finger touched the screen.\n \n \n \n \n The system cancelled tracking for the touch.\n \n \n \n \n A finger was lifted from the screen. This is the final phase of a touch.\n \n \n \n \n A finger moved on the screen.\n \n \n \n \n A finger is touching the screen but hasn't moved.\n \n \n \n \n Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.\n \n \n \n \n Is the keyboard visible or sliding into the position on the screen?\n \n \n \n \n Returns portion of the screen which is covered by the keyboard.\n \n \n \n \n Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only)\n \n \n \n \n Specifies if input process was finished. (Read Only)\n \n \n \n \n Will text input field above the keyboard be hidden when the keyboard is on screen?\n \n \n \n \n Is touch screen keyboard supported.\n \n \n \n \n Returns the character range of the selected text within the string currently being edited. (Read Only)\n \n \n \n \n Specified on which display the software keyboard will appear.\n \n \n \n \n Returns the text displayed by the input field of the keyboard.\n \n \n \n \n Returns the TouchScreenKeyboardType of the keyboard.\n \n \n \n \n Returns true whenever any keyboard is completely visible on the screen.\n \n \n \n \n Specifies if input process was canceled. (Read Only)\n \n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Opens the native keyboard provided by OS on the screen.\n \n Text to edit.\n Type of keyboard (eg, any text, numbers only, etc).\n Is autocorrection applied?\n Can more than one line of text be entered?\n Is the text masked (for passwords, etc)?\n Is the keyboard opened in alert mode?\n Text to be used if no other text is present.\n \n \n \n Enumeration of the different types of supported touchscreen keyboards.\n \n \n \n \n Keyboard with standard ASCII keys.\n \n \n \n \n The default keyboard layout of the target platform.\n \n \n \n \n Keyboard with additional keys suitable for typing email addresses.\n \n \n \n \n Keyboard with alphanumeric keys.\n \n \n \n \n Keyboard with the Nintendo Network Account key layout (only available on the Wii U).\n \n \n \n \n Keyboard with standard numeric keys.\n \n \n \n \n Keyboard with numbers and punctuation mark keys.\n \n \n \n \n Keyboard with a layout suitable for typing telephone numbers.\n \n \n \n \n Keyboard with the \".\" key beside the space key, suitable for typing search terms.\n \n \n \n \n Keyboard with symbol keys often used on social media, such as Twitter.\n \n \n \n \n Keyboard with keys for URL entry.\n \n \n \n \n Describes whether a touch is direct, indirect (or remote), or from a stylus.\n \n \n \n \n A direct touch on a device.\n \n \n \n \n An Indirect, or remote, touch on a device.\n \n \n \n \n A touch from a stylus on a device.\n \n \n \n \n The trail renderer is used to make trails behind objects in the scene as they move about.\n \n \n \n \n Select whether the trail will face the camera, or the orientation of the Transform Component.\n \n \n \n \n Does the GameObject of this trail renderer auto destructs?\n \n \n \n \n Set the color gradient describing the color of the trail at various points along its length.\n \n \n \n \n Set the color at the end of the trail.\n \n \n \n \n The width of the trail at the end of the trail.\n \n \n \n \n Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.\n \n \n \n \n Set the minimum distance the trail can travel before a new vertex is added to it.\n \n \n \n \n Set this to a value greater than 0, to get rounded corners on each end of the trail.\n \n \n \n \n Set this to a value greater than 0, to get rounded corners between each segment of the trail.\n \n \n \n \n Get the number of line segments in the trail.\n \n \n \n \n Get the number of line segments in the trail.\n \n \n \n \n Set the color at the start of the trail.\n \n \n \n \n The width of the trail at the spawning point.\n \n \n \n \n Choose whether the U coordinate of the trail texture is tiled or stretched.\n \n \n \n \n How long does the trail take to fade out.\n \n \n \n \n Set the curve describing the width of the trail at various points along its length.\n \n \n \n \n Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.\n \n \n \n \n Removes all points from the TrailRenderer.\nUseful for restarting a trail from a new position.\n \n \n \n \n Get the position of a vertex in the trail.\n \n The index of the position to retrieve.\n \n The position at the specified index in the array.\n \n \n \n \n Get the positions of all vertices in the trail.\n \n The array of positions to retrieve.\n \n How many positions were actually stored in the output array.\n \n \n \n \n Position, rotation and scale of an object.\n \n \n \n \n The number of children the Transform has.\n \n \n \n \n The rotation as Euler angles in degrees.\n \n \n \n \n The blue axis of the transform in world space.\n \n \n \n \n Has the transform changed since the last time the flag was set to 'false'?\n \n \n \n \n The transform capacity of the transform's hierarchy data structure.\n \n \n \n \n The number of transforms in the transform's hierarchy data structure.\n \n \n \n \n The rotation as Euler angles in degrees relative to the parent transform's rotation.\n \n \n \n \n Position of the transform relative to the parent transform.\n \n \n \n \n The rotation of the transform relative to the parent transform's rotation.\n \n \n \n \n The scale of the transform relative to the parent.\n \n \n \n \n Matrix that transforms a point from local space into world space (Read Only).\n \n \n \n \n The global scale of the object (Read Only).\n \n \n \n \n The parent of the transform.\n \n \n \n \n The position of the transform in world space.\n \n \n \n \n The red axis of the transform in world space.\n \n \n \n \n Returns the topmost transform in the hierarchy.\n \n \n \n \n The rotation of the transform in world space stored as a Quaternion.\n \n \n \n \n The green axis of the transform in world space.\n \n \n \n \n Matrix that transforms a point from world space into local space (Read Only).\n \n \n \n \n Unparents all children.\n \n \n \n \n Finds a child by name and returns it.\n \n Name of child to be found.\n \n \n \n Returns a transform child by index.\n \n Index of the child transform to return. Must be smaller than Transform.childCount.\n \n Transform child by index.\n \n \n \n \n Gets the sibling index.\n \n \n \n \n Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.\n \n \n \n \n \n Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection.\n \n \n \n \n \n \n \n Transforms position from world space to local space.\n \n \n \n \n \n Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.\n \n \n \n \n \n \n \n Transforms a vector from world space to local space. The opposite of Transform.TransformVector.\n \n \n \n \n \n Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector.\n \n \n \n \n \n \n \n Is this transform a child of parent?\n \n \n \n \n \n Rotates the transform so the forward vector points at target's current position.\n \n Object to point towards.\n Vector specifying the upward direction.\n \n \n \n Rotates the transform so the forward vector points at target's current position.\n \n Object to point towards.\n Vector specifying the upward direction.\n \n \n \n Rotates the transform so the forward vector points at worldPosition.\n \n Point to look at.\n Vector specifying the upward direction.\n \n \n \n Rotates the transform so the forward vector points at worldPosition.\n \n Point to look at.\n Vector specifying the upward direction.\n \n \n \n Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).\n \n Rotation to apply.\n Rotation is local to object or World.\n \n \n \n Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).\n \n Degrees to rotate around the X axis.\n Degrees to rotate around the Y axis.\n Degrees to rotate around the Z axis.\n Rotation is local to object or World.\n \n \n \n Rotates the object around axis by angle degrees.\n \n Axis to apply rotation to.\n Degrees to rotation to apply.\n Rotation is local to object or World.\n \n \n \n Rotates the transform about axis passing through point in world coordinates by angle degrees.\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n Move the transform to the start of the local transform list.\n \n \n \n \n Move the transform to the end of the local transform list.\n \n \n \n \n Set the parent of the transform.\n \n The parent Transform to use.\n If true, the parent-relative position, scale and\n rotation are modified such that the object keeps the same world space position,\n rotation and scale as before.\n \n \n \n Set the parent of the transform.\n \n The parent Transform to use.\n If true, the parent-relative position, scale and\n rotation are modified such that the object keeps the same world space position,\n rotation and scale as before.\n \n \n \n Sets the world space position and rotation of the Transform component.\n \n \n \n \n \n \n Sets the sibling index.\n \n Index to set.\n \n \n \n Transforms direction from local space to world space.\n \n \n \n \n \n Transforms direction x, y, z from local space to world space.\n \n \n \n \n \n \n \n Transforms position from local space to world space.\n \n \n \n \n \n Transforms the position x, y, z from local space to world space.\n \n \n \n \n \n \n \n Transforms vector from local space to world space.\n \n \n \n \n \n Transforms vector x, y, z from local space to world space.\n \n \n \n \n \n \n \n Moves the transform in the direction and distance of translation.\n \n \n \n \n \n \n Moves the transform in the direction and distance of translation.\n \n \n \n \n \n \n Moves the transform by x along the x axis, y along the y axis, and z along the z axis.\n \n \n \n \n \n \n \n \n Moves the transform by x along the x axis, y along the y axis, and z along the z axis.\n \n \n \n \n \n \n \n \n Moves the transform in the direction and distance of translation.\n \n \n \n \n \n \n Moves the transform by x along the x axis, y along the y axis, and z along the z axis.\n \n \n \n \n \n \n \n \n Transparent object sorting mode of a Camera.\n \n \n \n \n Sort objects based on distance along a custom axis.\n \n \n \n \n Default transparency sorting mode.\n \n \n \n \n Orthographic transparency sorting mode.\n \n \n \n \n Perspective transparency sorting mode.\n \n \n \n \n Tree Component for the tree creator.\n \n \n \n \n Data asociated to the Tree.\n \n \n \n \n Tells if there is wind data exported from SpeedTree are saved on this component.\n \n \n \n \n Contains information about a tree placed in the Terrain game object.\n \n \n \n \n Color of this instance.\n \n \n \n \n Height scale of this instance (compared to the prototype's size).\n \n \n \n \n Lightmap color calculated for this instance.\n \n \n \n \n Position of the tree.\n \n \n \n \n Index of this instance in the TerrainData.treePrototypes array.\n \n \n \n \n Read-only.\n\nRotation of the tree on X-Z plane (in radians).\n \n \n \n \n Width scale of this instance (compared to the prototype's size).\n \n \n \n \n Simple class that contains a pointer to a tree prototype.\n \n \n \n \n Bend factor of the tree prototype.\n \n \n \n \n Retrieves the actual GameObect used by the tree.\n \n \n \n \n Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.\n \n \n \n \n Return true if this SpriteAtlas is a variant.\n \n \n \n \n Get the total number of Sprite packed into this atlas.\n \n \n \n \n Get the tag of this SpriteAtlas.\n \n \n \n \n Clone the first Sprite in this atlas that matches the name packed in this atlas and return it.\n \n The name of the Sprite.\n \n \n \n Clone all the Sprite in this atlas and fill them into the supplied array.\n \n Array of Sprite that will be filled.\n \n The size of the returned array.\n \n \n \n \n Clone all the Sprite matching the name in this atlas and fill them into the supplied array.\n \n Array of Sprite that will be filled.\n The name of the Sprite.\n \n \n \n Manages SpriteAtlas during runtime.\n \n \n \n \n Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime.\n \n \n \n \n \n Delegate type for atlas request callback.\n \n Tag of SpriteAtlas that needs to be provided by user.\n An Action that takes user loaded SpriteAtlas.\n \n \n \n Class that specifies some information about a renderable character.\n \n \n \n \n Character width.\n \n \n \n \n Position of the character cursor in local (text generated) space.\n \n \n \n \n Information about a generated line of text.\n \n \n \n \n Height of the line.\n \n \n \n \n Space in pixels between this line and the next line.\n \n \n \n \n Index of the first character in the line.\n \n \n \n \n The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField.\n \n \n \n \n Vertex class used by a Canvas for managing vertices.\n \n \n \n \n Vertex color.\n \n \n \n \n Normal.\n \n \n \n \n Vertex position.\n \n \n \n \n Simple UIVertex with sensible settings for use in the UI system.\n \n \n \n \n Tangent.\n \n \n \n \n The first texture coordinate set of the mesh. Used by UI elements by default.\n \n \n \n \n The second texture coordinate set of the mesh, if present.\n \n \n \n \n The Third texture coordinate set of the mesh, if present.\n \n \n \n \n The forth texture coordinate set of the mesh, if present.\n \n \n \n \n Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.\n \n \n \n \n Version of Unity API.\n \n \n \n \n Initializes a new instance of UnityAPICompatibilityVersionAttribute.\n \n Unity version that this assembly with compatible with.\n \n \n \n Constants to pass to Application.RequestUserAuthorization.\n \n \n \n \n Request permission to use any audio input sources attached to the computer.\n \n \n \n \n Request permission to use any video input sources attached to the computer.\n \n \n \n \n Representation of 2D vectors and points.\n \n \n \n \n Shorthand for writing Vector2(0, -1).\n \n \n \n \n Shorthand for writing Vector2(-1, 0).\n \n \n \n \n Returns the length of this vector (Read Only).\n \n \n \n \n Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity).\n \n \n \n \n Returns this vector with a magnitude of 1 (Read Only).\n \n \n \n \n Shorthand for writing Vector2(1, 1).\n \n \n \n \n Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity).\n \n \n \n \n Shorthand for writing Vector2(1, 0).\n \n \n \n \n Returns the squared length of this vector (Read Only).\n \n \n \n \n Shorthand for writing Vector2(0, 1).\n \n \n \n \n X component of the vector.\n \n \n \n \n Y component of the vector.\n \n \n \n \n Shorthand for writing Vector2(0, 0).\n \n \n \n \n Returns the unsigned angle in degrees between from and to.\n \n The vector from which the angular difference is measured.\n The vector to which the angular difference is measured.\n \n \n \n Returns a copy of vector with its magnitude clamped to maxLength.\n \n \n \n \n \n \n Constructs a new vector with given x, y components.\n \n \n \n \n \n \n Returns the distance between a and b.\n \n \n \n \n \n \n Dot Product of two vectors.\n \n \n \n \n \n \n Returns true if the given vector is exactly equal to this vector.\n \n \n \n \n \n Converts a Vector3 to a Vector2.\n \n \n \n \n \n Converts a Vector2 to a Vector3.\n \n \n \n \n \n Linearly interpolates between vectors a and b by t.\n \n \n \n \n \n \n \n Linearly interpolates between vectors a and b by t.\n \n \n \n \n \n \n \n Returns a vector that is made from the largest components of two vectors.\n \n \n \n \n \n \n Returns a vector that is made from the smallest components of two vectors.\n \n \n \n \n \n \n Moves a point current towards target.\n \n \n \n \n \n \n \n Makes this vector have a magnitude of 1.\n \n \n \n \n Divides a vector by a number.\n \n \n \n \n \n \n Returns true if two vectors are approximately equal.\n \n \n \n \n \n \n Subtracts one vector from another.\n \n \n \n \n \n \n Negates a vector.\n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Adds two vectors.\n \n \n \n \n \n \n Reflects a vector off the vector defined by a normal.\n \n \n \n \n \n \n Multiplies two vectors component-wise.\n \n \n \n \n \n \n Multiplies every component of this vector by the same component of scale.\n \n \n \n \n \n Set x and y components of an existing Vector2.\n \n \n \n \n \n \n Returns the signed angle in degrees between from and to.\n \n The vector from which the angular difference is measured.\n The vector to which the angular difference is measured.\n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Access the x or y component using [0] or [1] respectively.\n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Representation of 3D vectors and points.\n \n \n \n \n Shorthand for writing Vector3(0, 0, -1).\n \n \n \n \n Shorthand for writing Vector3(0, -1, 0).\n \n \n \n \n Shorthand for writing Vector3(0, 0, 1).\n \n \n \n \n Shorthand for writing Vector3(-1, 0, 0).\n \n \n \n \n Returns the length of this vector (Read Only).\n \n \n \n \n Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).\n \n \n \n \n Returns this vector with a magnitude of 1 (Read Only).\n \n \n \n \n Shorthand for writing Vector3(1, 1, 1).\n \n \n \n \n Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).\n \n \n \n \n Shorthand for writing Vector3(1, 0, 0).\n \n \n \n \n Returns the squared length of this vector (Read Only).\n \n \n \n \n Shorthand for writing Vector3(0, 1, 0).\n \n \n \n \n X component of the vector.\n \n \n \n \n Y component of the vector.\n \n \n \n \n Z component of the vector.\n \n \n \n \n Shorthand for writing Vector3(0, 0, 0).\n \n \n \n \n Returns the angle in degrees between from and to.\n \n The vector from which the angular difference is measured.\n The vector to which the angular difference is measured.\n \n \n \n Returns a copy of vector with its magnitude clamped to maxLength.\n \n \n \n \n \n \n Cross Product of two vectors.\n \n \n \n \n \n \n Creates a new vector with given x, y, z components.\n \n \n \n \n \n \n \n Creates a new vector with given x, y components and sets z to zero.\n \n \n \n \n \n \n Returns the distance between a and b.\n \n \n \n \n \n \n Dot Product of two vectors.\n \n \n \n \n \n \n Returns true if the given vector is exactly equal to this vector.\n \n \n \n \n \n Linearly interpolates between two vectors.\n \n \n \n \n \n \n \n Linearly interpolates between two vectors.\n \n \n \n \n \n \n \n Returns a vector that is made from the largest components of two vectors.\n \n \n \n \n \n \n Returns a vector that is made from the smallest components of two vectors.\n \n \n \n \n \n \n Moves a point current in a straight line towards a target point.\n \n \n \n \n \n \n \n \n \n \n \n \n \n Makes this vector have a magnitude of 1.\n \n \n \n \n Divides a vector by a number.\n \n \n \n \n \n \n Returns true if two vectors are approximately equal.\n \n \n \n \n \n \n Subtracts one vector from another.\n \n \n \n \n \n \n Negates a vector.\n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Returns true if vectors different.\n \n \n \n \n \n \n Adds two vectors.\n \n \n \n \n \n \n Makes vectors normalized and orthogonal to each other.\n \n \n \n \n \n \n Makes vectors normalized and orthogonal to each other.\n \n \n \n \n \n \n \n Projects a vector onto another vector.\n \n \n \n \n \n \n Projects a vector onto a plane defined by a normal orthogonal to the plane.\n \n \n \n \n \n \n Reflects a vector off the plane defined by a normal.\n \n \n \n \n \n \n Rotates a vector current towards target.\n \n \n \n \n \n \n \n \n Multiplies two vectors component-wise.\n \n \n \n \n \n \n Multiplies every component of this vector by the same component of scale.\n \n \n \n \n \n Set x, y and z components of an existing Vector3.\n \n \n \n \n \n \n \n Returns the signed angle in degrees between from and to.\n \n The vector from which the angular difference is measured.\n The vector to which the angular difference is measured.\n A vector around which the other vectors are rotated.\n \n \n \n Spherically interpolates between two vectors.\n \n \n \n \n \n \n \n Spherically interpolates between two vectors.\n \n \n \n \n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Gradually changes a vector towards a desired goal over time.\n \n The current position.\n The position we are trying to reach.\n The current velocity, this value is modified by the function every time you call it.\n Approximately the time it will take to reach the target. A smaller value will reach the target faster.\n Optionally allows you to clamp the maximum speed.\n The time since the last call to this function. By default Time.deltaTime.\n \n \n \n Access the x, y, z components using [0], [1], [2] respectively.\n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Representation of four-dimensional vectors.\n \n \n \n \n Returns the length of this vector (Read Only).\n \n \n \n \n Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).\n \n \n \n \n Returns this vector with a magnitude of 1 (Read Only).\n \n \n \n \n Shorthand for writing Vector4(1,1,1,1).\n \n \n \n \n Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).\n \n \n \n \n Returns the squared length of this vector (Read Only).\n \n \n \n \n W component of the vector.\n \n \n \n \n X component of the vector.\n \n \n \n \n Y component of the vector.\n \n \n \n \n Z component of the vector.\n \n \n \n \n Shorthand for writing Vector4(0,0,0,0).\n \n \n \n \n Creates a new vector with given x, y, z, w components.\n \n \n \n \n \n \n \n \n Creates a new vector with given x, y, z components and sets w to zero.\n \n \n \n \n \n \n \n Creates a new vector with given x, y components and sets z and w to zero.\n \n \n \n \n \n \n Returns the distance between a and b.\n \n \n \n \n \n \n Dot Product of two vectors.\n \n \n \n \n \n \n Returns true if the given vector is exactly equal to this vector.\n \n \n \n \n \n Converts a Vector4 to a Vector2.\n \n \n \n \n \n Converts a Vector4 to a Vector3.\n \n \n \n \n \n Converts a Vector2 to a Vector4.\n \n \n \n \n \n Converts a Vector3 to a Vector4.\n \n \n \n \n \n Linearly interpolates between two vectors.\n \n \n \n \n \n \n \n Linearly interpolates between two vectors.\n \n \n \n \n \n \n \n Returns a vector that is made from the largest components of two vectors.\n \n \n \n \n \n \n Returns a vector that is made from the smallest components of two vectors.\n \n \n \n \n \n \n Moves a point current towards target.\n \n \n \n \n \n \n \n \n \n \n \n \n \n Makes this vector have a magnitude of 1.\n \n \n \n \n Divides a vector by a number.\n \n \n \n \n \n \n Returns true if two vectors are approximately equal.\n \n \n \n \n \n \n Subtracts one vector from another.\n \n \n \n \n \n \n Negates a vector.\n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Multiplies a vector by a number.\n \n \n \n \n \n \n Adds two vectors.\n \n \n \n \n \n \n Projects a vector onto another vector.\n \n \n \n \n \n \n Multiplies two vectors component-wise.\n \n \n \n \n \n \n Multiplies every component of this vector by the same component of scale.\n \n \n \n \n \n Set x, y, z and w components of an existing Vector4.\n \n \n \n \n \n \n \n \n Access the x, y, z, w components using [0], [1], [2], [3] respectively.\n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Returns a nicely formatted string for this vector.\n \n \n \n \n \n Wrapping modes for text that reaches the vertical boundary.\n \n \n \n \n Text well continue to generate when reaching vertical boundary.\n \n \n \n \n Text will be clipped when reaching the vertical boundary.\n \n \n \n \n Methods used to fit a video in the target area.\n \n \n \n \n Resize proportionally so that width fits the target area, cropping or adding black bars above and below if needed.\n \n \n \n \n Resize proportionally so that content fits the target area, adding black bars if needed.\n \n \n \n \n Resize proportionally so that content fits the target area, cropping if needed.\n \n \n \n \n Resize proportionally so that height fits the target area, cropping or adding black bars on each side if needed.\n \n \n \n \n Preserve the pixel size without adjusting for target area.\n \n \n \n \n Resize non-proportionally to fit the target area.\n \n \n \n \n Places where the audio embedded in a video can be sent.\n \n \n \n \n Send the embedded audio into a specified AudioSource.\n \n \n \n \n Send the embedded audio direct to the platform's audio hardware.\n \n \n \n \n Disable the embedded audio.\n \n \n \n \n A container for video data.\n \n \n \n \n Number of audio tracks in the clip.\n \n \n \n \n The length of the VideoClip in frames. (Read Only).\n \n \n \n \n The frame rate of the clip in frames/second. (Read Only).\n \n \n \n \n The height of the images in the video clip in pixels. (Read Only).\n \n \n \n \n The length of the video clip in seconds. (Read Only).\n \n \n \n \n The video clip path in the project's assets. (Read Only).\n \n \n \n \n The width of the images in the video clip in pixels. (Read Only).\n \n \n \n \n The number of channels in the audio track. E.g. 2 for a stereo track.\n \n Index of the audio queried audio track.\n \n The number of channels.\n \n \n \n \n Get the audio track language. Can be unknown.\n \n Index of the audio queried audio track.\n \n The abbreviated name of the language.\n \n \n \n \n Get the audio track sampling rate in Hertz.\n \n Index of the audio queried audio track.\n \n The sampling rate in Hertz.\n \n \n \n \n Plays video content onto a target.\n \n \n \n \n Defines how the video content will be stretched to fill the target area.\n \n \n \n \n Destination for the audio embedded in the video.\n \n \n \n \n Number of audio tracks found in the data source currently configured.\n \n \n \n \n Whether direct-output volume controls are supported for the current platform and video format. (Read Only)\n \n \n \n \n Whether the playback speed can be changed. (Read Only)\n \n \n \n \n Determines whether the VideoPlayer skips frames to catch up with current time. (Read Only)\n \n \n \n \n Whether current time can be changed using the time or timeFrames property. (Read Only)\n \n \n \n \n Whether the time source followed by the VideoPlayer can be changed. (Read Only)\n \n \n \n \n Returns true if the VideoPlayer can step forward through the video content. (Read Only)\n \n \n \n \n The clip being played by the VideoPlayer.\n \n \n \n \n Invoked when the VideoPlayer's clock is synced back to its Video.VideoTimeReference.\n \n \n \n \n \n Number of audio tracks that this VideoPlayer will take control of. The other ones will be silenced. A maximum of 64 tracks are allowed.\nThe actual number of audio tracks cannot be known in advance when playing URLs, which is why this value is independent of the Video.VideoPlayer.audioTrackCount property.\n \n \n \n \n Maximum number of audio tracks that can be controlled.\n \n \n \n \n Errors such as HTTP connection problems are reported through this callback.\n \n \n \n \n \n Reference time of the external clock the Video.VideoPlayer uses to correct its drift.\n \n \n \n \n The frame index currently being displayed by the VideoPlayer.\n \n \n \n \n Number of frames in the current video content.\n \n \n \n \n [NOT YET IMPLEMENTED] Invoked when the video decoder does not produce a frame as per the time source during playback.\n \n \n \n \n \n The frame rate of the clip or URL in frames/second. (Read Only).\n \n \n \n \n Invoked when a new frame is ready.\n \n \n \n \n \n Determines whether the VideoPlayer restarts from the beginning when it reaches the end of the clip.\n \n \n \n \n Whether content is being played. (Read Only)\n \n \n \n \n Whether the VideoPlayer has successfully prepared the content to be played. (Read Only)\n \n \n \n \n Invoked when the VideoPlayer reaches the end of the content to play.\n \n \n \n \n \n Factor by which the basic playback rate will be multiplied.\n \n \n \n \n Whether the content will start playing back as soon as the component awakes.\n \n \n \n \n Invoked when the VideoPlayer preparation is complete.\n \n \n \n \n \n Where the video content will be drawn.\n \n \n \n \n Invoke after a seek operation completes.\n \n \n \n \n \n Enables the frameReady events.\n \n \n \n \n Whether the VideoPlayer is allowed to skip frames to catch up with current time.\n \n \n \n \n The source that the VideoPlayer uses for playback.\n \n \n \n \n Invoked immediately after Play is called.\n \n \n \n \n \n Camera component to draw to when Video.VideoPlayer.renderMode is set to either Video.VideoTarget.CameraBackPlane or Video.VideoTarget.CameraFrontPlane.\n \n \n \n \n Overall transparency level of the target camera plane video.\n \n \n \n \n Material texture property which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride.\n \n \n \n \n Renderer which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride\n \n \n \n \n RenderTexture to draw to when Video.VideoPlayer.renderMode is set to Video.VideoTarget.RenderTexture. For optimal performance, the dimensions of the RenderTexture should match those of the video media exactly.\n \n \n \n \n Internal texture in which video content is placed.\n \n \n \n \n The VideoPlayer current time in seconds.\n \n \n \n \n The clock that the Video.VideoPlayer observes to detect and correct drift.\n \n \n \n \n [NOT YET IMPLEMENTED] The source used used by the VideoPlayer to derive its current time.\n \n \n \n \n The file or HTTP URL that the VideoPlayer will read content from.\n \n \n \n \n Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when Video.VideoPlayer.playOnAwake is on.\n \n \n \n \n Enable/disable audio track decoding. Only effective when the VideoPlayer is not currently playing.\n \n Index of the audio track to enable/disable.\n True for enabling the track. False for disabling the track.\n \n \n \n Delegate type for VideoPlayer events that contain an error message.\n \n The VideoPlayer that is emitting the event.\n Message describing the error just encountered.\n \n \n \n Delegate type for all parameter-less events emitted by VideoPlayers.\n \n The VideoPlayer that is emitting the event.\n \n \n \n Delegate type for VideoPlayer events that carry a frame number.\n \n The VideoPlayer that is emitting the event.\n The frame the VideoPlayer is now at.\n \n \n \n \n The number of audio channels in the specified audio track.\n \n Index for the audio track being queried.\n \n Number of audio channels.\n \n \n \n \n Returns the language code, if any, for the specified track.\n \n Index of the audio track to query.\n \n Language code.\n \n \n \n \n Get the direct-output audio mute status for the specified track.\n \n \n \n \n \n Return the direct-output volume for specified track.\n \n Track index for which the volume is queried.\n \n Volume, between 0 and 1.\n \n \n \n \n Gets the AudioSource that will receive audio samples for the specified track if Video.VideoPlayer.audioOutputMode is set to Video.VideoAudioOutputMode.AudioSource.\n \n Index of the audio track for which the AudioSource is wanted.\n \n The source associated with the audio track.\n \n \n \n \n Returns whether decoding for the specified audio track is enabled. See Video.VideoPlayer.EnableAudioTrack for distinction with mute.\n \n Index of the audio track being queried.\n \n True if decoding for the specified audio track is enabled.\n \n \n \n \n Pauses the playback and leaves the current time intact.\n \n \n \n \n Starts playback.\n \n \n \n \n Initiates playback engine prepration.\n \n \n \n \n Set the direct-output audio mute status for the specified track.\n \n Track index for which the mute is set.\n Mute on/off.\n \n \n \n Set the direct-output audio volume for the specified track.\n \n Track index for which the volume is set.\n New volume, between 0 and 1.\n \n \n \n Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode.\n \n Index of the audio track to associate with the specified AudioSource.\n AudioSource to associate with the audio track.\n \n \n \n Advances the current time by one frame immediately.\n \n \n \n \n Pauses the playback and sets the current time to 0.\n \n \n \n \n Delegate type for VideoPlayer events that carry a time position.\n \n The VideoPlayer that is emitting the event.\n Time position.\n \n \n \n Type of destination for the images read by a VideoPlayer.\n \n \n \n \n Don't draw the video content anywhere, but still make it available via the VideoPlayer's texture property in the API.\n \n \n \n \n Draw video content behind a camera's scene.\n \n \n \n \n Draw video content in front of a camera's scene.\n \n \n \n \n Draw the video content into a user-specified property of the current GameObject's material.\n \n \n \n \n Draw video content into a RenderTexture.\n \n \n \n \n Source of the video content for a VideoPlayer.\n \n \n \n \n Use the current URL as the video content source.\n \n \n \n \n Use the current clip as the video content source.\n \n \n \n \n The clock that the Video.VideoPlayer observes to detect and correct drift.\n \n \n \n \n External reference clock the Video.VideoPlayer observes to detect and correct drift.\n \n \n \n \n Disables the drift detection.\n \n \n \n \n Internal reference clock the Video.VideoPlayer observes to detect and correct drift.\n \n \n \n \n Time source followed by the Video.VideoPlayer when reading content.\n \n \n \n \n The audio hardware clock.\n \n \n \n \n The unscaled game time as defined by Time.realtimeSinceStartup.\n \n \n \n \n A collection of methods and properties for interacting with the VR tracking system.\n \n \n \n \n Disables positional tracking in VR. This takes effect the next time the head pose is sampled. If set to true the camera only tracks headset rotation state.\n \n \n \n \n Called when a tracked node is added to the underlying VR/AR system.\n \n Describes the node that has been added.\n \n \n \n \n Called when a tracked node is removed from the underlying VR/AR system.\n \n Describes the node that has been removed.\n \n \n \n \n Called when a tracked node begins reporting tracking information.\n \n Describes the node that has begun being tracked.\n \n \n \n \n Called when a tracked node stops reporting tracking information.\n \n Describes the node that has lost tracking.\n \n \n \n \n Gets the position of a specific node.\n \n Specifies which node's position should be returned.\n \n The position of the node in its local tracking space.\n \n \n \n \n Gets the rotation of a specific node.\n \n Specifies which node's rotation should be returned.\n \n The rotation of the node in its local tracking space.\n \n \n \n \n Accepts the unique identifier for a tracked node and returns a friendly name for it.\n \n The unique identifier for the Node index.\n \n The name of the tracked node if the given 64-bit identifier maps to a currently tracked node. Empty string otherwise.\n \n \n \n \n Describes all presently connected VR nodes and provides available tracking state.\n \n A list that is populated with VR.VRNodeState objects.\n \n \n \n Center tracking to the current position and orientation of the HMD.\n \n \n \n \n Represents the size of physical space available for VR.\n \n \n \n \n Represents a space large enough for free movement.\n \n \n \n \n Represents a small space where movement may be constrained or positional tracking is unavailable.\n \n \n \n \n Contains all functionality related to a VR device.\n \n \n \n \n The name of the family of the loaded VR device.\n \n \n \n \n Successfully detected a VR device in working order.\n \n \n \n \n Specific model of loaded VR device.\n \n \n \n \n Refresh rate of the display in Hertz.\n \n \n \n \n Sets whether the camera passed in the first parameter is controlled implicitly by the VR Device\n \n The camera that we wish to change behavior on\n True if the camera's transform is set externally. False if the camera is to be driven implicitly by VRDevice, \n \n Nothing.\n \n \n \n \n This method returns an IntPtr representing the native pointer to the VR device if one is available, otherwise the value will be IntPtr.Zero.\n \n \n The native pointer to the VR device.\n \n \n \n \n Returns the device's current TrackingSpaceType. This value determines how the camera is positioned relative to its starting position. For more, see the section \"Understanding the camera\" in.\n \n \n The device's current TrackingSpaceType.\n \n \n \n \n Sets the device's current TrackingSpaceType. Returns true on success. Returns false if the given TrackingSpaceType is not supported or the device fails to switch.\n \n The TrackingSpaceType the device should switch to.\n \n \n True on success. False if the given TrackingSpaceType is not supported or the device fails to switch.\n \n \n \n \n Supported VR devices.\n \n \n \n \n Sony's Project Morpheus VR device for Playstation 4. (Obsolete please use VRDeviceType.PlayStationVR instead).\n \n \n \n \n No VR Device.\n \n \n \n \n Oculus family of VR devices.\n \n \n \n \n Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).\n \n \n \n \n Split screen stereo 3D (the left and right cameras are rendered side by side).\n \n \n \n \n Stereo 3D via D3D11 or OpenGL.\n \n \n \n \n This value is returned when running on a device that does not have its own value in this VRDeviceType enum. To find out the device name, you can use VRSettings.loadedDeviceName.\n \n \n \n \n Enumeration of tracked VR nodes which can be updated by VR input.\n \n \n \n \n Node representing a point between the left and right eyes.\n \n \n \n \n Represents a tracked game Controller not associated with a specific hand.\n \n \n \n \n Represents a physical device that provides tracking data for objects to which it is attached.\n \n \n \n \n Node representing the user's head.\n \n \n \n \n Node representing the left eye.\n \n \n \n \n Node representing the left hand.\n \n \n \n \n Node representing the right eye.\n \n \n \n \n Node representing the right hand.\n \n \n \n \n Represents a stationary physical device that can be used as a point of reference in the tracked area.\n \n \n \n \n Sets the vector representing the current acceleration of the tracked node.\n \n \n \n \n The type of the tracked node as specified in VR.VRNode.\n \n \n \n \n Sets the vector representing the current position of the tracked node.\n \n \n \n \n Sets the quaternion representing the current rotation of the tracked node.\n \n \n \n \n \n Set to true if the node is presently being tracked by the underlying VRAR system,\nand false if the node is not presently being tracked by the underlying VRAR system.\n \n \n \n \n The unique identifier of the tracked node.\n \n \n \n \n Sets the vector representing the current velocity of the tracked node.\n \n \n \n \n Attempt to retrieve a vector representing the current acceleration of the tracked node.\n \n \n True if the acceleration was set in the output parameter. False if the acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked.\n \n \n \n \n Attempt to retrieve a vector representing the current position of the tracked node.\n \n \n True if the position was set in the output parameter. False if the position is not available due to limitations of the underlying platform or if the node is not presently tracked.\n \n \n \n \n Attempt to retrieve a quaternion representing the current rotation of the tracked node.\n \n \n True if the rotation was set in the output parameter. False if the rotation is not available due to limitations of the underlying platform or if the node is not presently tracked.\n \n \n \n \n Attempt to retrieve a vector representing the current velocity of the tracked node.\n \n \n True if the velocity was set in the output parameter. False if the velocity is not available due to limitations of the underlying platform or if the node is not presently tracked.\n \n \n \n \n Global VR related settings.\n \n \n \n \n Globally enables or disables VR for the application.\n \n \n \n \n The current height of an eye texture for the loaded device.\n \n \n \n \n The current width of an eye texture for the loaded device.\n \n \n \n \n Read-only value that can be used to determine if the VR device is active.\n \n \n \n \n Type of VR device that is currently in use.\n \n \n \n \n Type of VR device that is currently loaded.\n \n \n \n \n A scale applied to the standard occulsion mask for each platform.\n \n \n \n \n Controls the texel:pixel ratio before lens correction, trading performance for sharpness.\n \n \n \n \n Controls the texel:pixel ratio before lens correction, trading performance for sharpness.\n \n \n \n \n Mirror what is shown on the device to the main display, if possible.\n \n \n \n \n Returns a list of supported VR devices that were included at build time.\n \n \n \n \n Loads the requested device at the beginning of the next frame.\n \n Name of the device from VRSettings.supportedDevices.\n Prioritized list of device names from VRSettings.supportedDevices.\n \n \n \n Loads the requested device at the beginning of the next frame.\n \n Name of the device from VRSettings.supportedDevices.\n Prioritized list of device names from VRSettings.supportedDevices.\n \n \n \n Timing and other statistics from the VR subsystem.\n \n \n \n \n Total GPU time utilized last frame as measured by the VR subsystem.\n \n \n \n \n Retrieves the number of dropped frames reported by the VR SDK.\n \n Outputs the number of frames dropped since the last update.\n \n True if the dropped frame count is available, false otherwise.\n \n \n \n \n Retrieves the number of times the current frame has been drawn to the device as reported by the VR SDK.\n \n Outputs the number of times the current frame has been presented.\n \n True if the frame present count is available, false otherwise.\n \n \n \n \n Retrieves the time spent by the GPU last frame, in seconds, as reported by the VR SDK.\n \n Outputs the time spent by the GPU last frame.\n \n True if the GPU time spent last frame is available, false otherwise.\n \n \n \n \n The Holographic Settings contain functions which effect the performance and presentation of Holograms on Windows Holographic platforms.\n \n \n \n \n Option to allow developers to achieve higher framerate at the cost of high latency. By default this option is off.\n \n True to enable or false to disable Low Latent Frame Presentation.\n \n \n \n Returns true if Holographic rendering is currently running with Latent Frame Presentation. Default value is false.\n \n \n \n \n Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.\n \n The position of the focal point in the scene, relative to the camera.\n Surface normal of the plane being viewed at the focal point.\n A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.\n \n \n \n Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.\n \n The position of the focal point in the scene, relative to the camera.\n Surface normal of the plane being viewed at the focal point.\n A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.\n \n \n \n Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.\n \n The position of the focal point in the scene, relative to the camera.\n Surface normal of the plane being viewed at the focal point.\n A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.\n \n \n \n Manager class with API for recognizing user gestures.\n \n \n \n \n Cancels any pending gesture events. Additionally this will call StopCapturingGestures.\n \n \n \n \n Create a GestureRecognizer.\n \n \n \n \n Disposes the resources used by gesture recognizer.\n \n \n \n \n Callback indicating an error or warning occurred.\n \n A readable error string (when possible).\n The HRESULT code from the platform.\n \n \n \n Fired when a warning or error is emitted by the GestureRecognizer.\n \n Delegate to be triggered to report warnings and errors.\n \n \n \n Retrieve a mask of the currently enabled gestures.\n \n \n A mask indicating which Gestures are currently recognizable.\n \n \n \n \n Fired when the user does a cancel event either using their hands or in speech.\n \n Delegate to be triggered when a cancel event is triggered.\n \n \n \n Callback indicating a cancel event.\n \n Indicates which input medium triggered this event.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fired when users complete a hold gesture.\n \n Delegate to be triggered when the user completes a hold gesture.\n \n \n \n Callback indicating a hold completed event.\n \n Indicates which input medium triggered this event.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fired when users start a hold gesture.\n \n The delegate to be triggered when a user starts a hold gesture.\n \n \n \n Callback indicating a hold started event.\n \n Indicates which input medium triggered this event.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Used to query if the GestureRecognizer is currently receiving Gesture events.\n \n \n True if the GestureRecognizer is receiving events or false otherwise.\n \n \n \n \n Fires when a Manipulation gesture is canceled.\n \n Delegate to be triggered when a cancel event is triggered.\n \n \n \n Callback indicating a cancel event.\n \n Indicates which input medium triggered this event.\n Total distance moved since the beginning of the manipulation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when a Manipulation gesture is completed.\n \n Delegate to be triggered when a completed event is triggered.\n \n \n \n Callback indicating a completed event.\n \n Indicates which input medium triggered this event.\n Total distance moved since the beginning of the manipulation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when an interaction becomes a Manipulation gesture.\n \n Delegate to be triggered when a started event is triggered.\n \n \n \n Callback indicating a started event.\n \n Indicates which input medium triggered this event.\n Total distance moved since the beginning of the manipulation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when a Manipulation gesture is updated due to hand movement.\n \n Delegate to be triggered when a updated event is triggered.\n \n \n \n Callback indicating a updated event.\n \n Indicates which input medium triggered this event.\n Total distance moved since the beginning of the manipulation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when a Navigation gesture is canceled.\n \n Delegate to be triggered when a cancel event is triggered.\n \n \n \n Callback indicating a cancel event.\n \n Indicates which input medium triggered this event.\n The last known normalized offset of the input within the unit cube for the navigation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when a Navigation gesture is completed.\n \n Delegate to be triggered when a complete event is triggered.\n \n \n \n Callback indicating a completed event.\n \n Indicates which input medium triggered this event.\n The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when an interaction becomes a Navigation gesture.\n \n Delegate to be triggered when a started event is triggered.\n \n \n \n Callback indicating a started event.\n \n Indicates which input medium triggered this event.\n The normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when a Navigation gesture is updated due to hand or controller movement.\n \n Delegate to be triggered when a update event is triggered.\n \n \n \n Callback indicating a update event.\n \n Indicates which input medium triggered this event.\n The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.\n Ray (with normalized direction) from user at the time this gesture began.\n \n \n \n Fires when recognition of gestures is done, either due to completion of a gesture or cancellation.\n \n Delegate to be triggered when an end event is triggered.\n \n \n \n Callback indicating the gesture event has completed.\n \n Indicates which input medium triggered this event.\n Ray (with normalized direction) from user at the time a gesture began.\n \n \n \n Fires when recognition of gestures begins.\n \n Delegate to be triggered when a start event is triggered.\n \n \n \n Callback indicating the gesture event has started.\n \n Indicates which input medium triggered this event.\n Ray (with normalized direction) from user at the time a gesture began.\n \n \n \n Set the recognizable gestures to the ones specified in newMaskValues and return the old settings.\n \n A mask indicating which gestures are now recognizable.\n \n The previous value.\n \n \n \n \n Call to begin receiving gesture events on this recognizer. No events will be received until this method is called.\n \n \n \n \n Call to stop receiving gesture events on this recognizer.\n \n \n \n \n Occurs when a Tap gesture is recognized.\n \n Delegate to be triggered when a tap event is triggered.\n \n \n \n Callback indicating a tap event.\n \n Indicates which input medium triggered this event.\n The count of taps (1 for single tap, 2 for double tap).\n Ray (with normalized direction) from user at the time this event interaction began.\n \n \n \n This enumeration represents the set of gestures that may be recognized by GestureRecognizer.\n \n \n \n \n Enable support for the double-tap gesture.\n \n \n \n \n Enable support for the hold gesture.\n \n \n \n \n Enable support for the manipulation gesture which tracks changes to the hand's position. This gesture is relative to the start position of the gesture and measures an absolute movement through the world.\n \n \n \n \n Enable support for the navigation gesture, in the horizontal axis using rails (guides).\n \n \n \n \n Enable support for the navigation gesture, in the vertical axis using rails (guides).\n \n \n \n \n Enable support for the navigation gesture, in the depth axis using rails (guides).\n \n \n \n \n Enable support for the navigation gesture, in the horizontal axis.\n \n \n \n \n Enable support for the navigation gesture, in the vertical axis.\n \n \n \n \n Enable support for the navigation gesture, in the depth axis.\n \n \n \n \n Disable support for gestures.\n \n \n \n \n Enable support for the tap gesture.\n \n \n \n \n Provides access to user input from hands, controllers, and system voice commands.\n \n \n \n \n (Read Only) The number of InteractionSourceState snapshots available for reading with InteractionManager.GetCurrentReading.\n \n \n \n \n Get the current SourceState.\n \n \n An array of InteractionSourceState snapshots.\n \n \n \n \n Allows retrieving the current source states without allocating an array. The number of retrieved source states will be returned, up to a maximum of the size of the array.\n \n An array for storing InteractionSourceState snapshots.\n \n The number of snapshots stored in the array, up to the size of the array.\n \n \n \n \n Occurs when a new hand, controller, or source of voice commands has been detected.\n \n \n \n \n \n Callback to handle InteractionManager events.\n \n \n \n \n \n Occurs when a hand, controller, or source of voice commands is no longer available.\n \n \n \n \n \n Occurs when a hand or controller has entered the pressed state.\n \n \n \n \n \n Occurs when a hand or controller has exited the pressed state.\n \n \n \n \n \n Occurs when a hand or controller has experienced a change to its SourceState.\n \n \n \n \n \n Represents one detected instance of a hand, controller, or user's voice that can cause interactions and gestures.\n \n \n \n \n The identifier for the hand, controller, or user's voice.\n \n \n \n \n The kind of the interaction source.\n \n \n \n \n Specifies the kind of an interaction source.\n \n \n \n \n The interaction source is a controller.\n \n \n \n \n The interaction source is one of the user's hands.\n \n \n \n \n The interaction source is of a kind not known in this version of the API.\n \n \n \n \n The interaction source is the user's speech.\n \n \n \n \n Represents the position and velocity of a hand or controller.\n \n \n \n \n Get the position of the interaction.\n \n Supplied Vector3 to be populated with interaction position.\n \n True if the position is successfully returned.\n \n \n \n \n Get the velocity of the interaction.\n \n Supplied Vector3 to be populated with interaction velocity.\n \n True if the velocity is successfully returned.\n \n \n \n \n Represents the set of properties available to explore the current state of a hand or controller.\n \n \n \n \n The position and velocity of the hand, expressed in the specified coordinate system.\n \n \n \n \n The direction you should suggest that the user move their hand if it is nearing the edge of the detection area.\n \n \n \n \n Gets the risk that detection of the hand will be lost as a value from 0.0 to 1.0.\n \n \n \n \n Represents a snapshot of the state of a spatial interaction source (hand, voice or controller) at a given time.\n \n \n \n \n The Ray at the time represented by this InteractionSourceState.\n \n \n \n \n True if the source is in the pressed state.\n \n \n \n \n Additional properties to explore the state of the interaction source.\n \n \n \n \n The interaction source that this state describes.\n \n \n \n \n The storage object for persisted WorldAnchors.\n \n \n \n \n (Read Only) Gets the number of persisted world anchors in this WorldAnchorStore.\n \n \n \n \n Clears all persisted WorldAnchors.\n \n \n \n \n Deletes a persisted WorldAnchor from the store.\n \n The identifier of the WorldAnchor to delete.\n \n Whether or not the WorldAnchor was found and deleted.\n \n \n \n \n Gets all of the identifiers of the currently persisted WorldAnchors.\n \n \n An array of string identifiers.\n \n \n \n \n Gets all of the identifiers of the currently persisted WorldAnchors.\n \n A target array to receive the identifiers of the currently persisted world anchors.\n \n The number of identifiers stored in the target array.\n \n \n \n \n Gets the WorldAnchorStore instance.\n \n The handler to be called when the WorldAnchorStore is loaded.\n \n \n \n The handler for when getting the WorldAnchorStore from GetAsync.\n \n The instance of the WorldAnchorStore once loaded.\n \n \n \n Loads a WorldAnchor from disk for given identifier and attaches it to the GameObject. If the GameObject has a WorldAnchor, that WorldAnchor will be updated. If the anchor is not found, null will be returned and the GameObject and any existing WorldAnchor attached to it will not be modified.\n \n The identifier of the WorldAnchor to load.\n The object to attach the WorldAnchor to if found.\n \n The WorldAnchor loaded by the identifier or null if not found.\n \n \n \n \n Saves the provided WorldAnchor with the provided identifier. If the identifier is already in use, the method will return false.\n \n The identifier to save the anchor with. This needs to be unique for your app.\n The anchor to save.\n \n Whether or not the save was successful. Will return false if the id conflicts with another already saved anchor's id.\n \n \n \n \n Indicates the lifecycle state of the device's spatial location system.\n \n \n \n \n The device is reporting its orientation and is preparing to locate its position in the user's surroundings.\n \n \n \n \n The device is reporting its orientation and position in the user's surroundings.\n \n \n \n \n The device is reporting its orientation but cannot locate its position in the user's surroundings due to external factors like poor lighting conditions.\n \n \n \n \n The device is reporting its orientation and has not been asked to report its position in the user's surroundings.\n \n \n \n \n The device's spatial location system is not available.\n \n \n \n \n This enum represents the result of a WorldAnchorTransferBatch operation.\n \n \n \n \n The operation has failed because access was denied. This occurs typically because the transfer batch was not readable when deserializing or writable when serializing.\n \n \n \n \n The operation has failed because it was not supported.\n \n \n \n \n The operation has completed successfully.\n \n \n \n \n The operation has failed in an unexpected way.\n \n \n \n \n A batch of WorldAnchors which can be exported and imported between apps.\n \n \n \n \n (Read Only) Gets the number of world anchors in this WorldAnchorTransferBatch.\n \n \n \n \n Adds a WorldAnchor to the batch with the specified identifier.\n \n The identifier associated with this anchor in the batch. This must be unique per batch.\n The anchor to add to the batch.\n \n Whether or not the anchor was added successfully.\n \n \n \n \n The handler for when deserialization has completed.\n \n The reason the deserialization completed (success or failure reason).\n The resulting transfer batch which is empty on error.\n \n \n \n Cleans up the WorldAnchorTransferBatch and releases memory.\n \n \n \n \n Exports the input WorldAnchorTransferBatch into a byte array which can be passed to WorldAnchorTransferBatch.ImportAsync to restore the original WorldAnchorTransferBatch.\n \n The WorldAnchorTransferBatch to export into a byte buffer.\n The callback when some data is available.\n The callback after the last bit of data was provided via onDataAvailable with a completion reason (success or failure reason).\n \n \n \n Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch.\n \n \n The identifiers of all of the WorldAnchors in this WorldAnchorTransferBatch.\n \n \n \n \n Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch. If the target array is not large enough to contain all the identifiers, then only those identifiers that fit within the array will be stored and the return value will equal the size of the array. You can detect this condition by checking for a return value less than WorldAnchorTransferBatch.anchorCount.\n \n A target array to receive the identifiers of the currently mapped world anchors.\n \n The number of identifiers stored in the target array.\n \n \n \n \n Imports the provided bytes into a WorldAnchorTransferBatch.\n \n The complete data to import.\n The handler when the data import is complete.\n The offset in the array from which to start reading.\n The length of the data in the array.\n \n \n \n Imports the provided bytes into a WorldAnchorTransferBatch.\n \n The complete data to import.\n The handler when the data import is complete.\n The offset in the array from which to start reading.\n The length of the data in the array.\n \n \n \n Locks the provided GameObject to the world by loading and applying the WorldAnchor from the TransferBatch for the provided id.\n \n The identifier for the WorldAnchor to load and apply to the GameObject.\n The GameObject to apply the WorldAnchor to. If the GameObject already has a WorldAnchor, it will be updated.\n \n The loaded WorldAnchor or null if the id does not map to a WorldAnchor.\n \n \n \n \n The handler for when serialization is completed.\n \n Why the serialization completed (success or failure reason).\n \n \n \n The handler for when some data is available from serialization.\n \n A set of bytes from the exported transfer batch.\n \n \n \n Enumeration of the different types of SurfaceChange events.\n \n \n \n \n Surface was Added.\n \n \n \n \n Surface was removed.\n \n \n \n \n Surface was updated.\n \n \n \n \n SurfaceData is a container struct used for requesting baked spatial mapping data and receiving that data once baked.\n \n \n \n \n Set this field to true when requesting data to bake collider data. This field will be set to true when receiving baked data if it was requested. Setting this field to true requires that a valid outputCollider is also specified.\n \n \n \n \n This is the ID for the surface to be baked or the surface that was baked and being returned to the user.\n \n \n \n \n This WorldAnchor is used to lock the surface into place relative to real world objects. It will be filled in when calling RequestMeshAsync to generate data for a surface and returned with the SurfaceDataReadyDelegate.\n \n \n \n \n This MeshCollider will receive the baked physics mesh prepared by the system when requesting baked surface data through RequestMeshAsync. The MeshCollider is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.\n \n \n \n \n This MeshFilter will receive the baked mesh prepared by the system when requesting baked surface data. The MeshFilter is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.\n \n \n \n \n This value controls the basic resolution of baked mesh data and is returned with the SurfaceDataReadyDelegate. The device will deliver up to this number of triangles per cubic meter.\n \n \n \n \n Constructor for conveniently filling out a SurfaceData struct.\n \n ID for the surface in question.\n MeshFilter to write Mesh data to.\n WorldAnchor receiving the anchor point for the surface.\n MeshCollider to write baked physics data to (optional).\n Requested resolution for the computed Mesh. Actual resolution may be less than this value.\n Set to true if collider baking is/has been requested.\n \n \n \n SurfaceId is a structure wrapping the unique ID used to denote Surfaces. SurfaceIds are provided through the onSurfaceChanged callback in Update and returned after a RequestMeshAsync call has completed. SurfaceIds are guaranteed to be unique though Surfaces are sometimes replaced with a new Surface in the same location with a different ID.\n \n \n \n \n The actual integer ID referring to a single surface.\n \n \n \n \n SurfaceObserver is the main API portal for spatial mapping functionality in Unity.\n \n \n \n \n Basic constructor for SurfaceObserver.\n \n \n \n \n Call Dispose when the SurfaceObserver is no longer needed. This will ensure that the object is cleaned up appropriately but will not affect any Meshes, components, or objects returned by RequestMeshAsync.\n \n \n \n \n Call RequestMeshAsync to start the process of baking mesh data for the specified surface. This data may take several frames to create. Baked data will be delivered through the specified SurfaceDataReadyDelegate. This method will throw ArgumentNullExcpetion and ArgumentException if parameters specified in the dataRequest are invalid.\n \n Bundle of request data used to bake the specified surface.\n Callback called when the baking of this surface is complete.\n \n Returns false if the request has failed, typically due to specifying a bad surface ID.\n \n \n \n \n This method sets the observation volume as an axis aligned box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis.\n \n The origin of the requested observation volume.\n The extents in meters of the requested observation volume.\n \n \n \n This method sets the observation volume as a frustum at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed.\n \n Planes defining the frustum as returned from GeometryUtility.CalculateFrustumPlanes.\n \n \n \n This method sets the observation volume as an oriented box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis.\n \n The origin of the requested observation volume.\n The extents in meters of the requested observation volume.\n The orientation of the requested observation volume.\n \n \n \n This method sets the observation volume as a sphere at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed.\n \n The origin of the requested observation volume.\n The radius in meters of the requested observation volume.\n \n \n \n The SurfaceChanged delegate handles SurfaceChanged events as generated by calling Update on a SurfaceObserver. Applications can use the bounds, changeType, and updateTime to selectively generate mesh data for the set of known surfaces.\n \n The ID of the surface that has changed.\n The type of change this event represents (Added, Updated, Removed).\n The bounds of the surface as reported by the device.\n The update time of the surface as reported by the device.\n \n \n \n The SurfaceDataReadyDelegate handles events generated when the engine has completed generating a mesh. Mesh generation is requested through GetMeshAsync and may take many frames to complete.\n \n Struct containing output data.\n Set to true if output has been written and false otherwise.\n Elapsed seconds between mesh bake request and propagation of this event.\n \n \n \n Update generates SurfaceChanged events which are propagated through the specified callback. If no callback is specified, the system will throw an ArgumentNullException. Generated callbacks are synchronous with this call. Scenes containing multiple SurfaceObservers should consider using different callbacks so that events can be properly routed.\n \n Callback called when SurfaceChanged events are detected.\n \n \n \n When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use.\n \n \n \n \n A valid height resolution for use with the web camera.\n \n \n \n \n A valid width resolution for use with the web camera.\n \n \n \n \n The framerate at which to capture video. This is only for use with VideoCapture.\n \n \n \n \n The opacity of captured holograms.\n \n \n \n \n The pixel format used to capture and record your image data.\n \n \n \n \n The encoded image or video pixel format to use for PhotoCapture and VideoCapture.\n \n \n \n \n 8 bits per channel (blue, green, red, and alpha).\n \n \n \n \n Encode photo in JPEG format.\n \n \n \n \n 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling.\n \n \n \n \n Portable Network Graphics Format.\n \n \n \n \n Captures a photo from the web camera and stores it in memory or on disk.\n \n \n \n \n Contains the result of the capture request.\n \n \n \n \n Specifies that the desired operation was successful.\n \n \n \n \n Specifies that an unknown error occurred.\n \n \n \n \n Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos.\n \n Will allow you to capture holograms in your photo.\n This callback will be invoked when the PhotoCapture instance is created and ready to be used.\n \n \n \n Dispose must be called to shutdown the PhotoCapture instance.\n \n \n \n \n Provides a COM pointer to the native IVideoDeviceController.\n \n \n A native COM pointer to the IVideoDeviceController.\n \n \n \n \n Called when a photo has been saved to the file system.\n \n Indicates whether or not the photo was successfully saved to the file system.\n \n \n \n Called when a photo has been captured to memory.\n \n Indicates whether or not the photo was successfully captured to memory.\n Contains the target texture. If available, the spatial information will be accessible through this structure as well.\n \n \n \n Called when a PhotoCapture resource has been created.\n \n The PhotoCapture instance.\n \n \n \n Called when photo mode has been started.\n \n Indicates whether or not photo mode was successfully activated.\n \n \n \n Called when photo mode has been stopped.\n \n Indicates whether or not photo mode was successfully deactivated.\n \n \n \n A data container that contains the result information of a photo capture operation.\n \n \n \n \n The specific HResult value.\n \n \n \n \n A generic result that indicates whether or not the PhotoCapture operation succeeded.\n \n \n \n \n Indicates whether or not the operation was successful.\n \n \n \n \n Asynchronously starts photo mode.\n \n The various settings that should be applied to the web camera.\n This callback will be invoked once photo mode has been activated.\n \n \n \n Asynchronously stops photo mode.\n \n This callback will be invoked once photo mode has been deactivated.\n \n \n \n A list of all the supported device resolutions for taking pictures.\n \n \n \n \n Asynchronously captures a photo from the web camera and saves it to disk.\n \n The location where the photo should be saved. The filename must end with a png or jpg file extension.\n The encoding format that should be used.\n Invoked once the photo has been saved to disk.\n Invoked once the photo has been copied to the target texture.\n \n \n \n Asynchronously captures a photo from the web camera and saves it to disk.\n \n The location where the photo should be saved. The filename must end with a png or jpg file extension.\n The encoding format that should be used.\n Invoked once the photo has been saved to disk.\n Invoked once the photo has been copied to the target texture.\n \n \n \n Image Encoding Format.\n \n \n \n \n JPEG Encoding.\n \n \n \n \n PNG Encoding.\n \n \n \n \n Contains information captured from the web camera.\n \n \n \n \n The length of the raw IMFMediaBuffer which contains the image captured.\n \n \n \n \n Specifies whether or not spatial data was captured.\n \n \n \n \n The raw image data pixel format.\n \n \n \n \n Will copy the raw IMFMediaBuffer image data into a byte list.\n \n The destination byte list to which the raw captured image data will be copied to.\n \n \n \n Disposes the PhotoCaptureFrame and any resources it uses.\n \n \n \n \n Provides a COM pointer to the native IMFMediaBuffer that contains the image data.\n \n \n A native COM pointer to the IMFMediaBuffer which contains the image data.\n \n \n \n \n This method will return the camera to world matrix at the time the photo was captured if location data if available.\n \n A matrix to be populated by the Camera to world Matrix.\n \n True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.\n \n \n \n \n This method will return the projection matrix at the time the photo was captured if location data if available.\n \n The near clip plane distance.\n The far clip plane distance.\n A matrix to be populated by the Projection Matrix.\n \n True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.\n \n \n \n \n This method will return the projection matrix at the time the photo was captured if location data if available.\n \n The near clip plane distance.\n The far clip plane distance.\n A matrix to be populated by the Projection Matrix.\n \n True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.\n \n \n \n \n This method will copy the captured image data into a user supplied texture for use in Unity.\n \n The target texture that the captured image data will be copied to.\n \n \n \n Records a video from the web camera directly to disk.\n \n \n \n \n Specifies what audio sources should be recorded while recording the video.\n \n \n \n \n Include both the application audio as well as the mic audio in the video recording.\n \n \n \n \n Only include the application audio in the video recording.\n \n \n \n \n Only include the mic audio in the video recording.\n \n \n \n \n Do not include any audio in the video recording.\n \n \n \n \n Contains the result of the capture request.\n \n \n \n \n Specifies that the desired operation was successful.\n \n \n \n \n Specifies that an unknown error occurred.\n \n \n \n \n Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk.\n \n Will allow you to capture holograms in your video.\n This callback will be invoked when the VideoCapture instance is created and ready to be used.\n \n \n \n Dispose must be called to shutdown the PhotoCapture instance.\n \n \n \n \n Returns the supported frame rates at which a video can be recorded given a resolution.\n \n A recording resolution.\n \n The frame rates at which the video can be recorded.\n \n \n \n \n Provides a COM pointer to the native IVideoDeviceController.\n \n \n A native COM pointer to the IVideoDeviceController.\n \n \n \n \n Indicates whether or not the VideoCapture instance is currently recording video.\n \n \n \n \n Called when the web camera begins recording the video.\n \n Indicates whether or not video recording started successfully.\n \n \n \n Called when the video recording has been saved to the file system.\n \n Indicates whether or not video recording was saved successfully to the file system.\n \n \n \n Called when a VideoCapture resource has been created.\n \n The VideoCapture instance.\n \n \n \n Called when video mode has been started.\n \n Indicates whether or not video mode was successfully activated.\n \n \n \n Called when video mode has been stopped.\n \n Indicates whether or not video mode was successfully deactivated.\n \n \n \n Asynchronously records a video from the web camera to the file system.\n \n The name of the video to be recorded to.\n Invoked as soon as the video recording begins.\n \n \n \n Asynchronously starts video mode.\n \n The various settings that should be applied to the web camera.\n Indicates how audio should be recorded.\n This callback will be invoked once video mode has been activated.\n \n \n \n Asynchronously stops recording a video from the web camera to the file system.\n \n Invoked as soon as video recording has finished.\n \n \n \n Asynchronously stops video mode.\n \n This callback will be invoked once video mode has been deactivated.\n \n \n \n A list of all the supported device resolutions for recording videos.\n \n \n \n \n A data container that contains the result information of a video recording operation.\n \n \n \n \n The specific HResult value.\n \n \n \n \n A generic result that indicates whether or not the VideoCapture operation succeeded.\n \n \n \n \n Indicates whether or not the operation was successful.\n \n \n \n \n Contains general information about the current state of the web camera.\n \n \n \n \n Specifies what mode the Web Camera is currently in.\n \n \n \n \n Describes the active mode of the Web Camera resource.\n \n \n \n \n Resource is not in use.\n \n \n \n \n Resource is in Photo Mode.\n \n \n \n \n Resource is in Video Mode.\n \n \n \n \n The WorldAnchor component allows a GameObject's position to be locked in physical space.\n \n \n \n \n Returns true if this WorldAnchor is located (read only). A return of false typically indicates a loss of tracking.\n \n \n \n \n Retrieve a native pointer to the &lt;a href=\"https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx\"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM object.\nThis function calls &lt;a href=\" https:msdn.microsoft.comen-uslibrarywindowsdesktopms691379.aspx\"&gt;IUnknown::AddRef&lt;a&gt; on the pointer before returning it. The pointer must be released by calling &lt;a href=\" https:msdn.microsoft.comen-uslibrarywindowsdesktopms682317.aspx\"&gt;IUnknown::Release&lt;a&gt;.\n \n \n The native pointer to the &lt;a href=\" https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx\"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM object.\n \n \n \n \n OnTrackingChanged notifies listeners when this object's tracking state changes.\n \n Event that fires when this object's tracking state changes.\n \n \n \n Event that is fired when this object's tracking state changes.\n \n Set to true if the object is locatable.\n The WorldAnchor reporting the tracking state change.\n \n \n \n Assigns the &lt;a href=\"https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx\"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM pointer maintained by this WorldAnchor.\n \n A live &lt;a href=\"https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx\"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM pointer.\n \n \n \n This class represents the state of the real world tracking system.\n \n \n \n \n The current state of the world tracking systems.\n \n \n \n \n Return the native pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem which was retrieved from an Windows::Perception::Spatial::ISpatialStationaryFrameOfReference object underlying the Unity World Origin.\n \n \n Pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem.\n \n \n \n \n Event fired when the world tracking systems state has changed.\n \n \n \n \n \n Callback on when the world tracking systems state has changed.\n \n The previous state of the world tracking systems.\n The new state of the world tracking systems.\n \n \n \n This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.\n \n \n \n \n The RenderTexture is not a VR eye texture. No special rendering behavior will occur.\n \n \n \n \n This texture corresponds to a single eye on a stereoscopic display.\n \n \n \n \n This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions.\n \n \n \n \n Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.\n \n \n \n \n Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate.\n \n \n \n \n Suspends the coroutine execution for the given amount of seconds using scaled time.\n \n \n \n \n Creates a yield instruction to wait for a given number of seconds using scaled time.\n \n \n \n \n \n Suspends the coroutine execution for the given amount of seconds using unscaled time.\n \n \n \n \n Creates a yield instruction to wait for a given number of seconds using unscaled time.\n \n \n \n \n \n Suspends the coroutine execution until the supplied delegate evaluates to true.\n \n \n \n \n Initializes a yield instruction with a given delegate to be evaluated.\n \n Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true.\n \n \n \n Suspends the coroutine execution until the supplied delegate evaluates to false.\n \n \n \n \n Initializes a yield instruction with a given delegate to be evaluated.\n \n The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false.\n \n \n \n A structure describing the webcam device.\n \n \n \n \n True if camera faces the same direction a screen does, false otherwise.\n \n \n \n \n A human-readable name of the device. Varies across different systems.\n \n \n \n \n WebCam Textures are textures onto which the live video input is rendered.\n \n \n \n \n Set this to specify the name of the device to use.\n \n \n \n \n Return a list of available devices.\n \n \n \n \n Did the video buffer update this frame?\n \n \n \n \n Returns if the camera is currently playing.\n \n \n \n \n Returns if the WebCamTexture is non-readable. (iOS only).\n \n \n \n \n Set the requested frame rate of the camera device (in frames per second).\n \n \n \n \n Set the requested height of the camera device.\n \n \n \n \n Set the requested width of the camera device.\n \n \n \n \n Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation.\n \n \n \n \n Returns if the texture image is vertically flipped.\n \n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Create a WebCamTexture.\n \n The name of the video input device to be used.\n The requested width of the texture.\n The requested height of the texture.\n The requested frame rate of the texture.\n \n \n \n Returns pixel color at coordinates (x, y).\n \n \n \n \n \n \n Get a block of pixel colors.\n \n \n \n \n Get a block of pixel colors.\n \n \n \n \n \n \n \n \n Returns the pixels data in raw format.\n \n Optional array to receive pixel data.\n \n \n \n Returns the pixels data in raw format.\n \n Optional array to receive pixel data.\n \n \n \n Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)).\n \n \n \n \n Pauses the camera.\n \n \n \n \n Starts the camera.\n \n \n \n \n Stops the camera.\n \n \n \n \n A special collider for vehicle wheels.\n \n \n \n \n Brake torque expressed in Newton metres.\n \n \n \n \n The center of the wheel, measured in the object's local space.\n \n \n \n \n Application point of the suspension and tire forces measured from the base of the resting wheel.\n \n \n \n \n Properties of tire friction in the direction the wheel is pointing in.\n \n \n \n \n Indicates whether the wheel currently collides with something (Read Only).\n \n \n \n \n The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).\n \n \n \n \n Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.\n \n \n \n \n The radius of the wheel, measured in local space.\n \n \n \n \n Current wheel axle rotation speed, in rotations per minute (Read Only).\n \n \n \n \n Properties of tire friction in the sideways direction.\n \n \n \n \n The mass supported by this WheelCollider.\n \n \n \n \n Steering angle in degrees, always around the local y-axis.\n \n \n \n \n Maximum extension distance of wheel suspension, measured in local space.\n \n \n \n \n The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.\n \n \n \n \n The damping rate of the wheel. Must be larger than zero.\n \n \n \n \n Configure vehicle sub-stepping parameters.\n \n The speed threshold of the sub-stepping algorithm.\n Amount of simulation sub-steps when vehicle's speed is below speedThreshold.\n Amount of simulation sub-steps when vehicle's speed is above speedThreshold.\n \n \n \n Gets ground collision data for the wheel.\n \n \n \n \n \n Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).\n \n Position of the wheel in world space.\n Rotation of the wheel in world space.\n \n \n \n WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.\n \n \n \n \n Asymptote point slip (default 2).\n \n \n \n \n Force at the asymptote slip (default 10000).\n \n \n \n \n Extremum point slip (default 1).\n \n \n \n \n Force at the extremum slip (default 20000).\n \n \n \n \n Multiplier for the extremumValue and asymptoteValue values (default 1).\n \n \n \n \n Contact information for the wheel, reported by WheelCollider.\n \n \n \n \n The other Collider the wheel is hitting.\n \n \n \n \n The magnitude of the force being applied for the contact.\n \n \n \n \n The direction the wheel is pointing in.\n \n \n \n \n Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.\n \n \n \n \n The normal at the point of contact.\n \n \n \n \n The point of contact between the wheel and the ground.\n \n \n \n \n The sideways direction of the wheel.\n \n \n \n \n Tire slip in the sideways direction.\n \n \n \n \n The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.\n \n \n \n \n The current joint angle (in degrees) defined as the relative angle between the two Rigidbody2D that the joint connects to.\n \n \n \n \n The current joint linear speed in meters/sec.\n \n \n \n \n The current joint rotational speed in degrees/sec.\n \n \n \n \n The current joint translation.\n \n \n \n \n Parameters for a motor force that is applied automatically to the Rigibody2D along the line.\n \n \n \n \n Set the joint suspension configuration.\n \n \n \n \n Should a motor force be applied automatically to the Rigidbody2D?\n \n \n \n \n Gets the motor torque of the joint given the specified timestep.\n \n The time to calculate the motor torque for.\n \n \n \n Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored.\n \n \n \n \n High confidence level.\n \n \n \n \n Low confidence level.\n \n \n \n \n Medium confidence level.\n \n \n \n \n Everything is rejected.\n \n \n \n \n Represents the reason why dictation session has completed.\n \n \n \n \n Dictation session completion was caused by bad audio quality.\n \n \n \n \n Dictation session was either cancelled, or the application was paused while dictation session was in progress.\n \n \n \n \n Dictation session has completed successfully.\n \n \n \n \n Dictation session has finished because a microphone was not available.\n \n \n \n \n Dictation session has finished because network connection was not available.\n \n \n \n \n Dictation session has reached its timeout.\n \n \n \n \n Dictation session has completed due to an unknown error.\n \n \n \n \n DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.\n \n \n \n \n The time length in seconds before dictation recognizer session ends due to lack of audio input.\n \n \n \n \n Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.\n \n The confidence level at which the recognizer will begin accepting phrases.\n The dictation topic that this dictation recognizer should optimize its recognition for.\n \n \n \n \n Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.\n \n The confidence level at which the recognizer will begin accepting phrases.\n The dictation topic that this dictation recognizer should optimize its recognition for.\n \n \n \n \n Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.\n \n The confidence level at which the recognizer will begin accepting phrases.\n The dictation topic that this dictation recognizer should optimize its recognition for.\n \n \n \n \n Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.\n \n The confidence level at which the recognizer will begin accepting phrases.\n The dictation topic that this dictation recognizer should optimize its recognition for.\n \n \n \n \n Event that is triggered when the recognizer session completes.\n \n Delegate that is to be invoked on DictationComplete event.\n \n \n \n Delegate for DictationComplete event.\n \n The cause of dictation session completion.\n \n \n \n Event that is triggered when the recognizer session encouters an error.\n \n Delegate that is to be invoked on DictationError event.\n \n \n \n Delegate for DictationError event.\n \n The error mesage.\n HRESULT code that corresponds to the error.\n \n \n \n Event that is triggered when the recognizer changes its hypothesis for the current fragment.\n \n Delegate to be triggered in the event of a hypothesis changed event.\n \n \n \n Callback indicating a hypothesis change event. You should register with DictationHypothesis event.\n \n The text that the recognizer believes may have been recognized.\n \n \n \n Event indicating a phrase has been recognized with the specified confidence level.\n \n The delegate to be triggered when this event is triggered.\n \n \n \n Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event.\n \n The recognized text.\n The confidence level at which the text was recognized.\n \n \n \n Disposes the resources this dictation recognizer uses.\n \n \n \n \n The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session.\n \n \n \n \n Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running.\n \n \n \n \n Indicates the status of dictation recognizer.\n \n \n \n \n Stops the dictation recognization session.\n \n \n \n \n DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize.\n \n \n \n \n Dictation recognizer will optimize for dictation scenario.\n \n \n \n \n Dictation recognizer will optimize for form-filling scenario.\n \n \n \n \n Dictation recognizer will optimize for web search scenario.\n \n \n \n \n The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk.\nThe GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.\n \n \n \n \n Creates a grammar recognizer using specified file path and minimum confidence.\n \n Path of the grammar file.\n The confidence level at which the recognizer will begin accepting phrases.\n \n \n \n Creates a grammar recognizer using specified file path and minimum confidence.\n \n Path of the grammar file.\n The confidence level at which the recognizer will begin accepting phrases.\n \n \n \n Returns the grammar file path which was supplied when the grammar recognizer was created.\n \n \n \n \n KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.\n \n \n \n \n Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.\n \n The keywords that the recognizer will listen to.\n The minimum confidence level of speech recognition that the recognizer will accept.\n \n \n \n Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.\n \n The keywords that the recognizer will listen to.\n The minimum confidence level of speech recognition that the recognizer will accept.\n \n \n \n Returns the list of keywords which was supplied when the keyword recognizer was created.\n \n \n \n \n Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.\n \n \n \n \n Returns whether speech recognition is supported on the machine that the application is running on.\n \n \n \n \n Delegate for OnError event.\n \n Error code for the error that occurred.\n \n \n \n Event that gets invoked when phrase recognition system encounters an error.\n \n Delegate that will be invoked when the event occurs.\n \n \n \n Event which occurs when the status of the phrase recognition system changes.\n \n Delegate that will be invoked when the event occurs.\n \n \n \n Attempts to restart the phrase recognition system.\n \n \n \n \n Shuts phrase recognition system down.\n \n \n \n \n Returns the current status of the phrase recognition system.\n \n \n \n \n Delegate for OnStatusChanged event.\n \n The new status of the phrase recognition system.\n \n \n \n Provides information about a phrase recognized event.\n \n \n \n \n A measure of correct recognition certainty.\n \n \n \n \n The time it took for the phrase to be uttered.\n \n \n \n \n The moment in time when uttering of the phrase began.\n \n \n \n \n A semantic meaning of recognized phrase.\n \n \n \n \n The text that was recognized.\n \n \n \n \n A common base class for both keyword recognizer and grammar recognizer.\n \n \n \n \n Disposes the resources used by phrase recognizer.\n \n \n \n \n Tells whether the phrase recognizer is listening for phrases.\n \n \n \n \n Event that gets fired when the phrase recognizer recognizes a phrase.\n \n Delegate that will be invoked when the event occurs.\n \n \n \n Delegate for OnPhraseRecognized event.\n \n Information about a phrase recognized event.\n \n \n \n Makes the phrase recognizer start listening to phrases.\n \n \n \n \n Stops the phrase recognizer from listening to phrases.\n \n \n \n \n Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files.\n \n \n \n \n A key of semaning meaning.\n \n \n \n \n Values of semantic property that the correspond to the semantic meaning key.\n \n \n \n \n Represents an error in a speech recognition system.\n \n \n \n \n Speech recognition engine failed because the audio quality was too low.\n \n \n \n \n Speech recognition engine failed to compiled specified grammar.\n \n \n \n \n Speech error occurred because a microphone was not available.\n \n \n \n \n Speech error occurred due to a network failure.\n \n \n \n \n No error occurred.\n \n \n \n \n A speech recognition system has timed out.\n \n \n \n \n Supplied grammar file language is not supported.\n \n \n \n \n A speech recognition system has encountered an unknown error.\n \n \n \n \n Represents the current status of the speech recognition system or a dictation recognizer.\n \n \n \n \n Speech recognition system has encountered an error and is in an indeterminate state.\n \n \n \n \n Speech recognition system is running.\n \n \n \n \n Speech recognition system is stopped.\n \n \n \n \n Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.\n \n \n \n \n Defines the type of wind zone to be used (Spherical or Directional).\n \n \n \n \n Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).\n \n \n \n \n The primary wind force.\n \n \n \n \n Defines the frequency of the wind changes.\n \n \n \n \n Defines ow much the wind changes over time.\n \n \n \n \n The turbulence wind force.\n \n \n \n \n The constructor.\n \n \n \n \n Modes a Wind Zone can have, either Spherical or Directional.\n \n \n \n \n Wind zone affects the entire scene in one direction.\n \n \n \n \n Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge.\n \n \n \n \n Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.\n \n \n \n \n Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.\n \n \n \n \n Reads the default repeat mode set higher up.\n \n \n \n \n When time reaches the end of the animation clip, time will continue at the beginning.\n \n \n \n \n When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip.\n \n \n \n \n When time reaches the end of the animation clip, time will ping pong back between beginning and end.\n \n \n \n \n Delegate that can be invoked on specific thread.\n \n \n \n \n Provides essential methods related to Window Store application.\n \n \n \n \n Advertising ID.\n \n \n \n \n Arguments passed to application.\n \n \n \n \n Fired when application window is activated.\n \n \n \n \n \n Fired when window size changes.\n \n \n \n \n \n Executes callback item on application thread.\n \n Item to execute.\n Wait until item is executed.\n \n \n \n Executes callback item on UI thread.\n \n Item to execute.\n Wait until item is executed.\n \n \n \n Returns true if you're running on application thread.\n \n \n \n \n Returns true if you're running on UI thread.\n \n \n \n \n [OBSOLETE] Tries to execute callback item on application thread.\n \n Item to execute.\n Wait until item is executed.\n \n \n \n [OBSOLETE] Tries to execute callback item on UI thread.\n \n Item to execute.\n Wait until item is executed.\n \n \n \n Cursor API for Windows Store Apps.\n \n \n \n \n Set a custom cursor.\n \n The cursor resource id.\n \n \n \n List of accessible folders on Windows Store Apps.\n \n \n \n \n Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations.\n \n \n \n \n Launches the default app associated with specified file.\n \n Folder type where the file is located.\n Relative file path inside the specified folder.\n Shows user a warning that application will be switched.\n \n \n \n Opens a dialog for picking the file.\n \n File extension.\n \n \n \n Starts the default app associated with the URI scheme name for the specified URI, using the specified options.\n \n The URI.\n Displays a warning that the URI is potentially unsafe.\n \n \n \n Defines the default look of secondary tile.\n\n \n \n \n \n Arguments to be passed for application when secondary tile is activated.\n \n \n \n \n Defines background color for secondary tile.\n\n \n \n \n \n Defines, whether backgroundColor should be used.\n\n \n \n \n \n Display name for secondary tile.\n\n \n \n \n \n Defines the style for foreground text on a secondary tile.\n\n \n \n \n \n Uri to logo, shown for secondary tile on lock screen.\n\n \n \n \n \n Whether to show secondary tile on lock screen.\n\n \n \n \n \n Phonetic name for secondary tile.\n\n \n \n \n \n Defines whether secondary tile is copied to another device when application is installed by the same users account.\n\n \n \n \n \n Defines whether the displayName should be shown on a medium secondary tile.\n\n \n \n \n \n Defines whether the displayName should be shown on a large secondary tile.\n\n \n \n \n \n Defines whether the displayName should be shown on a wide secondary tile.\n\n \n \n \n \n Uri to the logo for medium size tile.\n \n \n \n \n Uri to the logo shown on tile\n\n \n \n \n \n Uri to the logo for large size tile.\n\n \n \n \n \n Uri to the logo for small size tile.\n\n \n \n \n \n Unique identifier within application for a secondary tile.\n\n \n \n \n \n Uri to the logo for wide tile.\n \n \n \n \n Constructor for SecondaryTileData, sets default values for all members.\n \n Unique identifier for secondary tile.\n A display name for a tile.\n \n \n \n Represents tile on Windows start screen\n\n \n \n \n \n Whether secondary tile is pinned to start screen.\n\n \n \n \n \n Whether secondary tile was approved (pinned to start screen) or rejected by user.\n\n \n \n \n \n A unique string, identifying secondary tile\n \n \n \n \n Returns applications main tile\n\n \n \n \n \n Creates new or updates existing secondary tile.\n \n The data used to create or update secondary tile.\n The coordinates for a request to create new tile.\n The area on the screen above which the request to create new tile will be displayed.\n \n New Tile object, that can be used for further work with the tile.\n \n \n \n \n Creates new or updates existing secondary tile.\n \n The data used to create or update secondary tile.\n The coordinates for a request to create new tile.\n The area on the screen above which the request to create new tile will be displayed.\n \n New Tile object, that can be used for further work with the tile.\n \n \n \n \n Creates new or updates existing secondary tile.\n \n The data used to create or update secondary tile.\n The coordinates for a request to create new tile.\n The area on the screen above which the request to create new tile will be displayed.\n \n New Tile object, that can be used for further work with the tile.\n \n \n \n \n Show a request to unpin secondary tile from start screen.\n \n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Show a request to unpin secondary tile from start screen.\n \n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Show a request to unpin secondary tile from start screen.\n \n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Show a request to unpin secondary tile from start screen.\n \n An identifier for secondary tile.\n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Show a request to unpin secondary tile from start screen.\n \n An identifier for secondary tile.\n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Show a request to unpin secondary tile from start screen.\n \n An identifier for secondary tile.\n The coordinates for a request to unpin tile.\n The area on the screen above which the request to unpin tile will be displayed.\n \n \n \n Whether secondary tile is pinned to start screen.\n \n An identifier for secondary tile.\n \n \n \n Gets all secondary tiles.\n \n \n An array of Tile objects.\n \n \n \n \n Returns the secondary tile, identified by tile id.\n \n A tile identifier.\n \n A Tile object or null if secondary tile does not exist (not pinned to start screen and user request is complete).\n \n \n \n \n Get template XML for tile notification.\n \n A template identifier.\n \n String, which is an empty XML document to be filled and used for tile notification.\n \n \n \n \n Starts periodic update of a badge on a tile.\n\n \n A remote location from where to retrieve tile update\n A time interval in minutes, will be rounded to a value, supported by the system\n \n \n \n Starts periodic update of a tile.\n\n \n a remote location fromwhere to retrieve tile update\n a time interval in minutes, will be rounded to a value, supported by the system\n \n \n \n Remove badge from tile.\n \n \n \n \n Stops previously started periodic update of a tile.\n \n \n \n \n Stops previously started periodic update of a tile.\n \n \n \n \n Send a notification for tile (update tiles look).\n \n A string containing XML document for new tile look.\n An uri to 150x150 image, shown on medium tile.\n An uri to a 310x150 image to be shown on a wide tile (if such issupported).\n An uri to a 310x310 image to be shown on a large tile (if such is supported).\n A text to shown on a tile.\n \n \n \n Send a notification for tile (update tiles look).\n \n A string containing XML document for new tile look.\n An uri to 150x150 image, shown on medium tile.\n An uri to a 310x150 image to be shown on a wide tile (if such issupported).\n An uri to a 310x310 image to be shown on a large tile (if such is supported).\n A text to shown on a tile.\n \n \n \n Sets or updates badge on a tile to an image.\n \n Image identifier.\n \n \n \n Set or update a badge on a tile to a number.\n \n Number to be shown on a badge.\n \n \n \n Style for foreground text on a secondary tile.\n \n \n \n \n Templates for various tile styles.\n\n \n \n \n \n Represents a toast notification in Windows Store Apps.\n\n \n \n \n \n true if toast was activated by user.\n \n \n \n \n Arguments to be passed for application when toast notification is activated.\n \n \n \n \n true if toast notification was dismissed (for any reason).\n \n \n \n \n true if toast notification was explicitly dismissed by user.\n \n \n \n \n Create toast notification.\n \n XML document with tile data.\n Uri to image to show on a toast, can be empty, in that case text-only notification will be shown.\n A text to display on a toast notification.\n \n A toast object for further work with created notification or null, if creation of toast failed.\n \n \n \n \n Create toast notification.\n \n XML document with tile data.\n Uri to image to show on a toast, can be empty, in that case text-only notification will be shown.\n A text to display on a toast notification.\n \n A toast object for further work with created notification or null, if creation of toast failed.\n \n \n \n \n Get template XML for toast notification.\n\n \n A template identifier.\n \n string, which is an empty XML document to be filled and used for toast notification.\n \n \n \n \n Hide displayed toast notification.\n \n \n \n \n Show toast notification.\n \n \n \n \n Templates for various toast styles.\n\n \n \n \n \n This event occurs when window completes activation or deactivation, it also fires up when you snap and unsnap the application.\n \n \n \n \n \n Specifies the set of reasons that a windowActivated event was raised.\n \n \n \n \n The window was activated.\n \n \n \n \n The window was deactivated.\n \n \n \n \n The window was activated by pointer interaction.\n \n \n \n \n This event occurs when window rendering size changes.\n \n \n \n \n \n \n Simple access to web pages.\n \n \n \n \n Streams an AssetBundle that can contain any kind of asset from the project folder.\n \n \n \n \n Returns a AudioClip generated from the downloaded data (Read Only).\n \n \n \n \n Returns the contents of the fetched web page as a byte array (Read Only).\n \n \n \n \n The number of bytes downloaded by this WWW query (read only).\n \n \n \n \n Returns an error message if there was an error during the download (Read Only).\n \n \n \n \n Is the download already finished? (Read Only)\n \n \n \n \n Returns a MovieTexture generated from the downloaded data (Read Only).\n \n \n \n \n Load an Ogg Vorbis file into the audio clip.\n \n \n \n \n How far has the download progressed (Read Only).\n \n \n \n \n Dictionary of headers returned by the request.\n \n \n \n \n Returns the contents of the fetched web page as a string (Read Only).\n \n \n \n \n Returns a Texture2D generated from the downloaded data (Read Only).\n \n \n \n \n Returns a non-readable Texture2D generated from the downloaded data (Read Only).\n \n \n \n \n Priority of AssetBundle decompression thread.\n \n \n \n \n How far has the upload progressed (Read Only).\n \n \n \n \n The URL of this WWW request (Read Only).\n \n \n \n \n Creates a WWW request with the given URL.\n \n The url to download. Must be '%' escaped.\n \n A new WWW object. When it has been downloaded, the results can be fetched from the returned object.\n \n \n \n \n Creates a WWW request with the given URL.\n \n The url to download. Must be '%' escaped.\n A WWWForm instance containing the form data to post.\n \n A new WWW object. When it has been downloaded, the results can be fetched from the returned object.\n \n \n \n \n Creates a WWW request with the given URL.\n \n The url to download. Must be '%' escaped.\n A byte array of data to be posted to the url.\n \n A new WWW object. When it has been downloaded, the results can be fetched from the returned object.\n \n \n \n \n Creates a WWW request with the given URL.\n \n The url to download. Must be '%' escaped.\n A byte array of data to be posted to the url.\n A hash table of custom headers to send with the request.\n \n A new WWW object. When it has been downloaded, the results can be fetched from the returned object.\n \n \n \n \n Creates a WWW request with the given URL.\n \n The url to download. Must be '%' escaped.\n A byte array of data to be posted to the url.\n A dictionary that contains the header keys and values to pass to the server.\n \n A new WWW object. When it has been downloaded, the results can be fetched from the returned object.\n \n \n \n \n Disposes of an existing WWW object.\n \n \n \n \n Escapes characters in a string to ensure they are URL-friendly.\n \n A string with characters to be escaped.\n The text encoding to use.\n \n \n \n Escapes characters in a string to ensure they are URL-friendly.\n \n A string with characters to be escaped.\n The text encoding to use.\n \n \n \n Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.\n \n The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.\n Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.\n Hash128 which is used as the version of the AssetBundle.\n A structure used to download a given version of AssetBundle to a customized cache path.\n\nAnalogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;\n An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.\n \n A WWW instance, which can be used to access the data once the load/download operation is completed.\n \n \n \n \n Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.\n \n The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.\n Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.\n Hash128 which is used as the version of the AssetBundle.\n A structure used to download a given version of AssetBundle to a customized cache path.\n\nAnalogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;\n An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.\n \n A WWW instance, which can be used to access the data once the load/download operation is completed.\n \n \n \n \n Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.\n \n The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.\n Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.\n Hash128 which is used as the version of the AssetBundle.\n A structure used to download a given version of AssetBundle to a customized cache path.\n\nAnalogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;\n An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.\n \n A WWW instance, which can be used to access the data once the load/download operation is completed.\n \n \n \n \n Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.\n \n The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.\n Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.\n Hash128 which is used as the version of the AssetBundle.\n A structure used to download a given version of AssetBundle to a customized cache path.\n\nAnalogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;\n An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.\n \n A WWW instance, which can be used to access the data once the load/download operation is completed.\n \n \n \n \n Replaces the contents of an existing Texture2D with an image from the downloaded data.\n \n An existing texture object to be overwritten with the image data.\n \n \n \n \n Converts URL-friendly escape sequences back to normal text.\n \n A string containing escaped characters.\n The text encoding to use.\n \n \n \n Converts URL-friendly escape sequences back to normal text.\n \n A string containing escaped characters.\n The text encoding to use.\n \n \n \n Provides methods to access AudioClip or MovieTexture objects from WWW streams.\n \n \n \n \n Returns an AudioClip generated from the downloaded data (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\nThe threeD parameter defaults to true.\n Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true).\nSetting this to true will disable seeking (with .time and/or .timeSamples) on the clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\nThe threeD parameter defaults to true.\n Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true).\nSetting this to true will disable seeking (with .time and/or .timeSamples) on the clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\nThe threeD parameter defaults to true.\n Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true).\nSetting this to true will disable seeking (with .time and/or .timeSamples) on the clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\nThe threeD parameter defaults to true.\n Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true).\nSetting this to true will disable seeking (with .time and/or .timeSamples) on the clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\n The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.\n \n \n The returned AudioClip.\n \n \n \n \n Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).\n \n Use this to specify whether the clip should be a 2D or 3D clip.\n The AudioType of the content you are downloading. 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method\n {\n Debug.Log(\"CSVReader is reading \" + file); // Print filename, make sure parsed correctly\n\n var list = new List>(); //declare dictionary list\n\n TextAsset data = Resources.Load(file) as TextAsset; //Loads the TextAsset named in the file argument of the function\n\n // Debug.Log(\"Data loaded:\" + data); // Print raw data, make sure parsed correctly\n\n var lines = Regex.Split(data.text, LINE_SPLIT_RE); // Split data.text into lines using LINE_SPLIT_RE characters\n\n if (lines.Length <= 1) return list; //Check that there is more than one line\n\n var header = Regex.Split(lines[0], SPLIT_RE); //Split header (element 0)\n\n // Loops through lines\n for (var i = 1; i < lines.Length; i++)\n {\n\n var values = Regex.Split(lines[i], SPLIT_RE); //Split lines according to SPLIT_RE, store in var (usually string array)\n if (values.Length == 0 || values[0] == \"\") continue; // Skip to end of loop (continue) if value is 0 length OR first value is empty\n\n var entry = new 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\"text/plain\"\n}"}}},{"rowIdx":1076485,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 52a4e252551aaa54797e351c2510fa0b\nfolderAsset: yes\ntimeCreated: 1490754320\nlicenseType: Free\nDefaultImporter:\n userData: \n assetBundleName: \n assetBundleVariant: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076486,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 153c77e0022ff3148beba89b18de3476\nfolderAsset: yes\nDefaultImporter:\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076487,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 8c32f58513a41ef4dab9cb7704c5fb92\nfolderAsset: yes\nDefaultImporter:\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076488,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: a3b997593a4f12c4c991490593f3b513\nTextScriptImporter:\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076489,"cells":{"text":{"kind":"string","value":"\nImporting the CrossPlatformInput package adds a menu item to Unity, \"CrossPlatformInput\", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game.\n\nThe CrossPlatformInput sample assets contains two main sections. \n\n1) The folder of prefabs provide a variety of ready-to-use \"MobileControlRigs\". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class.\n\n2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs.\n\n\n\nFor example the Car control rig feeds the tilt input of the mobile device to the \"Horizontal\" axis, and has an accelerator and brake touch button which are fed as a pair into the \"Vertical\" axis. These are virtual equivalents of the real \"Horizontal\" and \"Vertical\" axes defined in Unity's Input Manager.\n\nTherefore when you read CrossPlatformInput.GetAxis(\"Horizontal\"), you will either get the \"real\" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. \n\nThe CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification.\n\nTo use the CrossPlatformInput, you need to drop a \"Mobile Control Rig\" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements.\n\nWhen reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected.\n\nThe CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons:\n\tGetAxis, GetAxisRaw\n\tGetButton, GetButtonDown, GetButtonUp\n\t\nNotes for coders:\nThis package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item.\n\nImporting the \"CrossPlatformInput\" package will automatically add a compiler define symbol, \"CROSS_PLATFORM_INPUT\". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package.\n\nThe optional define (which is set by default, but can be disabled using the \"Mobile Input\" menu), is \"MOBILE_INPUT\". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode.\n\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076490,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: d88a0b7dd92c5524aaf2d65e569a6213\nfolderAsset: yes\nDefaultImporter:\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076491,"cells":{"text":{"kind":"string","value":"using System;\nusing UnityEngine;\nusing UnityEngine.EventSystems;\nusing UnityEngine.UI;\n\nnamespace UnityStandardAssets.CrossPlatformInput\n{\n\t[RequireComponent(typeof(Image))]\n\tpublic class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler\n\t{\n\t\t// Options for which axes to use\n\t\tpublic enum AxisOption\n\t\t{\n\t\t\tBoth, // Use both\n\t\t\tOnlyHorizontal, // Only horizontal\n\t\t\tOnlyVertical // Only vertical\n\t\t}\n\n\n\t\tpublic enum ControlStyle\n\t\t{\n\t\t\tAbsolute, // operates from teh center of the image\n\t\t\tRelative, // operates from the center of the initial touch\n\t\t\tSwipe, // swipe to touch touch no maintained center\n\t\t}\n\n\n\t\tpublic AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use\n\t\tpublic ControlStyle controlStyle = ControlStyle.Absolute; // control style to use\n\t\tpublic string horizontalAxisName = \"Horizontal\"; // The name given to the horizontal axis for the cross platform input\n\t\tpublic string verticalAxisName = \"Vertical\"; // The name given to the vertical axis for the cross platform input\n\t\tpublic float Xsensitivity = 1f;\n\t\tpublic float Ysensitivity = 1f;\n\n\t\tVector3 m_StartPos;\n\t\tVector2 m_PreviousDelta;\n\t\tVector3 m_JoytickOutput;\n\t\tbool m_UseX; // Toggle for using the x axis\n\t\tbool m_UseY; // Toggle for using the Y axis\n\t\tCrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input\n\t\tCrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input\n\t\tbool m_Dragging;\n\t\tint m_Id = -1;\n\t\tVector2 m_PreviousTouchPos; // swipe style control touch\n\n\n#if !UNITY_EDITOR\n private Vector3 m_Center;\n private Image m_Image;\n#else\n\t\tVector3 m_PreviousMouse;\n#endif\n\n\t\tvoid OnEnable()\n\t\t{\n\t\t\tCreateVirtualAxes();\n\t\t}\n\n void Start()\n {\n#if !UNITY_EDITOR\n m_Image = GetComponent();\n m_Center = m_Image.transform.position;\n#endif\n }\n\n\t\tvoid CreateVirtualAxes()\n\t\t{\n\t\t\t// set axes to use\n\t\t\tm_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);\n\t\t\tm_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);\n\n\t\t\t// create new axes based on axes to use\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tm_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);\n\t\t\t\tCrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);\n\t\t\t}\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tm_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);\n\t\t\t\tCrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);\n\t\t\t}\n\t\t}\n\n\t\tvoid UpdateVirtualAxes(Vector3 value)\n\t\t{\n\t\t\tvalue = value.normalized;\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tm_HorizontalVirtualAxis.Update(value.x);\n\t\t\t}\n\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tm_VerticalVirtualAxis.Update(value.y);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic void OnPointerDown(PointerEventData data)\n\t\t{\n\t\t\tm_Dragging = true;\n\t\t\tm_Id = data.pointerId;\n#if !UNITY_EDITOR\n if (controlStyle != ControlStyle.Absolute )\n m_Center = data.position;\n#endif\n\t\t}\n\n\t\tvoid Update()\n\t\t{\n\t\t\tif (!m_Dragging)\n\t\t\t{\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (Input.touchCount >= m_Id + 1 && m_Id != -1)\n\t\t\t{\n#if !UNITY_EDITOR\n\n if (controlStyle == ControlStyle.Swipe)\n {\n m_Center = m_PreviousTouchPos;\n m_PreviousTouchPos = Input.touches[m_Id].position;\n }\n Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;\n pointerDelta.x *= Xsensitivity;\n pointerDelta.y *= Ysensitivity;\n#else\n\t\t\t\tVector2 pointerDelta;\n\t\t\t\tpointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;\n\t\t\t\tpointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;\n\t\t\t\tm_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);\n#endif\n\t\t\t\tUpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));\n\t\t\t}\n\t\t}\n\n\n\t\tpublic void OnPointerUp(PointerEventData data)\n\t\t{\n\t\t\tm_Dragging = false;\n\t\t\tm_Id = -1;\n\t\t\tUpdateVirtualAxes(Vector3.zero);\n\t\t}\n\n\t\tvoid OnDisable()\n\t\t{\n\t\t\tif (CrossPlatformInputManager.AxisExists(horizontalAxisName))\n\t\t\t\tCrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);\n\n\t\t\tif (CrossPlatformInputManager.AxisExists(verticalAxisName))\n\t\t\t\tCrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);\n\t\t}\n\t}\n}"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076492,"cells":{"text":{"kind":"string","value":"using System;\nusing UnityEngine;\n\nnamespace UnityStandardAssets.CrossPlatformInput\n{\n public class InputAxisScrollbar : MonoBehaviour\n {\n public string axis;\n\n\t void Update() { }\n\n\t public void HandleInput(float value)\n {\n CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f);\n }\n }\n}\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076493,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 0f57aeb1b8dce3342bea5c28ac17db24\nMonoImporter:\n serializedVersion: 2\n defaultReferences: []\n executionOrder: 0\n icon: {instanceID: 0}\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076494,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 5c2d84226fbbaf94e9c1451f1c39b06a\nlabels:\n- Not\n- Fully\n- Implemented\nMonoImporter:\n serializedVersion: 2\n defaultReferences: []\n executionOrder: -1001\n icon: {instanceID: 0}\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076495,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 9ab98b66288df7b4fa182075f2f12bd6\nMonoImporter:\n serializedVersion: 2\n defaultReferences: []\n executionOrder: 0\n icon: {instanceID: 0}\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076496,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: f3f33f034733d9f4f9d439d80e26bdce\nfolderAsset: yes\nDefaultImporter:\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076497,"cells":{"text":{"kind":"string","value":"using System;\nusing UnityEngine;\nusing UnityEngine.EventSystems;\n\nnamespace UnityStandardAssets.CrossPlatformInput\n{\n\tpublic class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler\n\t{\n\t\tpublic enum AxisOption\n\t\t{\n\t\t\t// Options for which axes to use\n\t\t\tBoth, // Use both\n\t\t\tOnlyHorizontal, // Only horizontal\n\t\t\tOnlyVertical // Only vertical\n\t\t}\n\n\t\tpublic int MovementRange = 100;\n\t\tpublic AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use\n\t\tpublic string horizontalAxisName = \"Horizontal\"; // The name given to the horizontal axis for the cross platform input\n\t\tpublic string verticalAxisName = \"Vertical\"; // The name given to the vertical axis for the cross platform input\n\n\t\tVector3 m_StartPos;\n\t\tbool m_UseX; // Toggle for using the x axis\n\t\tbool m_UseY; // Toggle for using the Y axis\n\t\tCrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input\n\t\tCrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input\n\n\t\tvoid OnEnable()\n\t\t{\n\t\t\tCreateVirtualAxes();\n\t\t}\n\n void Start()\n {\n m_StartPos = transform.position;\n }\n\n\t\tvoid UpdateVirtualAxes(Vector3 value)\n\t\t{\n\t\t\tvar delta = m_StartPos - value;\n\t\t\tdelta.y = -delta.y;\n\t\t\tdelta /= MovementRange;\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tm_HorizontalVirtualAxis.Update(-delta.x);\n\t\t\t}\n\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tm_VerticalVirtualAxis.Update(delta.y);\n\t\t\t}\n\t\t}\n\n\t\tvoid CreateVirtualAxes()\n\t\t{\n\t\t\t// set axes to use\n\t\t\tm_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);\n\t\t\tm_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);\n\n\t\t\t// create new axes based on axes to use\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tm_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);\n\t\t\t\tCrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);\n\t\t\t}\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tm_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);\n\t\t\t\tCrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);\n\t\t\t}\n\t\t}\n\n\n\t\tpublic void OnDrag(PointerEventData data)\n\t\t{\n\t\t\tVector3 newPos = Vector3.zero;\n\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tint delta = (int)(data.position.x - m_StartPos.x);\n\t\t\t\tdelta = Mathf.Clamp(delta, - MovementRange, MovementRange);\n\t\t\t\tnewPos.x = delta;\n\t\t\t}\n\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tint delta = (int)(data.position.y - m_StartPos.y);\n\t\t\t\tdelta = Mathf.Clamp(delta, -MovementRange, MovementRange);\n\t\t\t\tnewPos.y = delta;\n\t\t\t}\n\t\t\ttransform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);\n\t\t\tUpdateVirtualAxes(transform.position);\n\t\t}\n\n\n\t\tpublic void OnPointerUp(PointerEventData data)\n\t\t{\n\t\t\ttransform.position = m_StartPos;\n\t\t\tUpdateVirtualAxes(m_StartPos);\n\t\t}\n\n\n\t\tpublic void OnPointerDown(PointerEventData data) { }\n\n\t\tvoid OnDisable()\n\t\t{\n\t\t\t// remove the joysticks from the cross platform input\n\t\t\tif (m_UseX)\n\t\t\t{\n\t\t\t\tm_HorizontalVirtualAxis.Remove();\n\t\t\t}\n\t\t\tif (m_UseY)\n\t\t\t{\n\t\t\t\tm_VerticalVirtualAxis.Remove();\n\t\t\t}\n\t\t}\n\t}\n}"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076498,"cells":{"text":{"kind":"string","value":"fileFormatVersion: 2\nguid: 85bf3be603548374ca46f521a3aa7fda\nMonoImporter:\n serializedVersion: 2\n defaultReferences: []\n executionOrder: 0\n icon: {instanceID: 0}\n userData: \n assetBundleName: \n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}},{"rowIdx":1076499,"cells":{"text":{"kind":"string","value":"using System;\n#if UNITY_EDITOR\nusing UnityEditor;\n#endif\nusing UnityEngine;\n\n\nnamespace UnityStandardAssets.CrossPlatformInput\n{\n [ExecuteInEditMode]\n public class MobileControlRig : MonoBehaviour\n {\n // this script enables or disables the child objects of a control rig\n // depending on whether the USE_MOBILE_INPUT define is declared.\n\n // This define is set or unset by a menu item that is included with\n // the Cross Platform Input package.\n\n#if !UNITY_EDITOR\n\tvoid OnEnable()\n\t{\n\t\tCheckEnableControlRig();\n\t}\n\t#endif\n\n private void Start()\n {\n#if UNITY_EDITOR\n if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play\n#endif\n {\n UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType();\n\n if (system == null)\n {//the scene have no event system, spawn one\n GameObject o = new GameObject(\"EventSystem\");\n\n o.AddComponent();\n o.AddComponent();\n }\n }\n }\n\n#if UNITY_EDITOR\n\n private void OnEnable()\n {\n EditorUserBuildSettings.activeBuildTargetChanged += Update;\n EditorApplication.update += Update;\n }\n\n\n private void OnDisable()\n {\n EditorUserBuildSettings.activeBuildTargetChanged -= Update;\n EditorApplication.update -= Update;\n }\n\n\n private void Update()\n {\n CheckEnableControlRig();\n }\n#endif\n\n\n private void CheckEnableControlRig()\n {\n#if MOBILE_INPUT\n\t\tEnableControlRig(true);\n\t\t#else\n EnableControlRig(false);\n#endif\n }\n\n\n private void EnableControlRig(bool enabled)\n {\n foreach (Transform t in transform)\n {\n t.gameObject.SetActive(enabled);\n }\n }\n }\n}\n"},"meta":{"kind":"string","value":"{\n \"repo_name\": \"PrinzEugn/Scatterplot_Standalone\",\n \"stars\": \"63\",\n \"repo_language\": \"C#\",\n \"file_name\": \"Footstep01.wav.meta\",\n \"mime_type\": \"text/plain\"\n}"}}}],"truncated":false,"partial":false},"paginationData":{"pageIndex":10764,"numItemsPerPage":100,"numTotalItems":1076617,"offset":1076400,"length":100}},"jwt":"eyJhbGciOiJFZERTQSJ9.eyJyZWFkIjp0cnVlLCJwZXJtaXNzaW9ucyI6eyJyZXBvLmNvbnRlbnQucmVhZCI6dHJ1ZX0sImlhdCI6MTc1NTkwMzU0MSwic3ViIjoiL2RhdGFzZXRzL0tvYWxhQUkvR2l0SHViLUNDMCIsImV4cCI6MTc1NTkwNzE0MSwiaXNzIjoiaHR0cHM6Ly9odWdnaW5nZmFjZS5jbyJ9.HxIcWxd0fygvZzFbs_9JPCC0QospqFERDOLiFT7-3hPB7-7xExB7tjz6cUTAwFinfuaMmGrATTgBPZ2FTsjQBg","displayUrls":true},"discussionsStats":{"closed":0,"open":0,"total":0},"fullWidth":true,"hasGatedAccess":true,"hasFullAccess":true,"isEmbedded":false,"savedQueries":{"community":[],"user":[]}}">
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    /* || basic set up + sizing for containers */ html, body { margin: 0; font-family: sans-serif; font-size: 100%/1.5 sans-serif; } html { background-color: rgb(200, 30, 30); } body { max-width: 800px; margin: 0 auto; padding: 30px 0; background: linear-gradient( to bottom, rgba(255, 255, 255, 0.3), rgba(255, 255, 255, 0) ); } h1 { text-align: center; font-size: 2.5rem; text-shadow: 2px 2px 5px rgb(150, 30, 30); } ul { text-align: center; list-style-type: none; } li { font-size: 2rem; padding-bottom: 1rem; color: rgb(255, 255, 255); } li strong { color: black; }
    { "repo_name": "mdn/dom-examples", "stars": "2648", "repo_language": "JavaScript", "file_name": "style.css", "mime_type": "text/plain" }
    <!DOCTYPE html> <html lang="en-US"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=380" /> <title>Basic IDBKeyRange example — favourite things</title> <link href="style/style.css" type="text/css" rel="stylesheet" /> </head> <body> <h1> Basic IDBKeyRange example<br />These are a few of my favourite things </h1> <ul></ul> <form> <div> <div> <label for="none">Don't filter values at all</label> <input type="radio" name="value" value="none" id="none" checked /> </div> </div> <div> <div> <label for="only">Return <strong>only</strong> one value</label> <input type="radio" name="value" value="only" id="only" /> </div> <div> <label for="onlytext">Key value for single value selection</label> <input type="text" name="onlytext" id="onlytext" /> </div> </div> <div> <div> <label for="range">Return a <strong>range</strong> of values</label> <input type="radio" name="value" value="range" id="range" /> </div> <div> <label for="rangelowertext">Lower limit for range</label> <input type="text" name="rangelowertext" id="rangelowertext" /> </div> <div> <label for="rangeuppertext">Upper limit for range</label> <input type="text" name="rangeuppertext" id="rangeuppertext" /> </div> </div> <div> <div> <label for="lower" >Return values with a <strong>lower</strong> bound</label > <input type="radio" name="value" value="lower" id="lower" /> </div> <div> <label for="lowerboundtext">Lower bound limit for results</label> <input type="text" name="lowerboundtext" id="lowerboundtext" /> </div> </div> <div> <div> <label for="upper" >Return values with an <strong>upper</strong> bound</label > <input type="radio" name="value" value="upper" id="upper" /> </div> <div> <label for="upperboundtext">Upper bound limit for results</label> <input type="text" name="upperboundtext" id="upperboundtext" /> </div> </div> <div> <div> <input type="radio" name="filterIndex" value="fThing" id="thing" checked /> <label for="thing">Filter by name</label> </div> <div> <input type="radio" name="filterIndex" value="fRating" id="rating" /> <label for="rating">Filter by rating</label> </div> </div> <button class="run">Run query</button> </form> </body> <script src="scripts/main.js"></script> </html>
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    // create an instance of a db object for us to store the IDB data in var db; var things = [ { fThing: "Drum kit", fRating: 10 }, { fThing: "Family", fRating: 10 }, { fThing: "Batman", fRating: 9 }, { fThing: "Brass eye", fRating: 9 }, { fThing: "The web", fRating: 9 }, { fThing: "Mozilla", fRating: 9 }, { fThing: "Firefox OS", fRating: 9 }, { fThing: "Curry", fRating: 9 }, { fThing: "Paneer cheese", fRating: 8 }, { fThing: "Mexican food", fRating: 8 }, { fThing: "Chocolate", fRating: 7 }, { fThing: "Heavy metal", fRating: 10 }, { fThing: "Monty Python", fRating: 8 }, { fThing: "Aphex Twin", fRating: 8 }, { fThing: "Gaming", fRating: 7 }, { fThing: "Frank Zappa", fRating: 9 }, { fThing: "Open minds", fRating: 10 }, { fThing: "Hugs", fRating: 9 }, { fThing: "Ale", fRating: 9 }, { fThing: "Christmas", fRating: 8 }, ]; // all the variables we need for the app var list = document.querySelector("ul"); var button = document.querySelector("button"); var onlyText = document.querySelector("#onlytext"); var rangeLowerText = document.querySelector("#rangelowertext"); var rangeUpperText = document.querySelector("#rangeuppertext"); var lowerBoundText = document.querySelector("#lowerboundtext"); var upperBoundText = document.querySelector("#upperboundtext"); window.onload = function () { // In the following line, you should include the prefixes of implementations you want to test. window.indexedDB = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB; // DON'T use "var indexedDB = ..." if you're not in a function. // Moreover, you may need references to some window.IDB* objects: window.IDBTransaction = window.IDBTransaction || window.webkitIDBTransaction || window.msIDBTransaction; window.IDBKeyRange = window.IDBKeyRange || window.webkitIDBKeyRange || window.msIDBKeyRange; // (Mozilla has never prefixed these objects, so we don't need window.mozIDB*) var DBOpenRequest = window.indexedDB.open("fThings", 1); DBOpenRequest.onsuccess = function (event) { db = DBOpenRequest.result; populateData(); }; DBOpenRequest.onupgradeneeded = function (event) { var db = event.target.result; db.onerror = function (event) { note.innerHTML += "<li>Error loading database.</li>"; }; var objectStore = db.createObjectStore("fThings", { keyPath: "fThing" }); objectStore.createIndex("fRating", "fRating", { unique: false }); }; function populateData() { var transaction = db.transaction(["fThings"], "readwrite"); var objectStore = transaction.objectStore("fThings"); for (i = 0; i < things.length; i++) { var request = objectStore.put(things[i]); } transaction.oncomplete = function () { displayData(); }; } var keyRangeValue = null; function displayData() { checkedValue = document.querySelector('input[name="value"]:checked').value; var filterIndex = document.querySelector( 'input[name="filterIndex"]:checked' ).value; if (filterIndex == "fThing") { if (checkedValue == "none") { keyRangeValue = null; } else if (checkedValue == "only") { keyRangeValue = IDBKeyRange.only(onlyText.value); } else if (checkedValue == "range") { keyRangeValue = IDBKeyRange.bound( rangeLowerText.value, rangeUpperText.value, false, false ); } else if (checkedValue == "lower") { keyRangeValue = IDBKeyRange.lowerBound(lowerBoundText.value); } else if (checkedValue == "upper") { keyRangeValue = IDBKeyRange.upperBound(upperBoundText.value); } } else { //filterIndex=="fRating" if (checkedValue == "none") { keyRangeValue = null; } else if (checkedValue == "only") { keyRangeValue = IDBKeyRange.only(parseFloat(onlyText.value)); } else if (checkedValue == "range") { keyRangeValue = IDBKeyRange.bound( parseFloat(rangeLowerText.value), parseFloat(rangeUpperText.value), false, false ); } else if (checkedValue == "lower") { keyRangeValue = IDBKeyRange.lowerBound( parseFloat(lowerBoundText.value) ); } else if (checkedValue == "upper") { keyRangeValue = IDBKeyRange.upperBound( parseFloat(upperBoundText.value) ); } } if (keyRangeValue != null) { console.log(keyRangeValue.lower); console.log(keyRangeValue.upper); console.log(keyRangeValue.lowerOpen); console.log(keyRangeValue.upperOpen); } list.innerHTML = ""; var transaction = db.transaction(["fThings"], "readonly"); var objectStore = transaction.objectStore("fThings"); var countRequest = objectStore.count(); countRequest.onsuccess = function () { console.log(countRequest.result); }; //iterate over the fRating index instead of the object store: if (filterIndex == "fRating") { objectStore = objectStore.index("fRating"); } objectStore.openCursor(keyRangeValue).onsuccess = function (event) { var cursor = event.target.result; if (cursor) { var listItem = document.createElement("li"); listItem.innerHTML = "<strong>" + cursor.value.fThing + "</strong>, " + cursor.value.fRating; list.appendChild(listItem); cursor.continue(); } else { console.log("Entries all displayed."); } }; } button.onclick = function (e) { e.preventDefault(); displayData(); }; };
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    /* || basic set up + sizing for containers */ html, body { margin: 0; font-family: sans-serif; font-size: 100%/1.5 sans-serif; } html { background-color: #55aa55; } body { max-width: 800px; margin: 0 auto; padding: 30px 0; } h1 { text-align: center; font-size: 4rem; color: white; text-shadow: -1px -1px 2px black; } ul { text-align: center; list-style-type: none; padding: 2rem 1rem; background: white linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.2)); box-shadow: 3px 3px 10px black; } li { font-size: 2rem; padding-bottom: 1rem; } form { float: right; width: 55%; } ul { float: left; width: 40%; } form { font-size: 1.7rem; margin-top: 1rem; } form > div { margin-bottom: 3rem; padding: 1rem 1rem 2rem; background: white linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.2)); box-shadow: 3px 3px 10px black; } form div div { clear: both; margin-top: 1rem; } form div label { width: 55%; clear: both; } form div input { float: right; } form div input[type="text"] { width: 30%; } form div input[type="radio"] { margin-right: 10px; } button { display: block; width: 30%; margin: 0 auto; font-size: 1.7rem; line-height: 1.5; box-shadow: 1px 1px 2px black; }
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    # Scatterplot_Standalone Generic scatterplot, based off of previous project (https://github.com/PrinzEugn/UnityScatterplot). Improvements include: - Frame (axes) with labels and tick marks - Labels that update according to data values. - Points are plotted within 1x1x1 cube, with min/max values adjusted accordingly. - Points can be plotted as particles or as prefab objects (or both). Color is currently based off of x/y/z values. For a detailed tutorial on how to being making such a plot from scratch, see here: http://sites.psu.edu/bdssblog/2017/04/06/basic-data-visualization-in-unity-scatterplot-creation/ Screenshot: ![screenshot1](Scatterplot_Standalone/Screenshots/Screenshot1.jpg)
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Needed for things like Live Wallpapers.</para> </summary> </member> <member name="F:UnityEditor.AndroidPreferredInstallLocation.PreferExternal"> <summary> <para>Prefer external, if possible. Install to internal otherwise.</para> </summary> </member> <member name="T:UnityEditor.AndroidSdkVersions"> <summary> <para>Supported Android SDK versions.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel16"> <summary> <para>Android 4.1, "Jelly Bean", API level 16.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel17"> <summary> <para>Android 4.2, "Jelly Bean", API level 17.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel18"> <summary> <para>Android 4.3, "Jelly Bean", API level 18.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel19"> <summary> <para>Android 4.4, "KitKat", API level 19.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel21"> <summary> <para>Android 5.0, "Lollipop", API level 21.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel22"> <summary> <para>Android 5.1, "Lollipop", API level 22.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel23"> <summary> <para>Android 6.0, "Marshmallow", API level 23.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel24"> <summary> <para>Android 7.0, "Nougat", API level 24.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel25"> <summary> <para>Android 7.1, "Nougat", API level 25.</para> </summary> </member> <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevelAuto"> <summary> <para>Sets the target API level automatically, according to the latest installed SDK on your computer.</para> </summary> </member> <member name="T:UnityEditor.AndroidShowActivityIndicatorOnLoading"> <summary> <para>Application should show ActivityIndicator when loading.</para> </summary> </member> <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.DontShow"> <summary> <para>Don't Show.</para> </summary> </member> <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.InversedLarge"> <summary> <para>Inversed Large.</para> </summary> </member> <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.InversedSmall"> <summary> <para>Inversed Small.</para> </summary> </member> <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.Large"> <summary> <para>Large.</para> </summary> </member> <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.Small"> <summary> <para>Small.</para> </summary> </member> <member name="T:UnityEditor.AndroidSplashScreenScale"> <summary> <para>Android splash screen scale modes.</para> </summary> </member> <member name="F:UnityEditor.AndroidSplashScreenScale.Center"> <summary> <para>Center.</para> </summary> </member> <member name="F:UnityEditor.AndroidSplashScreenScale.ScaleToFill"> <summary> <para>Scale to fill.</para> </summary> </member> <member name="F:UnityEditor.AndroidSplashScreenScale.ScaleToFit"> <summary> <para>Scale to fit.</para> </summary> </member> <member name="T:UnityEditor.AndroidTargetDevice"> <summary> <para>Target Android device architecture.</para> </summary> </member> <member name="F:UnityEditor.AndroidTargetDevice.x86"> <summary> <para>Intel only.</para> </summary> </member> <member name="F:UnityEditor.AndroidTargetDevice.ARMv7"> <summary> <para>ARMv7 only.</para> </summary> </member> <member name="F:UnityEditor.AndroidTargetDevice.FAT"> <summary> <para>All supported architectures.</para> </summary> </member> <member name="T:UnityEditor.AnimatedValues.AnimBool"> <summary> <para>Lerp from 0 - 1.</para> </summary> </member> <member name="P:UnityEditor.AnimatedValues.AnimBool.faded"> <summary> <para>Retuns the float value of the tween.</para> </summary> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(System.Boolean)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(UnityEngine.Events.UnityAction)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(System.Boolean,UnityEngine.Events.UnityAction)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.Fade(System.Single,System.Single)"> <summary> <para>Returns a value between from and to depending on the current value of the bools animation.</para> </summary> <param name="from">Value to lerp from.</param> <param name="to">Value to lerp to.</param> </member> <member name="M:UnityEditor.AnimatedValues.AnimBool.GetValue"> <summary> <para>Type specific implementation of BaseAnimValue_1.GetValue.</para> </summary> <returns> <para>Current value.</para> </returns> </member> <member name="T:UnityEditor.AnimatedValues.AnimFloat"> <summary> <para>An animated float value.</para> </summary> </member> <member name="M:UnityEditor.AnimatedValues.AnimFloat.#ctor(System.Single)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimFloat.#ctor(System.Single,UnityEngine.Events.UnityAction)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimFloat.GetValue"> <summary> <para>Type specific implementation of BaseAnimValue_1.GetValue.</para> </summary> <returns> <para>Current Value.</para> </returns> </member> <member name="T:UnityEditor.AnimatedValues.AnimQuaternion"> <summary> <para>An animated Quaternion value.</para> </summary> </member> <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.#ctor(UnityEngine.Quaternion)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.#ctor(UnityEngine.Quaternion,UnityEngine.Events.UnityAction)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.GetValue"> <summary> <para>Type specific implementation of BaseAnimValue_1.GetValue.</para> </summary> <returns> <para>Current Value.</para> </returns> </member> <member name="T:UnityEditor.AnimatedValues.AnimVector3"> <summary> <para>An animated Vector3 value.</para> </summary> </member> <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor(UnityEngine.Vector3)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor(UnityEngine.Vector3,UnityEngine.Events.UnityAction)"> <summary> <para>Constructor.</para> </summary> <param name="value">Start Value.</param> <param name="callback"></param> </member> <member name="M:UnityEditor.AnimatedValues.AnimVector3.GetValue"> <summary> <para>Type specific implementation of BaseAnimValue_1.GetValue.</para> </summary> <returns> <para>Current Value.</para> </returns> </member> <member name="T:UnityEditor.AnimatedValues.BaseAnimValue`1"> <summary> <para>Abstract base class for Animated Values.</para> </summary> </member> <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.isAnimating"> <summary> <para>Is the value currently animating.</para> </summary> </member> <member name="F:UnityEditor.AnimatedValues.BaseAnimValue_1.speed"> <summary> <para>Speed of the tween.</para> </summary> </member> <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.target"> <summary> <para>Target to tween towards.</para> </summary> </member> <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.value"> <summary> <para>Current value of the animation.</para> </summary> </member> <member name="F:UnityEditor.AnimatedValues.BaseAnimValue_1.valueChanged"> <summary> <para>Callback while the value is changing.</para> </summary> </member> <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.BeginAnimating(T,T)"> <summary> <para>Begin an animation moving from the start value to the target value.</para> </summary> <param name="newTarget">Target value.</param> <param name="newStart">Start value.</param> </member> <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.GetValue"> <summary> <para>Abstract function to be overridden in derived types. Should return the current value of the animated value.</para> </summary> <returns> <para>Current Value.</para> </returns> </member> <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.StopAnim(T)"> <summary> <para>Stop the animation and assign the given value.</para> </summary> <param name="newValue">Value to assign.</param> </member> <member name="T:UnityEditor.AnimationClipCurveData"> <summary> <para>An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component material attached to a game object animated bone.</para> </summary> </member> <member name="F:UnityEditor.AnimationClipCurveData.curve"> <summary> <para>The actual animation curve.</para> </summary> </member> <member name="F:UnityEditor.AnimationClipCurveData.path"> <summary> <para>The path of the game object / bone being animated.</para> </summary> </member> <member name="F:UnityEditor.AnimationClipCurveData.propertyName"> <summary> <para>The name of the property being animated.</para> </summary> </member> <member name="F:UnityEditor.AnimationClipCurveData.type"> <summary> <para>The type of the component / material being animated.</para> </summary> </member> <member name="T:UnityEditor.AnimationMode"> <summary> <para>AnimationMode is used by the AnimationWindow to store properties modified by the AnimationClip playback.</para> </summary> </member> <member name="P:UnityEditor.AnimationMode.animatedPropertyColor"> <summary> <para>The color used to show that a property is currently being animated.</para> </summary> </member> <member name="P:UnityEditor.AnimationMode.candidatePropertyColor"> <summary> <para>The color used to show that an animated property has been modified.</para> </summary> </member> <member name="P:UnityEditor.AnimationMode.recordedPropertyColor"> <summary> <para>The color used to show that an animated property automatically records changes in the animation clip.</para> </summary> </member> <member name="M:UnityEditor.AnimationMode.AddPropertyModification(UnityEditor.EditorCurveBinding,UnityEditor.PropertyModification,System.Boolean)"> <summary> <para>Marks a property as currently being animated.</para> </summary> <param name="binding">Description of the animation clip curve being modified.</param> <param name="modification">Object property being modified.</param> <param name="keepPrefabOverride">Indicates whether to retain modifications when the targeted object is an instance of prefab.</param> </member> <member name="M:UnityEditor.AnimationMode.BeginSampling"> <summary> <para>Initialise the start of the animation clip sampling.</para> </summary> </member> <member name="M:UnityEditor.AnimationMode.EndSampling"> <summary> <para>Finish the sampling of the animation clip.</para> </summary> </member> <member name="M:UnityEditor.AnimationMode.InAnimationMode"> <summary> <para>Are we currently in AnimationMode?</para> </summary> </member> <member name="M:UnityEditor.AnimationMode.IsPropertyAnimated(UnityEngine.Object,System.String)"> <summary> <para>Is the specified property currently in animation mode and being animated?</para> </summary> <param name="target">The object to determine if it contained the animation.</param> <param name="propertyPath">The name of the animation to search for.</param> <returns> <para>Whether the property search is found or not.</para> </returns> </member> <member name="M:UnityEditor.AnimationMode.SampleAnimationClip(UnityEngine.GameObject,UnityEngine.AnimationClip,System.Single)"> <summary> <para>Samples an AnimationClip on the object and also records any modified properties in AnimationMode.</para> </summary> <param name="gameObject"></param> <param name="clip"></param> <param name="time"></param> </member> <member name="M:UnityEditor.AnimationMode.StartAnimationMode"> <summary> <para>Starts the animation mode.</para> </summary> </member> <member name="M:UnityEditor.AnimationMode.StopAnimationMode"> <summary> <para>Stops Animation mode, reverts all properties that were animated in animation mode.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorCondition"> <summary> <para>Condition that is used to determine if a transition must be taken.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorCondition.mode"> <summary> <para>The mode of the condition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorCondition.parameter"> <summary> <para>The name of the parameter used in the condition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorCondition.threshold"> <summary> <para>The AnimatorParameter's threshold value for the condition to be true.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorConditionMode"> <summary> <para>The mode of the condition.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.Equals"> <summary> <para>The condition is true when parameter value is equal to the threshold.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.Greater"> <summary> <para>The condition is true when parameter value is greater than the threshold.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.If"> <summary> <para>The condition is true when the parameter value is true.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.IfNot"> <summary> <para>The condition is true when the parameter value is false.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.Less"> <summary> <para>The condition is true when the parameter value is less than the threshold.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorConditionMode.NotEqual"> <summary> <para>The condition is true when the parameter value is not equal to the threshold.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorController"> <summary> <para>The Animator Controller controls animation through layers with state machines, controlled by parameters.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorController.layers"> <summary> <para>The layers in the controller.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorController.parameters"> <summary> <para>Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddEffectiveStateMachineBehaviour(System.Type,UnityEditor.Animations.AnimatorState,System.Int32)"> <summary> <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version.</para> </summary> <param name="stateMachineBehaviourType"></param> <param name="state"></param> <param name="layerIndex"></param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddEffectiveStateMachineBehaviour(UnityEditor.Animations.AnimatorState,System.Int32)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="state"></param> <param name="layerIndex"></param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddLayer(System.String)"> <summary> <para>Utility function to add a layer to the controller.</para> </summary> <param name="name">The name of the Layer.</param> <param name="layer">The layer to add.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddLayer(UnityEditor.Animations.AnimatorControllerLayer)"> <summary> <para>Utility function to add a layer to the controller.</para> </summary> <param name="name">The name of the Layer.</param> <param name="layer">The layer to add.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddMotion(UnityEngine.Motion)"> <summary> <para>Utility function that creates a new state with the motion in it.</para> </summary> <param name="motion">The Motion that will be in the AnimatorState.</param> <param name="layerIndex">The layer where the Motion will be added.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddMotion(UnityEngine.Motion,System.Int32)"> <summary> <para>Utility function that creates a new state with the motion in it.</para> </summary> <param name="motion">The Motion that will be in the AnimatorState.</param> <param name="layerIndex">The layer where the Motion will be added.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddParameter(System.String,UnityEngine.AnimatorControllerParameterType)"> <summary> <para>Utility function to add a parameter to the controller.</para> </summary> <param name="name">The name of the parameter.</param> <param name="type">The type of the parameter.</param> <param name="paramater">The parameter to add.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.AddParameter(UnityEngine.AnimatorControllerParameter)"> <summary> <para>Utility function to add a parameter to the controller.</para> </summary> <param name="name">The name of the parameter.</param> <param name="type">The type of the parameter.</param> <param name="paramater">The parameter to add.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(System.String)"> <summary> <para>Creates an AnimatorController at the given path.</para> </summary> <param name="path">The path where the AnimatorController asset will be created.</param> <returns> <para>The created AnimationController or null if an error occured.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPathWithClip(System.String,UnityEngine.AnimationClip)"> <summary> <para>Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it.</para> </summary> <param name="path">The path where the AnimatorController will be created.</param> <param name="clip">The default clip that will be played by the AnimatorController.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.CreateBlendTreeInController(System.String,UnityEditor.Animations.BlendTree&amp;)"> <summary> <para>Creates a BlendTree in a new AnimatorState.</para> </summary> <param name="name">The name of the BlendTree.</param> <param name="tree">The created BlendTree.</param> <param name="layerIndex">The index where the BlendTree will be created.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.CreateBlendTreeInController(System.String,UnityEditor.Animations.BlendTree&amp;,System.Int32)"> <summary> <para>Creates a BlendTree in a new AnimatorState.</para> </summary> <param name="name">The name of the BlendTree.</param> <param name="tree">The created BlendTree.</param> <param name="layerIndex">The index where the BlendTree will be created.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.CreateStateMachineBehaviour(UnityEditor.MonoScript)"> <summary> <para>This function will create a StateMachineBehaviour instance based on the class define in this script.</para> </summary> <param name="script">MonoScript class to instantiate.</param> <returns> <para>Returns instance id of created object, returns 0 if something is not valid.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorController.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorController.FindStateMachineBehaviourContext(UnityEngine.StateMachineBehaviour)"> <summary> <para>Use this function to retrieve the owner of this behaviour.</para> </summary> <param name="behaviour">The State Machine Behaviour to get context for.</param> <returns> <para>Returns the State Machine Behaviour edition context.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorController.GetBehaviours"> <summary> <para>Returns all StateMachineBehaviour that match type T or are derived from T.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveBehaviours(UnityEditor.Animations.AnimatorState,System.Int32)"> <summary> <para>Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want the Behaviour list.</param> <param name="layerIndex">The layer that is queried.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveMotion(UnityEditor.Animations.AnimatorState)"> <summary> <para>Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want the Motion.</param> <param name="layerIndex">The layer that is queried.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,System.Int32)"> <summary> <para>Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want the Motion.</param> <param name="layerIndex">The layer that is queried.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.MakeUniqueLayerName(System.String)"> <summary> <para>Creates a unique name for the layers.</para> </summary> <param name="name">The desired name of the AnimatorLayer.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.MakeUniqueParameterName(System.String)"> <summary> <para>Creates a unique name for the parameter.</para> </summary> <param name="name">The desired name of the AnimatorParameter.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.RemoveLayer(System.Int32)"> <summary> <para>Utility function to remove a layer from the controller.</para> </summary> <param name="index">The index of the AnimatorLayer.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.RemoveParameter(System.Int32)"> <summary> <para>Utility function to remove a parameter from the controller.</para> </summary> <param name="index">The index of the AnimatorParameter.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveBehaviours"> <summary> <para>Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want to set the Behaviour list.</param> <param name="layerIndex">The layer to set the Behaviour list.</param> <param name="behaviours">The Behaviour list that will be set.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion)"> <summary> <para>Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want to set the Motion.</param> <param name="motion">The Motion that will be set.</param> <param name="layerIndex">The layer to set the Motion.</param> </member> <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion,System.Int32)"> <summary> <para>Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.</para> </summary> <param name="state">The AnimatorState which we want to set the Motion.</param> <param name="motion">The Motion that will be set.</param> <param name="layerIndex">The layer to set the Motion.</param> </member> <member name="T:UnityEditor.Animations.AnimatorControllerLayer"> <summary> <para>The Animation Layer contains a state machine that controls animations of a model or part of it.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.avatarMask"> <summary> <para>The AvatarMask that is used to mask the animation on the given layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.blendingMode"> <summary> <para>The blending mode used by the layer. It is not taken into account for the first layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.defaultWeight"> <summary> <para>The default blending weight that the layers has. It is not taken into account for the first layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.iKPass"> <summary> <para>When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.name"> <summary> <para>The name of the layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.stateMachine"> <summary> <para>The state machine for the layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.syncedLayerAffectsTiming"> <summary> <para>When active, the layer will take control of the duration of the Synced Layer.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorControllerLayer.syncedLayerIndex"> <summary> <para>Specifies the index of the Synced Layer.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorControllerLayer.GetOverrideBehaviours(UnityEditor.Animations.AnimatorState)"> <summary> <para>Gets the override behaviour list for the state on the given layer.</para> </summary> <param name="state">The state which we want to get the behaviour list.</param> </member> <member name="M:UnityEditor.Animations.AnimatorControllerLayer.GetOverrideMotion(UnityEditor.Animations.AnimatorState)"> <summary> <para>Gets the override motion for the state on the given layer.</para> </summary> <param name="state">The state which we want to get the motion.</param> </member> <member name="M:UnityEditor.Animations.AnimatorControllerLayer.SetOverrideBehaviours"> <summary> <para>Sets the override behaviour list for the state on the given layer.</para> </summary> <param name="state">The state which we want to set the behaviour list.</param> <param name="behaviours">The behaviour list that will be set.</param> </member> <member name="M:UnityEditor.Animations.AnimatorControllerLayer.SetOverrideMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion)"> <summary> <para>Sets the override motion for the state on the given layer.</para> </summary> <param name="state">The state which we want to set the motion.</param> <param name="motion">The motion that will be set.</param> </member> <member name="T:UnityEditor.Animations.AnimatorLayerBlendingMode"> <summary> <para>Specifies how the layer is blended with the previous layers.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorLayerBlendingMode.Additive"> <summary> <para>Animations are added to the previous layers.</para> </summary> </member> <member name="F:UnityEditor.Animations.AnimatorLayerBlendingMode.Override"> <summary> <para>Animations overrides to the previous layers.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorState"> <summary> <para>States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.behaviours"> <summary> <para>The Behaviour list assigned to this state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.cycleOffset"> <summary> <para>Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.cycleOffsetParameter"> <summary> <para>The animator controller parameter that drives the cycle offset value.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.cycleOffsetParameterActive"> <summary> <para>Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.iKOnFeet"> <summary> <para>Should Foot IK be respected for this state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.mirror"> <summary> <para>Should the state be mirrored.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.mirrorParameter"> <summary> <para>The animator controller parameter that drives the mirror value.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.mirrorParameterActive"> <summary> <para>Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.motion"> <summary> <para>The motion assigned to this state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.nameHash"> <summary> <para>The hashed name of the state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.speed"> <summary> <para>The default speed of the motion.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.speedParameter"> <summary> <para>The animator controller parameter that drives the speed value.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.speedParameterActive"> <summary> <para>Define if the speed value is driven by an Animator controller parameter or by the value set in the editor.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.tag"> <summary> <para>A tag can be used to identify a state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.transitions"> <summary> <para>The transitions that are going out of the state.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorState.writeDefaultValues"> <summary> <para>Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddExitTransition"> <summary> <para>Utility function to add an outgoing transition to the exit of the state's parent state machine.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <returns> <para>The Animations.AnimatorStateTransition that was added.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddExitTransition(System.Boolean)"> <summary> <para>Utility function to add an outgoing transition to the exit of the state's parent state machine.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <returns> <para>The Animations.AnimatorStateTransition that was added.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddStateMachineBehaviour(System.Type)"> <summary> <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.</para> </summary> <param name="stateMachineBehaviourType"></param> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddStateMachineBehaviour"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorState)"> <summary> <para>Utility function to add an outgoing transition to the destination state.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <param name="destinationState">The destination state.</param> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorState,System.Boolean)"> <summary> <para>Utility function to add an outgoing transition to the destination state.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <param name="destinationState">The destination state.</param> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an outgoing transition to the destination state machine.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <param name="destinationStateMachine">The destination state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateMachine,System.Boolean)"> <summary> <para>Utility function to add an outgoing transition to the destination state machine.</para> </summary> <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param> <param name="destinationStateMachine">The destination state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateTransition)"> <summary> <para>Utility function to add an outgoing transition.</para> </summary> <param name="transition">The transition to add.</param> </member> <member name="M:UnityEditor.Animations.AnimatorState.RemoveTransition(UnityEditor.Animations.AnimatorStateTransition)"> <summary> <para>Utility function to remove a transition from the state.</para> </summary> <param name="transition">Transition to remove.</param> </member> <member name="T:UnityEditor.Animations.AnimatorStateMachine"> <summary> <para>A graph controlling the interaction of states. Each state references a motion.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.anyStatePosition"> <summary> <para>The position of the AnyState node.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.anyStateTransitions"> <summary> <para>The list of AnyState transitions.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.behaviours"> <summary> <para>The Behaviour list assigned to this state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.defaultState"> <summary> <para>The state that the state machine will be in when it starts.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.entryPosition"> <summary> <para>The position of the entry node.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.entryTransitions"> <summary> <para>The list of entry transitions in the state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.exitPosition"> <summary> <para>The position of the exit node.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.parentStateMachinePosition"> <summary> <para>The position of the parent state machine node. Only valid when in a hierachic state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.stateMachines"> <summary> <para>The list of sub state machines.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateMachine.states"> <summary> <para>The list of states.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddAnyStateTransition(UnityEditor.Animations.AnimatorState)"> <summary> <para>Utility function to add an AnyState transition to the specified state or statemachine.</para> </summary> <param name="destinationState">The destination state.</param> <param name="destinationStateMachine">The destination statemachine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddAnyStateTransition(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an AnyState transition to the specified state or statemachine.</para> </summary> <param name="destinationState">The destination state.</param> <param name="destinationStateMachine">The destination statemachine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddEntryTransition(UnityEditor.Animations.AnimatorState)"> <summary> <para>Utility function to add an incoming transition to the exit of it's parent state machine.</para> </summary> <param name="destinationState">The destination Animations.AnimatorState state.</param> <param name="destinationStateMachine">The destination Animations.AnimatorStateMachine state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddEntryTransition(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an incoming transition to the exit of it's parent state machine.</para> </summary> <param name="destinationState">The destination Animations.AnimatorState state.</param> <param name="destinationStateMachine">The destination Animations.AnimatorStateMachine state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(System.String)"> <summary> <para>Utility function to add a state to the state machine.</para> </summary> <param name="name">The name of the new state.</param> <param name="position">The position of the state node.</param> <returns> <para>The AnimatorState that was created for this state.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(System.String,UnityEngine.Vector3)"> <summary> <para>Utility function to add a state to the state machine.</para> </summary> <param name="name">The name of the new state.</param> <param name="position">The position of the state node.</param> <returns> <para>The AnimatorState that was created for this state.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(UnityEditor.Animations.AnimatorState,UnityEngine.Vector3)"> <summary> <para>Utility function to add a state to the state machine.</para> </summary> <param name="state">The state to add.</param> <param name="position">The position of the state node.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(System.String)"> <summary> <para>Utility function to add a state machine to the state machine.</para> </summary> <param name="name">The name of the new state machine.</param> <param name="position">The position of the state machine node.</param> <returns> <para>The newly created Animations.AnimatorStateMachine state machine.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(System.String,UnityEngine.Vector3)"> <summary> <para>Utility function to add a state machine to the state machine.</para> </summary> <param name="name">The name of the new state machine.</param> <param name="position">The position of the state machine node.</param> <returns> <para>The newly created Animations.AnimatorStateMachine state machine.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(UnityEditor.Animations.AnimatorStateMachine,UnityEngine.Vector3)"> <summary> <para>Utility function to add a state machine to the state machine.</para> </summary> <param name="stateMachine">The state machine to add.</param> <param name="position">The position of the state machine node.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineBehaviour(System.Type)"> <summary> <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version.</para> </summary> <param name="stateMachineBehaviourType"></param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineBehaviour"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineExitTransition(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine.</para> </summary> <param name="sourceStateMachine">The source state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an outgoing transition from the source state machine to the destination.</para> </summary> <param name="sourceStateMachine">The source state machine.</param> <param name="destinationStateMachine">The destination state machine.</param> <param name="destinationState">The destination state.</param> <returns> <para>The Animations.AnimatorTransition transition that was created.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to add an outgoing transition from the source state machine to the destination.</para> </summary> <param name="sourceStateMachine">The source state machine.</param> <param name="destinationStateMachine">The destination state machine.</param> <param name="destinationState">The destination state.</param> <returns> <para>The Animations.AnimatorTransition transition that was created.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorState)"> <summary> <para>Utility function to add an outgoing transition from the source state machine to the destination.</para> </summary> <param name="sourceStateMachine">The source state machine.</param> <param name="destinationStateMachine">The destination state machine.</param> <param name="destinationState">The destination state.</param> <returns> <para>The Animations.AnimatorTransition transition that was created.</para> </returns> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.GetStateMachineTransitions(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Gets the list of all outgoing state machine transitions from given state machine.</para> </summary> <param name="sourceStateMachine">The source state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.MakeUniqueStateMachineName(System.String)"> <summary> <para>Makes a unique state machine name in the context of the parent state machine.</para> </summary> <param name="name">Desired name for the state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.MakeUniqueStateName(System.String)"> <summary> <para>Makes a unique state name in the context of the parent state machine.</para> </summary> <param name="name">Desired name for the state.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveAnyStateTransition(UnityEditor.Animations.AnimatorStateTransition)"> <summary> <para>Utility function to remove an AnyState transition from the state machine.</para> </summary> <param name="transition">The AnyStat transition to remove.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveEntryTransition(UnityEditor.Animations.AnimatorTransition)"> <summary> <para>Utility function to remove an entry transition from the state machine.</para> </summary> <param name="transition">The transition to remove.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveState(UnityEditor.Animations.AnimatorState)"> <summary> <para>Utility function to remove a state from the state machine.</para> </summary> <param name="state">The state to remove.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveStateMachine(UnityEditor.Animations.AnimatorStateMachine)"> <summary> <para>Utility function to remove a state machine from its parent state machine.</para> </summary> <param name="stateMachine">The state machine to remove.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorTransition)"> <summary> <para>Utility function to remove an outgoing transition from source state machine.</para> </summary> <param name="transition">The transition to remove.</param> <param name="sourceStateMachine">The source state machine.</param> </member> <member name="M:UnityEditor.Animations.AnimatorStateMachine.SetStateMachineTransitions(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorTransition[])"> <summary> <para>Sets the list of all outgoing state machine transitions from given state machine.</para> </summary> <param name="stateMachine">The source state machine.</param> <param name="transitions">The outgoing transitions.</param> <param name="sourceStateMachine"></param> </member> <member name="T:UnityEditor.Animations.AnimatorStateTransition"> <summary> <para>Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.canTransitionToSelf"> <summary> <para>Set to true to allow or disallow transition to self during AnyState transition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.duration"> <summary> <para>The duration of the transition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.exitTime"> <summary> <para>If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect. This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false. For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop. Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.hasExitTime"> <summary> <para>When active the transition will have an exit time condition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.hasFixedDuration"> <summary> <para>Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.interruptionSource"> <summary> <para>Which AnimatorState transitions can interrupt the Transition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.offset"> <summary> <para>The time at which the destination state will start.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorStateTransition.orderedInterruption"> <summary> <para>The Transition can be interrupted by a transition that has a higher priority.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorStateTransition.#ctor"> <summary> <para>Creates a new animator state transition.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorTransition"> <summary> <para>Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorTransition.#ctor"> <summary> <para>Creates a new animator transition.</para> </summary> </member> <member name="T:UnityEditor.Animations.AnimatorTransitionBase"> <summary> <para>Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.conditions"> <summary> <para>Animations.AnimatorCondition conditions that need to be met for a transition to happen.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.destinationState"> <summary> <para>The destination state of the transition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.destinationStateMachine"> <summary> <para>The destination state machine of the transition.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.isExit"> <summary> <para>Is the transition destination the exit of the current state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.mute"> <summary> <para>Mutes the transition. The transition will never occur.</para> </summary> </member> <member name="P:UnityEditor.Animations.AnimatorTransitionBase.solo"> <summary> <para>Mutes all other transitions in the source state.</para> </summary> </member> <member name="M:UnityEditor.Animations.AnimatorTransitionBase.AddCondition(UnityEditor.Animations.AnimatorConditionMode,System.Single,System.String)"> <summary> <para>Utility function to add a condition to a transition.</para> </summary> <param name="mode">The Animations.AnimatorCondition mode of the condition.</param> <param name="threshold">The threshold value of the condition.</param> <param name="parameter">The name of the parameter.</param> </member> <member name="M:UnityEditor.Animations.AnimatorTransitionBase.RemoveCondition(UnityEditor.Animations.AnimatorCondition)"> <summary> <para>Utility function to remove a condition from the transition.</para> </summary> <param name="condition">The condition to remove.</param> </member> <member name="T:UnityEditor.Animations.BlendTree"> <summary> <para>Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.blendParameter"> <summary> <para>Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.blendParameterY"> <summary> <para>Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.blendType"> <summary> <para>The Blending type can be either 1D or different types of 2D.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.children"> <summary> <para>A copy of the list of the blend tree child motions.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.maxThreshold"> <summary> <para>Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.minThreshold"> <summary> <para>Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.</para> </summary> </member> <member name="P:UnityEditor.Animations.BlendTree.useAutomaticThresholds"> <summary> <para>When active, the children's thresholds are automatically spread between 0 and 1.</para> </summary> </member> <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion)"> <summary> <para>Utility function to add a child motion to a blend trees.</para> </summary> <param name="motion">The motion to add as child.</param> <param name="position">The position of the child. When using 2D blend trees.</param> <param name="threshold">The threshold of the child. When using 1D blend trees.</param> </member> <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion,UnityEngine.Vector2)"> <summary> <para>Utility function to add a child motion to a blend trees.</para> </summary> <param name="motion">The motion to add as child.</param> <param name="position">The position of the child. When using 2D blend trees.</param> <param name="threshold">The threshold of the child. When using 1D blend trees.</param> </member> <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion,System.Single)"> <summary> <para>Utility function to add a child motion to a blend trees.</para> </summary> <param name="motion">The motion to add as child.</param> <param name="position">The position of the child. When using 2D blend trees.</param> <param name="threshold">The threshold of the child. When using 1D blend trees.</param> </member> <member name="M:UnityEditor.Animations.BlendTree.CreateBlendTreeChild(System.Single)"> <summary> <para>Utility function to add a child blend tree to a blend tree.</para> </summary> <param name="position">The position of the child. When using 2D blend trees.</param> <param name="threshold">The threshold of the child. When using 1D blend trees.</param> </member> <member name="M:UnityEditor.Animations.BlendTree.CreateBlendTreeChild(UnityEngine.Vector2)"> <summary> <para>Utility function to add a child blend tree to a blend tree.</para> </summary> <param name="position">The position of the child. When using 2D blend trees.</param> <param name="threshold">The threshold of the child. When using 1D blend trees.</param> </member> <member name="M:UnityEditor.Animations.BlendTree.RemoveChild(System.Int32)"> <summary> <para>Utility function to remove the child of a blend tree.</para> </summary> <param name="index">The index of the blend tree to remove.</param> </member> <member name="T:UnityEditor.Animations.BlendTreeType"> <summary> <para>The type of blending algorithm that the blend tree uses.</para> </summary> </member> <member name="F:UnityEditor.Animations.BlendTreeType.Direct"> <summary> <para>Direct control of blending weight for each node.</para> </summary> </member> <member name="F:UnityEditor.Animations.BlendTreeType.FreeformCartesian2D"> <summary> <para>Best used when your motions do not represent different directions.</para> </summary> </member> <member name="F:UnityEditor.Animations.BlendTreeType.FreeformDirectional2D"> <summary> <para>This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward".</para> </summary> </member> <member name="F:UnityEditor.Animations.BlendTreeType.Simple1D"> <summary> <para>Basic blending using a single parameter.</para> </summary> </member> <member name="F:UnityEditor.Animations.BlendTreeType.SimpleDirectional2D"> <summary> <para>Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right".</para> </summary> </member> <member name="T:UnityEditor.Animations.ChildAnimatorState"> <summary> <para>Structure that represents a state in the context of its parent state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildAnimatorState.position"> <summary> <para>The position the the state node in the context of its parent state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildAnimatorState.state"> <summary> <para>The state.</para> </summary> </member> <member name="T:UnityEditor.Animations.ChildAnimatorStateMachine"> <summary> <para>Structure that represents a state machine in the context of its parent state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildAnimatorStateMachine.position"> <summary> <para>The position the the state machine node in the context of its parent state machine.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildAnimatorStateMachine.stateMachine"> <summary> <para>The state machine.</para> </summary> </member> <member name="T:UnityEditor.Animations.ChildMotion"> <summary> <para>Structure that represents a motion in the context of its parent blend tree.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.cycleOffset"> <summary> <para>Normalized time offset of the child.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.directBlendParameter"> <summary> <para>The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.mirror"> <summary> <para>Mirror of the child.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.motion"> <summary> <para>The motion itself.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.position"> <summary> <para>The position of the child. Used in 2D blend trees.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.threshold"> <summary> <para>The threshold of the child. Used in 1D blend trees.</para> </summary> </member> <member name="P:UnityEditor.Animations.ChildMotion.timeScale"> <summary> <para>The relative speed of the child.</para> </summary> </member> <member name="T:UnityEditor.Animations.StateMachineBehaviourContext"> <summary> <para>This class contains all the owner's information for this State Machine Behaviour.</para> </summary> </member> <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.animatorController"> <summary> <para>The Animations.AnimatorController that owns this state machine behaviour.</para> </summary> </member> <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.animatorObject"> <summary> <para>The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine.</para> </summary> </member> <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.layerIndex"> <summary> <para>The animator's layer index that owns this state machine behaviour.</para> </summary> </member> <member name="T:UnityEditor.Animations.TransitionInterruptionSource"> <summary> <para>Which AnimatorState transitions can interrupt the Transition.</para> </summary> </member> <member name="F:UnityEditor.Animations.TransitionInterruptionSource.Destination"> <summary> <para>The Transition can be interrupted by transitions in the destination AnimatorState.</para> </summary> </member> <member name="F:UnityEditor.Animations.TransitionInterruptionSource.DestinationThenSource"> <summary> <para>The Transition can be interrupted by transitions in the source or the destination AnimatorState.</para> </summary> </member> <member name="F:UnityEditor.Animations.TransitionInterruptionSource.None"> <summary> <para>The Transition cannot be interrupted. Formely know as Atomic.</para> </summary> </member> <member name="F:UnityEditor.Animations.TransitionInterruptionSource.Source"> <summary> <para>The Transition can be interrupted by transitions in the source AnimatorState.</para> </summary> </member> <member name="F:UnityEditor.Animations.TransitionInterruptionSource.SourceThenDestination"> <summary> <para>The Transition can be interrupted by transitions in the source or the destination AnimatorState.</para> </summary> </member> <member name="T:UnityEditor.AnimationUtility"> <summary> <para>Editor utility functions for modifying animation clips.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.onCurveWasModified"> <summary> <para>Triggered when an animation curve inside an animation clip has been modified.</para> </summary> </member> <member name="M:UnityEditor.AnimationUtility.CalculateTransformPath(UnityEngine.Transform,UnityEngine.Transform)"> <summary> <para>Calculates path from root transform to target transform.</para> </summary> <param name="targetTransform"></param> <param name="root"></param> </member> <member name="T:UnityEditor.AnimationUtility.CurveModifiedType"> <summary> <para>Describes the type of modification that caused OnCurveWasModified to fire.</para> </summary> </member> <member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip)"> <summary> <para>Retrieves all curves from a specific animation clip.</para> </summary> <param name="clip"></param> <param name="includeCurveData"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip,System.Boolean)"> <summary> <para>Retrieves all curves from a specific animation clip.</para> </summary> <param name="clip"></param> <param name="includeCurveData"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>Returns all the animatable bindings that a specific game object has.</para> </summary> <param name="targetObject"></param> <param name="root"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetAnimatedObject(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)"> <summary> <para>Returns the animated object that the binding is pointing to.</para> </summary> <param name="root"></param> <param name="binding"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.Animation)"> <summary> <para>Returns the array of AnimationClips that are referenced in the Animation component.</para> </summary> <param name="component"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetAnimationEvents(UnityEngine.AnimationClip)"> <summary> <para>Retrieves all animation events associated with the animation clip.</para> </summary> <param name="clip"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetCurveBindings(UnityEngine.AnimationClip)"> <summary> <para>Returns all the float curve bindings currently stored in the clip.</para> </summary> <param name="clip"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String)"> <summary> <para>Return the float curve that the binding is pointing to.</para> </summary> <param name="clip"></param> <param name="relativePath"></param> <param name="type"></param> <param name="propertyName"></param> <param name="binding"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)"> <summary> <para>Return the float curve that the binding is pointing to.</para> </summary> <param name="clip"></param> <param name="relativePath"></param> <param name="type"></param> <param name="propertyName"></param> <param name="binding"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,System.String,System.Type,System.String,System.Single&amp;)"> <summary> <para>Retrieves the current float value by sampling a curve value on a specific game object.</para> </summary> <param name="root"></param> <param name="relativePath"></param> <param name="type"></param> <param name="propertyName"></param> <param name="data"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetKeyBroken(UnityEngine.AnimationCurve,System.Int32)"> <summary> <para>Retrieve the specified keyframe broken tangent flag.</para> </summary> <param name="curve">Curve to query.</param> <param name="index">Keyframe index.</param> <returns> <para>Broken flag at specified index.</para> </returns> </member> <member name="M:UnityEditor.AnimationUtility.GetKeyLeftTangentMode(UnityEngine.AnimationCurve,System.Int32)"> <summary> <para>Retrieve the left tangent mode of the keyframe at specified index.</para> </summary> <param name="curve">Curve to query.</param> <param name="index">Keyframe index.</param> <returns> <para>Tangent mode at specified index.</para> </returns> </member> <member name="M:UnityEditor.AnimationUtility.GetKeyRightTangentMode(UnityEngine.AnimationCurve,System.Int32)"> <summary> <para>Retrieve the right tangent mode of the keyframe at specified index.</para> </summary> <param name="curve">Curve to query.</param> <param name="index">Keyframe index.</param> <returns> <para>Tangent mode at specified index.</para> </returns> </member> <member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)"> <summary> <para>Return the object reference curve that the binding is pointing to.</para> </summary> <param name="clip"></param> <param name="binding"></param> </member> <member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurveBindings(UnityEngine.AnimationClip)"> <summary> <para>Returns all the object reference curve bindings currently stored in the clip.</para> </summary> <param name="clip"></param> </member> <member name="T:UnityEditor.AnimationUtility.OnCurveWasModified"> <summary> <para>Triggered when an animation curve inside an animation clip has been modified.</para> </summary> <param name="clip"></param> <param name="binding"></param> <param name="deleted"></param> </member> <member name="M:UnityEditor.AnimationUtility.SetAdditiveReferencePose(UnityEngine.AnimationClip,UnityEngine.AnimationClip,System.Single)"> <summary> <para>Set the additive reference pose from referenceClip at time for animation clip clip.</para> </summary> <param name="clip">The animation clip to be used.</param> <param name="referenceClip">The animation clip containing the reference pose.</param> <param name="time">Time that defines the reference pose in referenceClip.</param> </member> <member name="M:UnityEditor.AnimationUtility.SetAnimationClips(UnityEngine.Animation,UnityEngine.AnimationClip[])"> <summary> <para>Sets the array of AnimationClips to be referenced in the Animation component.</para> </summary> <param name="animation"></param> <param name="clips"></param> </member> <member name="M:UnityEditor.AnimationUtility.SetAnimationEvents(UnityEngine.AnimationClip,UnityEngine.AnimationEvent[])"> <summary> <para>Replaces all animation events in the animation clip.</para> </summary> <param name="clip"></param> <param name="events"></param> </member> <member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)"> <summary> <para>Adds, modifies or removes an editor float curve in a given clip.</para> </summary> <param name="clip">The animation clip to which the curve will be added.</param> <param name="binding">The bindings which defines the path and the property of the curve.</param> <param name="curve">The curve to add. Setting this to null will remove the curve.</param> </member> <member name="M:UnityEditor.AnimationUtility.SetKeyBroken(UnityEngine.AnimationCurve,System.Int32,System.Boolean)"> <summary> <para>Change the specified keyframe broken tangent flag.</para> </summary> <param name="curve">The curve to modify.</param> <param name="index">Keyframe index.</param> <param name="broken">Broken flag.</param> </member> <member name="M:UnityEditor.AnimationUtility.SetKeyLeftTangentMode(UnityEngine.AnimationCurve,System.Int32,UnityEditor.AnimationUtility/TangentMode)"> <summary> <para>Change the specified keyframe tangent mode.</para> </summary> <param name="curve">The curve to modify.</param> <param name="index">Keyframe index.</param> <param name="tangentMode">Tangent mode.</param> </member> <member name="M:UnityEditor.AnimationUtility.SetKeyRightTangentMode(UnityEngine.AnimationCurve,System.Int32,UnityEditor.AnimationUtility/TangentMode)"> <summary> <para>Change the specified keyframe tangent mode.</para> </summary> <param name="curve">The curve to modify.</param> <param name="index">Keyframe index.</param> <param name="tangentMode">Tangent mode.</param> </member> <member name="M:UnityEditor.AnimationUtility.SetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEditor.ObjectReferenceKeyframe[])"> <summary> <para>Adds, modifies or removes an object reference curve in a given clip.</para> </summary> <param name="keyframes">Setting this to null will remove the curve.</param> <param name="clip"></param> <param name="binding"></param> </member> <member name="T:UnityEditor.AnimationUtility.TangentMode"> <summary> <para>Tangent constraints on Keyframe.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.TangentMode.Auto"> <summary> <para>The tangents are automatically set to make the curve go smoothly through the key.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.TangentMode.ClampedAuto"> <summary> <para>The tangents are automatically set to make the curve go smoothly through the key.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.TangentMode.Constant"> <summary> <para>The curve retains a constant value between two keys.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.TangentMode.Free"> <summary> <para>The tangent can be freely set by dragging the tangent handle.</para> </summary> </member> <member name="F:UnityEditor.AnimationUtility.TangentMode.Linear"> <summary> <para>The tangent points towards the neighboring key.</para> </summary> </member> <member name="T:UnityEditor.ApiCompatibilityLevel"> <summary> <para>.NET API compatibility level.</para> </summary> </member> <member name="F:UnityEditor.ApiCompatibilityLevel.NET_2_0"> <summary> <para>.NET 2.0.</para> </summary> </member> <member name="F:UnityEditor.ApiCompatibilityLevel.NET_2_0_Subset"> <summary> <para>.NET 2.0 Subset.</para> </summary> </member> <member name="F:UnityEditor.ApiCompatibilityLevel.NET_4_6"> <summary> <para>.NET 4.6.</para> </summary> </member> <member name="F:UnityEditor.ApiCompatibilityLevel.NET_Micro"> <summary> <para>Micro profile, used by Mono scripting backend on iOS, tvOS, Android and Tizen if stripping level is set to "Use micro mscorlib".</para> </summary> </member> <member name="F:UnityEditor.ApiCompatibilityLevel.NET_Web"> <summary> <para>Web profile, used only by Samsung TV.</para> </summary> </member> <member name="T:UnityEditor.ArrayUtility"> <summary> <para>Helpers for builtin arrays ...</para> </summary> </member> <member name="M:UnityEditor.ArrayUtility.Add(T[]&amp;,T)"> <summary> <para>Appends item to the end of array.</para> </summary> <param name="array"></param> <param name="item"></param> </member> <member name="M:UnityEditor.ArrayUtility.AddRange(T[]&amp;,T[])"> <summary> <para>Appends items to the end of array.</para> </summary> <param name="array"></param> <param name="items"></param> </member> <member name="M:UnityEditor.ArrayUtility.ArrayEquals(T[],T[])"> <summary> <para>Compares two arrays.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> <returns> <para>True if both have the same number of elements and the contents are equal.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.ArrayReferenceEquals(T[],T[])"> <summary> <para>Compares two array references.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> <returns> <para>True if both have the same number of elements and are the same instances.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.Clear(T[]&amp;)"> <summary> <para>Clears the array.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEditor.ArrayUtility.Contains(T[],T)"> <summary> <para>Determines if the array contains the item.</para> </summary> <param name="array"></param> <param name="item"></param> <returns> <para>True if item is in array, false otherwise.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.FindIndex(T[],System.Predicate`1&lt;T&gt;)"> <summary> <para>Find the index of the first element that satisfies the predicate.</para> </summary> <param name="array"></param> <param name="match"></param> <returns> <para>The zero-based index of the first occurrence of the element, if found; otherwise, �1.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.IndexOf(T[],T)"> <summary> <para>Index of first element with value value.</para> </summary> <param name="array"></param> <param name="value"></param> <returns> <para>The zero-based index of the element, if found; otherwise -1.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.Insert(T[]&amp;,System.Int32,T)"> <summary> <para>Inserts item item at position index.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="item"></param> </member> <member name="M:UnityEditor.ArrayUtility.LastIndexOf(T[],T)"> <summary> <para>Index of the last element with value value.</para> </summary> <param name="array"></param> <param name="value"></param> <returns> <para>The zero-based index of the element, if found; otherwise -1.</para> </returns> </member> <member name="M:UnityEditor.ArrayUtility.Remove(T[]&amp;,T)"> <summary> <para>Removes item from array.</para> </summary> <param name="array"></param> <param name="item"></param> </member> <member name="M:UnityEditor.ArrayUtility.RemoveAt(T[]&amp;,System.Int32)"> <summary> <para>Remove element at position index.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="T:UnityEditor.AscentCalculationMode"> <summary> <para>Method used for calculating a font's ascent.</para> </summary> </member> <member name="F:UnityEditor.AscentCalculationMode.FaceAscender"> <summary> <para>Ascender method.</para> </summary> </member> <member name="F:UnityEditor.AscentCalculationMode.FaceBoundingBox"> <summary> <para>Bounding box method.</para> </summary> </member> <member name="F:UnityEditor.AscentCalculationMode.Legacy2x"> <summary> <para>Legacy bounding box method.</para> </summary> </member> <member name="T:UnityEditor.AspectRatio"> <summary> <para>Aspect ratio.</para> </summary> </member> <member name="F:UnityEditor.AspectRatio.Aspect16by10"> <summary> <para>16:10 aspect ratio.</para> </summary> </member> <member name="F:UnityEditor.AspectRatio.Aspect16by9"> <summary> <para>16:9 aspect ratio.</para> </summary> </member> <member name="F:UnityEditor.AspectRatio.Aspect4by3"> <summary> <para>4:3 aspect ratio.</para> </summary> </member> <member name="F:UnityEditor.AspectRatio.Aspect5by4"> <summary> <para>5:4 aspect ratio.</para> </summary> </member> <member name="F:UnityEditor.AspectRatio.AspectOthers"> <summary> <para>Undefined aspect ratios.</para> </summary> </member> <member name="T:UnityEditor.AssemblyReloadEvents"> <summary> <para>This class has event dispatchers for assembly reload events.</para> </summary> </member> <member name="?:UnityEditor.AssemblyReloadEvents.afterAssemblyReload(UnityEditor.AssemblyReloadEvents/AssemblyReloadCallback)"> <summary> <para>This event is dispatched just after Unity have reloaded all assemblies.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.AssemblyReloadEvents.beforeAssemblyReload(UnityEditor.AssemblyReloadEvents/AssemblyReloadCallback)"> <summary> <para>This event is dispatched just before Unity reloads all assemblies.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEditor.AssemblyReloadEvents.AssemblyReloadCallback"> <summary> <para>Delegate used for assembly reload events.</para> </summary> </member> <member name="T:UnityEditor.AssetBundleBuild"> <summary> <para>AssetBundle building map entry.</para> </summary> </member> <member name="F:UnityEditor.AssetBundleBuild.addressableNames"> <summary> <para>Addressable name used to load an asset.</para> </summary> </member> <member name="F:UnityEditor.AssetBundleBuild.assetBundleName"> <summary> <para>AssetBundle name.</para> </summary> </member> <member name="F:UnityEditor.AssetBundleBuild.assetBundleVariant"> <summary> <para>AssetBundle variant.</para> </summary> </member> <member name="F:UnityEditor.AssetBundleBuild.assetNames"> <summary> <para>Asset names which belong to the given AssetBundle.</para> </summary> </member> <member name="T:UnityEditor.AssetDatabase"> <summary> <para>An Interface for accessing assets and performing operations on assets.</para> </summary> </member> <member name="?:UnityEditor.AssetDatabase.importPackageCancelled(UnityEditor.AssetDatabase/ImportPackageCallback)"> <summary> <para>Callback raised whenever a package import is cancelled by the user.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.AssetDatabase.importPackageCompleted(UnityEditor.AssetDatabase/ImportPackageCallback)"> <summary> <para>Callback raised whenever a package import successfully completes.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.AssetDatabase.importPackageFailed(UnityEditor.AssetDatabase/ImportPackageFailedCallback)"> <summary> <para>Callback raised whenever a package import failed.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.AssetDatabase.importPackageStarted(UnityEditor.AssetDatabase/ImportPackageCallback)"> <summary> <para>Callback raised whenever a package import starts.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,System.String)"> <summary> <para>Adds objectToAdd to an existing asset at path.</para> </summary> <param name="objectToAdd">Object to add to the existing asset.</param> <param name="path">Filesystem path to the asset.</param> </member> <member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Adds objectToAdd to an existing asset identified by assetObject.</para> </summary> <param name="objectToAdd"></param> <param name="assetObject"></param> </member> <member name="M:UnityEditor.AssetDatabase.AssetPathToGUID(System.String)"> <summary> <para>Get the GUID for the asset at path.</para> </summary> <param name="path">Filesystem path for the asset.</param> <returns> <para>GUID</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.ClearLabels(UnityEngine.Object)"> <summary> <para>Removes all labels attached to an asset.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.AssetDatabase.Contains(UnityEngine.Object)"> <summary> <para>Is object an asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.Contains(System.Int32)"> <summary> <para>Is object an asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.CopyAsset(System.String,System.String)"> <summary> <para>Duplicates the asset at path and stores it at newPath.</para> </summary> <param name="path">Filesystem path of the source asset.</param> <param name="newPath">Filesystem path of the new asset to create.</param> </member> <member name="M:UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,System.String)"> <summary> <para>Creates a new asset at path.</para> </summary> <param name="asset">Object to use in creating the asset.</param> <param name="path">Filesystem path for the new asset.</param> </member> <member name="M:UnityEditor.AssetDatabase.CreateFolder(System.String,System.String)"> <summary> <para>Create a new folder.</para> </summary> <param name="parentFolder">The name of the parent folder.</param> <param name="newFolderName">The name of the new folder.</param> <returns> <para>The GUID of the newly created folder.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.DeleteAsset(System.String)"> <summary> <para>Deletes the asset file at path.</para> </summary> <param name="path">Filesystem path of the asset to be deleted.</param> </member> <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String)"> <summary> <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para> </summary> <param name="assetPathNames"></param> <param name="fileName"></param> <param name="flags"></param> <param name="assetPathName"></param> </member> <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String)"> <summary> <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para> </summary> <param name="assetPathNames"></param> <param name="fileName"></param> <param name="flags"></param> <param name="assetPathName"></param> </member> <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String,UnityEditor.ExportPackageOptions)"> <summary> <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para> </summary> <param name="assetPathNames"></param> <param name="fileName"></param> <param name="flags"></param> <param name="assetPathName"></param> </member> <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String,UnityEditor.ExportPackageOptions)"> <summary> <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para> </summary> <param name="assetPathNames"></param> <param name="fileName"></param> <param name="flags"></param> <param name="assetPathName"></param> </member> <member name="M:UnityEditor.AssetDatabase.FindAssets(System.String)"> <summary> <para>Search the asset database using the search filter string.</para> </summary> <param name="filter">The filter string can contain search data. See below for details about this string.</param> <param name="searchInFolders">The folders where the search will start.</param> <returns> <para>Array of matching asset. Note that GUIDs will be returned.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.FindAssets(System.String,System.String[])"> <summary> <para>Search the asset database using the search filter string.</para> </summary> <param name="filter">The filter string can contain search data. See below for details about this string.</param> <param name="searchInFolders">The folders where the search will start.</param> <returns> <para>Array of matching asset. Note that GUIDs will be returned.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GenerateUniqueAssetPath(System.String)"> <summary> <para>Creates a new unique path for an asset.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetAllAssetBundleNames"> <summary> <para>Return all the AssetBundle names in the asset database.</para> </summary> <returns> <para>Array of asset bundle names.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetBundleDependencies(System.String,System.Boolean)"> <summary> <para>Given an assetBundleName, returns the list of AssetBundles that it depends on.</para> </summary> <param name="assetBundleName">The name of the AssetBundle for which dependencies are required.</param> <param name="recursive">If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input.</param> <returns> <para>The names of all AssetBundles that the input depends on.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetDependencyHash(System.String)"> <summary> <para>Returns the hash of all the dependencies of an asset.</para> </summary> <param name="path">Path to the asset.</param> <returns> <para>Aggregate hash.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetOrScenePath(UnityEngine.Object)"> <summary> <para>Returns the path name relative to the project folder where the asset is stored.</para> </summary> <param name="assetObject"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetPath(System.Int32)"> <summary> <para>Returns the path name relative to the project folder where the asset is stored.</para> </summary> <param name="instanceID">The instance ID of the asset.</param> <param name="assetObject">A reference to the asset.</param> <returns> <para>The asset path name, or null, or an empty string if the asset does not exist.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object)"> <summary> <para>Returns the path name relative to the project folder where the asset is stored.</para> </summary> <param name="instanceID">The instance ID of the asset.</param> <param name="assetObject">A reference to the asset.</param> <returns> <para>The asset path name, or null, or an empty string if the asset does not exist.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetPathFromTextMetaFilePath(System.String)"> <summary> <para>Gets the path to the asset file associated with a text .meta file.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(System.String)"> <summary> <para>Get the paths of the assets which have been marked with the given assetBundle name.</para> </summary> <param name="assetBundleName"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(System.String,System.String)"> <summary> <para>Get the Asset paths for all Assets tagged with assetBundleName and named assetName.</para> </summary> <param name="assetBundleName"></param> <param name="assetName"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetCachedIcon(System.String)"> <summary> <para>Retrieves an icon for the asset at the given asset path.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String)"> <summary> <para>Given a pathName, returns the list of all assets that it depends on.</para> </summary> <param name="pathName">The path to the asset for which dependencies are required.</param> <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param> <returns> <para>The paths of all assets that the input depends on.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String,System.Boolean)"> <summary> <para>Given a pathName, returns the list of all assets that it depends on.</para> </summary> <param name="pathName">The path to the asset for which dependencies are required.</param> <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param> <returns> <para>The paths of all assets that the input depends on.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[])"> <summary> <para>Given an array of pathNames, returns the list of all assets that the input depend on.</para> </summary> <param name="pathNames">The path to the assets for which dependencies are required.</param> <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param> <returns> <para>The paths of all assets that the input depends on.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[],System.Boolean)"> <summary> <para>Given an array of pathNames, returns the list of all assets that the input depend on.</para> </summary> <param name="pathNames">The path to the assets for which dependencies are required.</param> <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param> <returns> <para>The paths of all assets that the input depends on.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetImplicitAssetBundleName(System.String)"> <summary> <para>Returns the name of the AssetBundle that a given asset belongs to.</para> </summary> <param name="assetPath">The asset's path.</param> <returns> <para>Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetImplicitAssetBundleVariantName(System.String)"> <summary> <para>Returns the name of the AssetBundle Variant that a given asset belongs to.</para> </summary> <param name="assetPath">The asset's path.</param> <returns> <para>Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetLabels(UnityEngine.Object)"> <summary> <para>Returns all labels attached to a given asset.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(System.String)"> <summary> <para>Returns the type of the main asset object at assetPath.</para> </summary> <param name="assetPath">Filesystem path of the asset to load.</param> </member> <member name="M:UnityEditor.AssetDatabase.GetSubFolders(System.String)"> <summary> <para>Given an absolute path to a directory, this method will return an array of all it's subdirectories.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.GetTextMetaDataPathFromAssetPath(System.String)"> <summary> <para>Gets the path to the text .meta file associated with an asset.</para> </summary> <param name="path">The path to the asset.</param> <returns> <para>The path to the .meta text file or empty string if the file does not exist.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetTextMetaFilePathFromAssetPath(System.String)"> <summary> <para>Gets the path to the text .meta file associated with an asset.</para> </summary> <param name="path">The path to the asset.</param> <returns> <para>The path to the .meta text file or empty string if the file does not exist.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.GetUnusedAssetBundleNames"> <summary> <para>Return all the unused assetBundle names in the asset database.</para> </summary> </member> <member name="M:UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)"> <summary> <para>Translate a GUID to its current asset path.</para> </summary> <param name="guid"></param> </member> <member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String)"> <summary> <para>Import asset at path.</para> </summary> <param name="path"></param> <param name="options"></param> </member> <member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String,UnityEditor.ImportAssetOptions)"> <summary> <para>Import asset at path.</para> </summary> <param name="path"></param> <param name="options"></param> </member> <member name="M:UnityEditor.AssetDatabase.ImportPackage(System.String,System.Boolean)"> <summary> <para>Imports package at packagePath into the current project.</para> </summary> <param name="packagePath"></param> <param name="interactive"></param> </member> <member name="T:UnityEditor.AssetDatabase.ImportPackageCallback"> <summary> <para>Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback.</para> </summary> <param name="packageName"></param> </member> <member name="T:UnityEditor.AssetDatabase.ImportPackageFailedCallback"> <summary> <para>Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure.</para> </summary> <param name="packageName"></param> <param name="errorMessage"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsForeignAsset(UnityEngine.Object)"> <summary> <para>Is asset a foreign asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsForeignAsset(System.Int32)"> <summary> <para>Is asset a foreign asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsMainAsset(UnityEngine.Object)"> <summary> <para>Is asset a main asset in the project window?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsMainAsset(System.Int32)"> <summary> <para>Is asset a main asset in the project window?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsMainAssetAtPathLoaded(System.String)"> <summary> <para>Returns true if the main asset object at assetPath is loaded in memory.</para> </summary> <param name="assetPath">Filesystem path of the asset to load.</param> </member> <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param> <param name="message">Returns a reason for the asset metadata not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset's metadata is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,System.String&amp;,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param> <param name="message">Returns a reason for the asset metadata not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset's metadata is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object)"> <summary> <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param> <param name="message">Returns a reason for the asset metadata not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset's metadata is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,System.String&amp;)"> <summary> <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param> <param name="message">Returns a reason for the asset metadata not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset's metadata is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsNativeAsset(UnityEngine.Object)"> <summary> <para>Is asset a native asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsNativeAsset(System.Int32)"> <summary> <para>Is asset a native asset?</para> </summary> <param name="obj"></param> <param name="instanceID"></param> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&amp;,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&amp;,UnityEditor.StatusQueryOptions)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&amp;)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&amp;)"> <summary> <para>Query whether an asset file is open for edit in version control.</para> </summary> <param name="assetObject">Object representing the asset whose status you wish to query.</param> <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param> <param name="message">Returns a reason for the asset not being open for edit.</param> <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param> <param name="statusOptions"></param> <returns> <para>True if the asset is considered open for edit by the selected version control system.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.IsSubAsset(UnityEngine.Object)"> <summary> <para>Does the asset form part of another asset?</para> </summary> <param name="obj">The asset Object to query.</param> <param name="instanceID">Instance ID of the asset Object to query.</param> </member> <member name="M:UnityEditor.AssetDatabase.IsSubAsset(System.Int32)"> <summary> <para>Does the asset form part of another asset?</para> </summary> <param name="obj">The asset Object to query.</param> <param name="instanceID">Instance ID of the asset Object to query.</param> </member> <member name="M:UnityEditor.AssetDatabase.IsValidFolder(System.String)"> <summary> <para>Given an absolute path to a folder, returns true if it exists, false otherwise.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(System.String)"> <summary> <para>Returns all asset representations at assetPath.</para> </summary> <param name="assetPath"></param> </member> <member name="M:UnityEditor.AssetDatabase.LoadAllAssetsAtPath(System.String)"> <summary> <para>Returns an array of all asset objects at assetPath.</para> </summary> <param name="assetPath">Filesystem path to the asset.</param> </member> <member name="M:UnityEditor.AssetDatabase.LoadAssetAtPath(System.String,System.Type)"> <summary> <para>Returns the first asset object of type type at given path assetPath.</para> </summary> <param name="assetPath">Path of the asset to load.</param> <param name="type">Data type of the asset.</param> <returns> <para>The asset matching the parameters.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.LoadMainAssetAtPath(System.String)"> <summary> <para>Returns the main asset object at assetPath.</para> </summary> <param name="assetPath">Filesystem path of the asset to load.</param> </member> <member name="M:UnityEditor.AssetDatabase.MoveAsset(System.String,System.String)"> <summary> <para>Move an asset file from one folder to another.</para> </summary> <param name="oldPath">The path where the asset currently resides.</param> <param name="newPath">The path which the asset should be moved to.</param> <returns> <para>An empty string if the asset has been successfully moved, otherwise an error message.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.MoveAssetToTrash(System.String)"> <summary> <para>Moves the asset at path to the trash.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32)"> <summary> <para>Opens the asset with associated application.</para> </summary> <param name="instanceID"></param> <param name="lineNumber"></param> <param name="target"></param> </member> <member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)"> <summary> <para>Opens the asset with associated application.</para> </summary> <param name="instanceID"></param> <param name="lineNumber"></param> <param name="target"></param> </member> <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object)"> <summary> <para>Opens the asset with associated application.</para> </summary> <param name="instanceID"></param> <param name="lineNumber"></param> <param name="target"></param> </member> <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object,System.Int32)"> <summary> <para>Opens the asset with associated application.</para> </summary> <param name="instanceID"></param> <param name="lineNumber"></param> <param name="target"></param> </member> <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object[])"> <summary> <para>Opens the asset(s) with associated application(s).</para> </summary> <param name="objects"></param> </member> <member name="M:UnityEditor.AssetDatabase.Refresh()"> <summary> <para>Import any changed assets.</para> </summary> <param name="options"></param> </member> <member name="M:UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions)"> <summary> <para>Import any changed assets.</para> </summary> <param name="options"></param> </member> <member name="M:UnityEditor.AssetDatabase.RemoveAssetBundleName(System.String,System.Boolean)"> <summary> <para>Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use.</para> </summary> <param name="assetBundleName">The assetBundle name you want to remove.</param> <param name="forceRemove">Flag to indicate if you want to remove the assetBundle name even it's in use.</param> </member> <member name="M:UnityEditor.AssetDatabase.RemoveUnusedAssetBundleNames"> <summary> <para>Remove all the unused assetBundle names in the asset database.</para> </summary> </member> <member name="M:UnityEditor.AssetDatabase.RenameAsset(System.String,System.String)"> <summary> <para>Rename an asset file.</para> </summary> <param name="pathName">The path where the asset currently resides.</param> <param name="newName">The new name which should be given to the asset.</param> <returns> <para>An empty string, if the asset has been successfully renamed, otherwise an error message.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.SaveAssets"> <summary> <para>Writes all unsaved asset changes to disk.</para> </summary> </member> <member name="M:UnityEditor.AssetDatabase.SetLabels(UnityEngine.Object,System.String[])"> <summary> <para>Replaces that list of labels on an asset.</para> </summary> <param name="obj"></param> <param name="labels"></param> </member> <member name="M:UnityEditor.AssetDatabase.SetMainObject(UnityEngine.Object,System.String)"> <summary> <para>Specifies which object in the asset file should become the main object after the next import.</para> </summary> <param name="mainObject">The object to become the main object.</param> <param name="assetPath">Path to the asset file.</param> </member> <member name="M:UnityEditor.AssetDatabase.StartAssetEditing"> <summary> <para>Begin Asset importing. This lets you group several asset imports together into one larger import.</para> </summary> </member> <member name="M:UnityEditor.AssetDatabase.StopAssetEditing"> <summary> <para>Stop Asset importing. This lets you group several asset imports together into one larger import.</para> </summary> </member> <member name="M:UnityEditor.AssetDatabase.ValidateMoveAsset(System.String,System.String)"> <summary> <para>Checks if an asset file can be moved from one folder to another. (Without actually moving the file).</para> </summary> <param name="oldPath">The path where the asset currently resides.</param> <param name="newPath">The path which the asset should be moved to.</param> <returns> <para>An empty string if the asset can be moved, otherwise an error message.</para> </returns> </member> <member name="M:UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(System.String)"> <summary> <para>Writes the import settings to disk.</para> </summary> <param name="path"></param> </member> <member name="T:UnityEditor.AssetDeleteResult"> <summary> <para>Result of Asset delete operation</para> </summary> </member> <member name="F:UnityEditor.AssetDeleteResult.DidDelete"> <summary> <para>Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file.</para> </summary> </member> <member name="F:UnityEditor.AssetDeleteResult.DidNotDelete"> <summary> <para>Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation.</para> </summary> </member> <member name="F:UnityEditor.AssetDeleteResult.FailedDelete"> <summary> <para>Tells Unity that the file cannot be deleted and Unity should leave it alone.</para> </summary> </member> <member name="T:UnityEditor.AssetImporter"> <summary> <para>Base class from which asset importers for specific asset types derive.</para> </summary> </member> <member name="P:UnityEditor.AssetImporter.assetBundleName"> <summary> <para>Get or set the AssetBundle name.</para> </summary> </member> <member name="P:UnityEditor.AssetImporter.assetBundleVariant"> <summary> <para>Get or set the AssetBundle variant.</para> </summary> </member> <member name="P:UnityEditor.AssetImporter.assetPath"> <summary> <para>The path name of the asset for this importer. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.AssetImporter.userData"> <summary> <para>Get or set any user data.</para> </summary> </member> <member name="M:UnityEditor.AssetImporter.GetAtPath(System.String)"> <summary> <para>Retrieves the asset importer for the asset at path.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.AssetImporter.SaveAndReimport"> <summary> <para>Save asset importer settings if asset importer is dirty.</para> </summary> </member> <member name="M:UnityEditor.AssetImporter.SetAssetBundleNameAndVariant(System.String,System.String)"> <summary> <para>Set the AssetBundle name and variant.</para> </summary> <param name="assetBundleName">AssetBundle name.</param> <param name="assetBundleVariant">AssetBundle variant.</param> </member> <member name="T:UnityEditor.AssetModificationProcessor"> <summary> <para>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</para> </summary> </member> <member name="T:UnityEditor.AssetMoveResult"> <summary> <para>Result of Asset move</para> </summary> </member> <member name="F:UnityEditor.AssetMoveResult.DidMove"> <summary> <para>Tells the internal implementation that the script moved the asset physically on disk.</para> </summary> </member> <member name="F:UnityEditor.AssetMoveResult.DidNotMove"> <summary> <para>Tells the internal implementation that the asset was not moved physically on disk by the script.</para> </summary> </member> <member name="F:UnityEditor.AssetMoveResult.FailedMove"> <summary> <para>Tells the internal implementation that the script could not move the assets.</para> </summary> </member> <member name="T:UnityEditor.AssetPostprocessor"> <summary> <para>AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.</para> </summary> </member> <member name="P:UnityEditor.AssetPostprocessor.assetImporter"> <summary> <para>Reference to the asset importer.</para> </summary> </member> <member name="P:UnityEditor.AssetPostprocessor.assetPath"> <summary> <para>The path name of the asset being imported.</para> </summary> </member> <member name="M:UnityEditor.AssetPostprocessor.GetPostprocessOrder"> <summary> <para>Override the order in which importers are processed.</para> </summary> </member> <member name="M:UnityEditor.AssetPostprocessor.GetVersion"> <summary> <para>Returns the version of the asset postprocessor.</para> </summary> </member> <member name="M:UnityEditor.AssetPostprocessor.LogError(System.String)"> <summary> <para>Logs an import error message to the console.</para> </summary> <param name="warning"></param> <param name="context"></param> </member> <member name="M:UnityEditor.AssetPostprocessor.LogError(System.String,UnityEngine.Object)"> <summary> <para>Logs an import error message to the console.</para> </summary> <param name="warning"></param> <param name="context"></param> </member> <member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String)"> <summary> <para>Logs an import warning to the console.</para> </summary> <param name="warning"></param> <param name="context"></param> </member> <member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String,UnityEngine.Object)"> <summary> <para>Logs an import warning to the console.</para> </summary> <param name="warning"></param> <param name="context"></param> </member> <member name="T:UnityEditor.AssetPreview"> <summary> <para>Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize].</para> </summary> </member> <member name="M:UnityEditor.AssetPreview.GetAssetPreview(UnityEngine.Object)"> <summary> <para>Returns a preview texture for an asset.</para> </summary> <param name="asset"></param> </member> <member name="M:UnityEditor.AssetPreview.GetAssetPreview"> <summary> <para>Returns a preview texture for an instanceID of an asset.</para> </summary> </member> <member name="M:UnityEditor.AssetPreview.GetMiniThumbnail(UnityEngine.Object)"> <summary> <para>Returns the thumbnail for an object (like the ones you see in the project view).</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(System.Type)"> <summary> <para>Returns the thumbnail for the type.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail"> <summary> <para>Returns the thumbnail for the object's type.</para> </summary> </member> <member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32)"> <summary> <para>Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish.</para> </summary> <param name="instanceID">InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview().</param> </member> <member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews"> <summary> <para>Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting.</para> </summary> </member> <member name="M:UnityEditor.AssetPreview.SetPreviewTextureCacheSize(System.Int32)"> <summary> <para>Set the asset preview cache to a size that can hold all visible previews on the screen at once.</para> </summary> <param name="size">The number of previews that can be loaded into the cache before the least used previews are being unloaded.</param> </member> <member name="T:UnityEditor.AudioCurveRendering"> <summary> <para>Antialiased curve rendering functionality used by audio tools in the editor.</para> </summary> </member> <member name="T:UnityEditor.AudioCurveRendering.AudioCurveAndColorEvaluator"> <summary> <para>Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point.</para> </summary> <param name="x">Normalized x-position in the range [0; 1] at which the curve should be evaluated.</param> <param name="col">Color of the curve at the evaluated point.</param> </member> <member name="T:UnityEditor.AudioCurveRendering.AudioCurveEvaluator"> <summary> <para>Curve evaluation function used to evaluate the curve y-value and at the specified point.</para> </summary> <param name="x">Normalized x-position in the range [0; 1] at which the curve should be evaluated.</param> </member> <member name="T:UnityEditor.AudioCurveRendering.AudioMinMaxCurveAndColorEvaluator"> <summary> <para>Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated.</para> </summary> <param name="x">Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated.</param> <param name="col">Color of the curve at the specified evaluation point.</param> <param name="minValue">Returned value of the minimum curve. Clamped to [-1; 1].</param> <param name="maxValue">Returned value of the maximum curve. Clamped to [-1; 1].</param> </member> <member name="M:UnityEditor.AudioCurveRendering.DrawCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveEvaluator,UnityEngine.Color)"> <summary> <para>Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument.</para> </summary> <param name="r">Rectangle determining the size of the graph.</param> <param name="eval">Curve evaluation function.</param> <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param> </member> <member name="M:UnityEditor.AudioCurveRendering.DrawFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveEvaluator,UnityEngine.Color)"> <summary> <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.</para> </summary> <param name="r">Rectangle determining the size of the graph.</param> <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param> <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param> </member> <member name="M:UnityEditor.AudioCurveRendering.DrawFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveAndColorEvaluator)"> <summary> <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.</para> </summary> <param name="r">Rectangle determining the size of the graph.</param> <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param> <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param> </member> <member name="M:UnityEditor.AudioCurveRendering.DrawMinMaxFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioMinMaxCurveAndColorEvaluator)"> <summary> <para>Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges.</para> </summary> <param name="r">Rectangle determining the size of the graph.</param> <param name="eval">Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param> </member> <member name="M:UnityEditor.AudioCurveRendering.DrawSymmetricFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveAndColorEvaluator)"> <summary> <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals.</para> </summary> <param name="r">Rectangle determining the size of the graph.</param> <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param> </member> <member name="T:UnityEditor.AudioImporter"> <summary> <para>Audio importer lets you modify AudioClip import settings from editor scripts.</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.ambisonic"> <summary> <para>When this flag is set, the audio clip will be treated as being ambisonic.</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.compressionBitrate"> <summary> <para>Compression bitrate.</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.defaultSampleSettings"> <summary> <para>The default sample settings for the AudioClip importer.</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.forceToMono"> <summary> <para>Force this clip to mono?</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.loadInBackground"> <summary> <para>Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread.</para> </summary> </member> <member name="P:UnityEditor.AudioImporter.preloadAudioData"> <summary> <para>Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.</para> </summary> </member> <member name="M:UnityEditor.AudioImporter.ClearSampleSettingOverride(System.String)"> <summary> <para>Clears the sample settings override for the given platform.</para> </summary> <param name="platform">The platform to clear the overrides for.</param> <returns> <para>Returns true if any overrides were actually cleared.</para> </returns> </member> <member name="M:UnityEditor.AudioImporter.ContainsSampleSettingsOverride(System.String)"> <summary> <para>Returns whether a given build target has its sample settings currently overridden.</para> </summary> <param name="platform">The platform to query if this AudioImporter has an override for.</param> <returns> <para>Returns true if the platform is currently overriden in this AudioImporter.</para> </returns> </member> <member name="M:UnityEditor.AudioImporter.GetOverrideSampleSettings(System.String)"> <summary> <para>Return the current override settings for the given platform.</para> </summary> <param name="platform">The platform to get the override settings for.</param> <returns> <para>The override sample settings for the given platform.</para> </returns> </member> <member name="M:UnityEditor.AudioImporter.SetOverrideSampleSettings(System.String,UnityEditor.AudioImporterSampleSettings)"> <summary> <para>Sets the override sample settings for the given platform.</para> </summary> <param name="platform">The platform which will have the sample settings overridden.</param> <param name="settings">The override settings for the given platform.</param> <returns> <para>Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered.</para> </returns> </member> <member name="T:UnityEditor.AudioImporterSampleSettings"> <summary> <para>This structure contains a collection of settings used to define how an AudioClip should be imported. This structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene.</para> </summary> </member> <member name="F:UnityEditor.AudioImporterSampleSettings.compressionFormat"> <summary> <para>CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics.</para> </summary> </member> <member name="F:UnityEditor.AudioImporterSampleSettings.loadType"> <summary> <para>LoadType defines how the imported AudioClip data should be loaded.</para> </summary> </member> <member name="F:UnityEditor.AudioImporterSampleSettings.quality"> <summary> <para>Audio compression quality (0-1) Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes.</para> </summary> </member> <member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateOverride"> <summary> <para>Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate.</para> </summary> </member> <member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateSetting"> <summary> <para>Defines how the sample rate is modified (if at all) of the importer audio file.</para> </summary> </member> <member name="T:UnityEditor.AudioSampleRateSetting"> <summary> <para>The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import.</para> </summary> </member> <member name="F:UnityEditor.AudioSampleRateSetting.OptimizeSampleRate"> <summary> <para>Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality.</para> </summary> </member> <member name="F:UnityEditor.AudioSampleRateSetting.OverrideSampleRate"> <summary> <para>Override the sample rate of the imported audio file with a custom value.</para> </summary> </member> <member name="F:UnityEditor.AudioSampleRateSetting.PreserveSampleRate"> <summary> <para>Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip.</para> </summary> </member> <member name="T:UnityEditor.BaseHierarchySort"> <summary> <para>The base class used to create new sorting.</para> </summary> </member> <member name="P:UnityEditor.BaseHierarchySort.content"> <summary> <para>The content to display to quickly identify the hierarchy's mode.</para> </summary> </member> <member name="M:UnityEditor.BaseHierarchySort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>The sorting method used to determine the order of GameObjects.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="T:UnityEditor.Build.BuildFailedException"> <summary> <para>An exception class that represents a failed build.</para> </summary> </member> <member name="M:UnityEditor.Build.BuildFailedException.#ctor(System.String)"> <summary> <para>Constructs a BuildFailedException object.</para> </summary> <param name="message">A string of text describing the error that caused the build to fail.</param> <param name="innerException">The exception that caused the build to fail.</param> </member> <member name="M:UnityEditor.Build.BuildFailedException.#ctor(System.Exception)"> <summary> <para>Constructs a BuildFailedException object.</para> </summary> <param name="message">A string of text describing the error that caused the build to fail.</param> <param name="innerException">The exception that caused the build to fail.</param> </member> <member name="?:UnityEditor.Build.IActiveBuildTargetChanged"> <summary> <para>Implement this interface to receive a callback after the active build platform has changed.</para> </summary> </member> <member name="M:UnityEditor.Build.IActiveBuildTargetChanged.OnActiveBuildTargetChanged(UnityEditor.BuildTarget,UnityEditor.BuildTarget)"> <summary> <para>This function is called automatically when the active build platform has changed.</para> </summary> <param name="previousTarget">The build target before the change.</param> <param name="newTarget">The new active build target.</param> </member> <member name="?:UnityEditor.Build.IOrderedCallback"> <summary> <para>Interface that provides control over callback order.</para> </summary> </member> <member name="P:UnityEditor.Build.IOrderedCallback.callbackOrder"> <summary> <para>Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values.</para> </summary> </member> <member name="?:UnityEditor.Build.IPostprocessBuild"> <summary> <para>Implement this interface to receive a callback after the build is complete.</para> </summary> </member> <member name="M:UnityEditor.Build.IPostprocessBuild.OnPostprocessBuild(UnityEditor.BuildTarget,System.String)"> <summary> <para>Implement this function to receive a callback after the build is complete.</para> </summary> <param name="target"></param> <param name="path"></param> </member> <member name="?:UnityEditor.Build.IPreprocessBuild"> <summary> <para>Implement this interface to receive a callback before the build is started.</para> </summary> </member> <member name="M:UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget,System.String)"> <summary> <para>Implement this function to receive a callback before the build is started.</para> </summary> <param name="target"></param> <param name="path"></param> </member> <member name="?:UnityEditor.Build.IProcessScene"> <summary> <para>Implement this interface to receive a callback for each Scene during the build.</para> </summary> </member> <member name="M:UnityEditor.Build.IProcessScene.OnProcessScene(UnityEngine.SceneManagement.Scene)"> <summary> <para>Implement this function to receive a callback for each Scene during the build.</para> </summary> <param name="scene">The current Scene being processed.</param> </member> <member name="T:UnityEditor.BuildAssetBundleOptions"> <summary> <para>Asset Bundle building options.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.AppendHashToAssetBundleName"> <summary> <para>Append the hash to the assetBundle name.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.ChunkBasedCompression"> <summary> <para>Use chunk-based LZ4 compression when creating the AssetBundle.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.CollectDependencies"> <summary> <para>Includes all dependencies.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.CompleteAssets"> <summary> <para>Forces inclusion of the entire asset.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.DeterministicAssetBundle"> <summary> <para>Builds an asset bundle using a hash for the id of the object stored in the asset bundle.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.DisableLoadAssetByFileName"> <summary> <para>Disables Asset Bundle LoadAsset by file name.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension"> <summary> <para>Disables Asset Bundle LoadAsset by file name with extension.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.DisableWriteTypeTree"> <summary> <para>Do not include type information within the AssetBundle.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.DryRunBuild"> <summary> <para>Do a dry run build.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.ForceRebuildAssetBundle"> <summary> <para>Force rebuild the assetBundles.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.IgnoreTypeTreeChanges"> <summary> <para>Ignore the type tree changes when doing the incremental build check.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.None"> <summary> <para>Build assetBundle without any special option.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.StrictMode"> <summary> <para>Do not allow the build to succeed if any errors are reporting during it.</para> </summary> </member> <member name="F:UnityEditor.BuildAssetBundleOptions.UncompressedAssetBundle"> <summary> <para>Don't compress the data when creating the asset bundle.</para> </summary> </member> <member name="T:UnityEditor.BuildOptions"> <summary> <para>Building options. Multiple options can be combined together.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.AcceptExternalModificationsToPlayer"> <summary> <para>Used when building Xcode (iOS) or Eclipse (Android) projects.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.AllowDebugging"> <summary> <para>Allow script debuggers to attach to the player remotely.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.AutoRunPlayer"> <summary> <para>Run the built player.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.BuildAdditionalStreamedScenes"> <summary> <para>Build a compressed asset bundle that contains streamed scenes loadable with the WWW class.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.BuildScriptsOnly"> <summary> <para>Build only the scripts of a project.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.CompressWithLz4"> <summary> <para>Use chunk-based Lz4 compression when building the Player.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.ConnectToHost"> <summary> <para>Sets the Player to connect to the Editor.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.ConnectWithProfiler"> <summary> <para>Start the player with a connection to the profiler in the editor.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.Development"> <summary> <para>Build a development version of the player.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.EnableHeadlessMode"> <summary> <para>Build headless Linux standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.ForceEnableAssertions"> <summary> <para>Include assertions in the build. By default, the assertions are only included in development builds.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.ForceOptimizeScriptCompilation"> <summary> <para>Force full optimizations for script complilation in Development builds.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.None"> <summary> <para>Perform the specified build without any special settings or extra tasks.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.ShowBuiltPlayer"> <summary> <para>Show the built player.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.StrictMode"> <summary> <para>Do not allow the build to succeed if any errors are reporting during it.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.SymlinkLibraries"> <summary> <para>Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time).</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.UncompressedAssetBundle"> <summary> <para>Don't compress the data when creating the asset bundle.</para> </summary> </member> <member name="F:UnityEditor.BuildOptions.WebPlayerOfflineDeployment"> <summary> <para>Copy UnityObject.js alongside Web Player so it wouldn't have to be downloaded from internet.</para> </summary> </member> <member name="T:UnityEditor.BuildPipeline"> <summary> <para>Lets you programmatically build players or AssetBundles which can be loaded from the web.</para> </summary> </member> <member name="P:UnityEditor.BuildPipeline.isBuildingPlayer"> <summary> <para>Is a player currently being built?</para> </summary> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&amp;,UnityEditor.BuildAssetBundleOptions)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&amp;)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&amp;,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Builds an asset bundle.</para> </summary> <param name="mainAsset">Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.</param> <param name="assets">An array of assets to write into the bundle.</param> <param name="pathName">The filename where to write the compressed asset bundle.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform to build the bundle for.</param> <param name="crc">The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&amp;,UnityEditor.BuildAssetBundleOptions)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&amp;)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&amp;,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Builds an asset bundle, with custom names for the assets.</para> </summary> <param name="assets">A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.</param> <param name="assetNames">An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.</param> <param name="pathName">The location where the compressed asset bundle will be written to.</param> <param name="assetBundleOptions">Automatically include dependencies or always include complete assets instead of just the exact referenced objects.</param> <param name="targetPlatform">The platform where the asset bundle will be used.</param> <param name="crc">An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.)</param> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Build all AssetBundles specified in the editor.</para> </summary> <param name="outputPath">Output path for the AssetBundles.</param> <param name="assetBundleOptions">AssetBundle building options.</param> <param name="targetPlatform">Chosen target build platform.</param> <returns> <para>The manifest listing all AssetBundles included in this build.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)"> <summary> <para>Build AssetBundles from a building map.</para> </summary> <param name="outputPath">Output path for the AssetBundles.</param> <param name="builds">AssetBundle building map.</param> <param name="assetBundleOptions">AssetBundle building options.</param> <param name="targetPlatform">Target build platform.</param> <returns> <para>The manifest listing all AssetBundles included in this build.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildPlayer(UnityEditor.BuildPlayerOptions)"> <summary> <para>Builds a player.</para> </summary> <param name="buildPlayerOptions">Provide various options to control the behavior of BuildPipeline.BuildPlayer.</param> <returns> <para>An error message if an error occurred.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildPlayer(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)"> <summary> <para>Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.</para> </summary> <param name="levels">The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).</param> <param name="locationPathName">The path where the application will be built.</param> <param name="target">The BuildTarget to build.</param> <param name="options">Additional BuildOptions, like whether to run the built player.</param> <returns> <para>An error message if an error occurred.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildPlayer(UnityEditor.EditorBuildSettingsScene[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)"> <summary> <para>Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.</para> </summary> <param name="levels">The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).</param> <param name="locationPathName">The path where the application will be built.</param> <param name="target">The BuildTarget to build.</param> <param name="options">Additional BuildOptions, like whether to run the built player.</param> <returns> <para>An error message if an error occurred.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget)"> <summary> <para>Builds one or more scenes and all their dependencies into a compressed asset bundle.</para> </summary> <param name="levels">Pathnames of levels to include in the asset bundle.</param> <param name="locationPath">Pathname for the output asset bundle.</param> <param name="target">Runtime platform on which the asset bundle will be used.</param> <param name="crc">Output parameter to receive CRC checksum of generated assetbundle.</param> <param name="options">Build options. See BuildOptions for possible values.</param> <returns> <para>String with an error message, empty on success.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&amp;)"> <summary> <para>Builds one or more scenes and all their dependencies into a compressed asset bundle.</para> </summary> <param name="levels">Pathnames of levels to include in the asset bundle.</param> <param name="locationPath">Pathname for the output asset bundle.</param> <param name="target">Runtime platform on which the asset bundle will be used.</param> <param name="crc">Output parameter to receive CRC checksum of generated assetbundle.</param> <param name="options">Build options. See BuildOptions for possible values.</param> <returns> <para>String with an error message, empty on success.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)"> <summary> <para>Builds one or more scenes and all their dependencies into a compressed asset bundle.</para> </summary> <param name="levels">Pathnames of levels to include in the asset bundle.</param> <param name="locationPath">Pathname for the output asset bundle.</param> <param name="target">Runtime platform on which the asset bundle will be used.</param> <param name="crc">Output parameter to receive CRC checksum of generated assetbundle.</param> <param name="options">Build options. See BuildOptions for possible values.</param> <returns> <para>String with an error message, empty on success.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&amp;,UnityEditor.BuildOptions)"> <summary> <para>Builds one or more scenes and all their dependencies into a compressed asset bundle.</para> </summary> <param name="levels">Pathnames of levels to include in the asset bundle.</param> <param name="locationPath">Pathname for the output asset bundle.</param> <param name="target">Runtime platform on which the asset bundle will be used.</param> <param name="crc">Output parameter to receive CRC checksum of generated assetbundle.</param> <param name="options">Build options. See BuildOptions for possible values.</param> <returns> <para>String with an error message, empty on success.</para> </returns> </member> <member name="M:UnityEditor.BuildPipeline.GetCRCForAssetBundle(System.String,System.UInt32&amp;)"> <summary> <para>Extract the crc checksum for the given AssetBundle.</para> </summary> <param name="targetPath"></param> <param name="crc"></param> </member> <member name="M:UnityEditor.BuildPipeline.GetHashForAssetBundle(System.String,UnityEngine.Hash128&amp;)"> <summary> <para>Extract the hash for the given AssetBundle.</para> </summary> <param name="targetPath"></param> <param name="hash"></param> </member> <member name="M:UnityEditor.BuildPipeline.PopAssetDependencies"> <summary> <para>Lets you manage cross-references and dependencies between different asset bundles and player builds.</para> </summary> </member> <member name="M:UnityEditor.BuildPipeline.PushAssetDependencies"> <summary> <para>Lets you manage cross-references and dependencies between different asset bundles and player builds.</para> </summary> </member> <member name="T:UnityEditor.BuildPlayerOptions"> <summary> <para>Provide various options to control the behavior of BuildPipeline.BuildPlayer.</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.assetBundleManifestPath"> <summary> <para>The path to an manifest file describing all of the asset bundles used in the build (optional).</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.locationPathName"> <summary> <para>The path where the application will be built.</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.options"> <summary> <para>Additional BuildOptions, like whether to run the built player.</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.scenes"> <summary> <para>The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.target"> <summary> <para>The BuildTarget to build.</para> </summary> </member> <member name="P:UnityEditor.BuildPlayerOptions.targetGroup"> <summary> <para>The BuildTargetGroup to build.</para> </summary> </member> <member name="T:UnityEditor.BuildPlayerWindow"> <summary> <para>The default build settings window.</para> </summary> </member> <member name="T:UnityEditor.BuildPlayerWindow.BuildMethodException"> <summary> <para>Exceptions used to indicate abort or failure in the callbacks registered via BuildPlayerWindow.RegisterBuildPlayerHandler and BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler.</para> </summary> </member> <member name="M:UnityEditor.BuildPlayerWindow.BuildMethodException.#ctor"> <summary> <para>Create a new BuildMethodException.</para> </summary> <param name="message">Display this message as an error in the editor log.</param> </member> <member name="M:UnityEditor.BuildPlayerWindow.BuildMethodException.#ctor(System.String)"> <summary> <para>Create a new BuildMethodException.</para> </summary> <param name="message">Display this message as an error in the editor log.</param> </member> <member name="T:UnityEditor.BuildPlayerWindow.DefaultBuildMethods"> <summary> <para>Default build methods for the BuildPlayerWindow.</para> </summary> </member> <member name="M:UnityEditor.BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(UnityEditor.BuildPlayerOptions)"> <summary> <para>The built-in, default handler for executing a player build. Can be used to provide default functionality in a custom build player window.</para> </summary> <param name="options">The options to build with.</param> </member> <member name="M:UnityEditor.BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(UnityEditor.BuildPlayerOptions)"> <summary> <para>The built-in, default handler for calculating build player options. Can be used to provide default functionality in a custom build player window.</para> </summary> <param name="defaultBuildPlayerOptions">Default options.</param> <returns> <para>The calculated BuildPlayerOptions.</para> </returns> </member> <member name="M:UnityEditor.BuildPlayerWindow.RegisterBuildPlayerHandler(System.Action`1&lt;UnityEditor.BuildPlayerOptions&gt;)"> <summary> <para>Register a delegate to intercept or override the build process executed with the "Build" and "Build and Run" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer.</para> </summary> <param name="func">Delegate System.Action that takes a BuildPipeline.BuildPlayerOptions parameter.</param> </member> <member name="M:UnityEditor.BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(System.Func`2&lt;UnityEditor.BuildPlayerOptions,UnityEditor.BuildPlayerOptions&gt;)"> <summary> <para>Register a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions.</para> </summary> <param name="func">Delegate System.Func that takes a BuildPlayerOptions parameter. The value passed into the delegate will represent default options. The return value will be passed to the default build player handler, or to a custom handler set with BuildPlayerWindow.RegisterBuildPlayerHandler.</param> </member> <member name="M:UnityEditor.BuildPlayerWindow.ShowBuildPlayerWindow"> <summary> <para>Open the build settings window.</para> </summary> </member> <member name="T:UnityEditor.BuildTarget"> <summary> <para>Target build platform.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.iOS"> <summary> <para>Build an iOS player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.iPhone"> <summary> <para>OBSOLETE: Use iOS. Build an iOS player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.tvOS"> <summary> <para>Build to Apple's tvOS platform.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.Android"> <summary> <para>Build an Android .apk standalone app.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.N3DS"> <summary> <para>Build to Nintendo 3DS platform.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.PS4"> <summary> <para>Build a PS4 Standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.PSP2"> <summary> <para>Build a PS Vita Standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.SamsungTV"> <summary> <para>Build to Samsung Smart TV platform.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneLinux"> <summary> <para>Build a Linux standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneLinux64"> <summary> <para>Build a Linux 64-bit standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneLinuxUniversal"> <summary> <para>Build a Linux universal standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneOSXIntel"> <summary> <para>Build a macOS standalone (Intel only).</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneOSXIntel64"> <summary> <para>Build a macOS Intel 64-bit standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneOSXUniversal"> <summary> <para>Build a universal macOS standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneWindows"> <summary> <para>Build a Windows standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.StandaloneWindows64"> <summary> <para>Build a Windows 64-bit standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.Switch"> <summary> <para>Build a Nintendo Switch player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.Tizen"> <summary> <para>Build a Tizen player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.WebGL"> <summary> <para>WebGL.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.WebPlayer"> <summary> <para>Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.)</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.WebPlayerStreamed"> <summary> <para>Build a streamed web player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.WiiU"> <summary> <para>Build a Wii U standalone.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.WSAPlayer"> <summary> <para>Build an Windows Store Apps player.</para> </summary> </member> <member name="F:UnityEditor.BuildTarget.XboxOne"> <summary> <para>Build a Xbox One Standalone.</para> </summary> </member> <member name="T:UnityEditor.BuildTargetGroup"> <summary> <para>Build target group.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.iOS"> <summary> <para>Apple iOS target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.iPhone"> <summary> <para>OBSOLETE: Use iOS. Apple iOS target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.tvOS"> <summary> <para>Apple's tvOS target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Android"> <summary> <para>Android target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Facebook"> <summary> <para>Facebook target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.N3DS"> <summary> <para>Nintendo 3DS target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.PS4"> <summary> <para>Sony Playstation 4 target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.PSP2"> <summary> <para>Sony PS Vita target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.SamsungTV"> <summary> <para>Samsung Smart TV target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Standalone"> <summary> <para>Mac/PC standalone target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Switch"> <summary> <para>Nintendo Switch target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Tizen"> <summary> <para>Samsung Tizen target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.Unknown"> <summary> <para>Unknown target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.WebGL"> <summary> <para>WebGL.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.WebPlayer"> <summary> <para>Mac/PC webplayer target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.WiiU"> <summary> <para>Nintendo Wii U target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.WSA"> <summary> <para>Windows Store Apps target.</para> </summary> </member> <member name="F:UnityEditor.BuildTargetGroup.XboxOne"> <summary> <para>Microsoft Xbox One target.</para> </summary> </member> <member name="T:UnityEditor.CallbackOrderAttribute"> <summary> <para>Base class for Attributes that require a callback index.</para> </summary> </member> <member name="T:UnityEditor.Callbacks.DidReloadScripts"> <summary> <para>Add this attribute to a method to get a notification after scripts have been reloaded.</para> </summary> </member> <member name="M:UnityEditor.Callbacks.DidReloadScripts.#ctor"> <summary> <para>DidReloadScripts attribute.</para> </summary> <param name="callbackOrder">Order in which separate attributes will be processed.</param> </member> <member name="M:UnityEditor.Callbacks.DidReloadScripts.#ctor(System.Int32)"> <summary> <para>DidReloadScripts attribute.</para> </summary> <param name="callbackOrder">Order in which separate attributes will be processed.</param> </member> <member name="T:UnityEditor.Callbacks.OnOpenAssetAttribute"> <summary> <para>Callback attribute for opening an asset in Unity (e.g the callback is fired when double clicking an asset in the Project Browser).</para> </summary> </member> <member name="T:UnityEditor.Callbacks.PostProcessBuildAttribute"> <summary> <para>Add this attribute to a method to get a notification just after building the player.</para> </summary> </member> <member name="T:UnityEditor.Callbacks.PostProcessSceneAttribute"> <summary> <para>Add this attribute to a method to get a notification just after building the scene.</para> </summary> </member> <member name="T:UnityEditor.CanEditMultipleObjects"> <summary> <para>Attribute used to make a custom editor support multi-object editing.</para> </summary> </member> <member name="T:UnityEditor.ClipAnimationInfoCurve"> <summary> <para>Stores a curve and its name that will be used to create additionnal curves during the import process.</para> </summary> </member> <member name="F:UnityEditor.ClipAnimationInfoCurve.curve"> <summary> <para>The animation curve.</para> </summary> </member> <member name="F:UnityEditor.ClipAnimationInfoCurve.name"> <summary> <para>The name of the animation curve.</para> </summary> </member> <member name="T:UnityEditor.ClipAnimationMaskType"> <summary> <para>AnimationClip mask options for ModelImporterClipAnimation.</para> </summary> </member> <member name="F:UnityEditor.ClipAnimationMaskType.CopyFromOther"> <summary> <para>Use a mask from your project to specify which transforms animation should be imported.</para> </summary> </member> <member name="F:UnityEditor.ClipAnimationMaskType.CreateFromThisModel"> <summary> <para>A mask containing all the transform in the file will be created internally.</para> </summary> </member> <member name="F:UnityEditor.ClipAnimationMaskType.None"> <summary> <para>No Mask. All the animation will be imported.</para> </summary> </member> <member name="T:UnityEditor.ColorPickerHDRConfig"> <summary> <para>Used as input to ColorField to configure the HDR color ranges in the ColorPicker.</para> </summary> </member> <member name="F:UnityEditor.ColorPickerHDRConfig.maxBrightness"> <summary> <para>Maximum allowed color component value when using the ColorPicker.</para> </summary> </member> <member name="F:UnityEditor.ColorPickerHDRConfig.maxExposureValue"> <summary> <para>Maximum exposure value allowed in the Color Picker.</para> </summary> </member> <member name="F:UnityEditor.ColorPickerHDRConfig.minBrightness"> <summary> <para>Minimum allowed color component value when using the ColorPicker.</para> </summary> </member> <member name="F:UnityEditor.ColorPickerHDRConfig.minExposureValue"> <summary> <para>Minimum exposure value allowed in the Color Picker.</para> </summary> </member> <member name="M:UnityEditor.ColorPickerHDRConfig.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para></para> </summary> <param name="minBrightness">Minimum brightness value allowed when using the Color Picker.</param> <param name="maxBrightness">Maximum brightness value allowed when using the Color Picker.</param> <param name="minExposureValue">Minimum exposure value used in the tonemapping section of the Color Picker.</param> <param name="maxExposureValue">Maximum exposure value used in the tonemapping section of the Color Picker.</param> </member> <member name="T:UnityEditor.CrashReporting.CrashReportingSettings"> <summary> <para>Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used.</para> </summary> </member> <member name="P:UnityEditor.CrashReporting.CrashReportingSettings.captureEditorExceptions"> <summary> <para>This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false.</para> </summary> </member> <member name="P:UnityEditor.CrashReporting.CrashReportingSettings.enabled"> <summary> <para>This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false.</para> </summary> </member> <member name="T:UnityEditor.CustomEditor"> <summary> <para>Tells an Editor class which run-time type it's an editor for.</para> </summary> </member> <member name="P:UnityEditor.CustomEditor.isFallback"> <summary> <para>If true, match this editor only if all non-fallback editors do not match. Defaults to false.</para> </summary> </member> <member name="M:UnityEditor.CustomEditor.#ctor(System.Type)"> <summary> <para>Defines which object type the custom editor class can edit.</para> </summary> <param name="inspectedType">Type that this editor can edit.</param> <param name="editorForChildClasses">If true, child classes of inspectedType will also show this editor. Defaults to false.</param> </member> <member name="M:UnityEditor.CustomEditor.#ctor(System.Type,System.Boolean)"> <summary> <para>Defines which object type the custom editor class can edit.</para> </summary> <param name="inspectedType">Type that this editor can edit.</param> <param name="editorForChildClasses">If true, child classes of inspectedType will also show this editor. Defaults to false.</param> </member> <member name="T:UnityEditor.CustomPreviewAttribute"> <summary> <para>Adds an extra preview in the Inspector for the specified type.</para> </summary> </member> <member name="M:UnityEditor.CustomPreviewAttribute.#ctor(System.Type)"> <summary> <para>Tells a DefaultPreview which class it's a preview for.</para> </summary> <param name="type">The type you want to create a custom preview for.</param> </member> <member name="T:UnityEditor.CustomPropertyDrawer"> <summary> <para>Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for.</para> </summary> </member> <member name="M:UnityEditor.CustomPropertyDrawer.#ctor(System.Type)"> <summary> <para>Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for.</para> </summary> <param name="type">If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute.</param> <param name="useForChildren">If true, the drawer will be used for any children of the specified class unless they define their own drawer.</param> </member> <member name="M:UnityEditor.CustomPropertyDrawer.#ctor(System.Type,System.Boolean)"> <summary> <para>Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for.</para> </summary> <param name="type">If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute.</param> <param name="useForChildren">If true, the drawer will be used for any children of the specified class unless they define their own drawer.</param> </member> <member name="T:UnityEditor.D3D11FullscreenMode"> <summary> <para>Direct3D 11 fullscreen mode.</para> </summary> </member> <member name="F:UnityEditor.D3D11FullscreenMode.ExclusiveMode"> <summary> <para>Exclusive mode.</para> </summary> </member> <member name="F:UnityEditor.D3D11FullscreenMode.FullscreenWindow"> <summary> <para>Fullscreen window.</para> </summary> </member> <member name="T:UnityEditor.D3D9FullscreenMode"> <summary> <para>Direct3D 9 fullscreen mode.</para> </summary> </member> <member name="F:UnityEditor.D3D9FullscreenMode.ExclusiveMode"> <summary> <para>Exclusive mode.</para> </summary> </member> <member name="F:UnityEditor.D3D9FullscreenMode.FullscreenWindow"> <summary> <para>Fullscreen window.</para> </summary> </member> <member name="T:UnityEditor.DDSImporter"> <summary> <para>Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts.</para> </summary> </member> <member name="P:UnityEditor.DDSImporter.isReadable"> <summary> <para>Is texture data readable from scripts.</para> </summary> </member> <member name="T:UnityEditor.DecoratorDrawer"> <summary> <para>Base class to derive custom decorator drawers from.</para> </summary> </member> <member name="P:UnityEditor.DecoratorDrawer.attribute"> <summary> <para>The PropertyAttribute for the decorator. (Read Only)</para> </summary> </member> <member name="M:UnityEditor.DecoratorDrawer.GetHeight"> <summary> <para>Override this method to specify how tall the GUI for this decorator is in pixels.</para> </summary> </member> <member name="M:UnityEditor.DecoratorDrawer.OnGUI(UnityEngine.Rect)"> <summary> <para>Override this method to make your own GUI for the decorator. See DecoratorDrawer for an example of how to use this.</para> </summary> <param name="position">Rectangle on the screen to use for the decorator GUI.</param> </member> <member name="T:UnityEditor.DefaultAsset"> <summary> <para>DefaultAsset is used for assets that do not have a specific type (yet).</para> </summary> </member> <member name="M:UnityEditor.DefaultAsset.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="T:UnityEditor.DragAndDrop"> <summary> <para>Editor drag &amp; drop operations.</para> </summary> </member> <member name="P:UnityEditor.DragAndDrop.activeControlID"> <summary> <para>Get or set ID of currently active drag and drop control.</para> </summary> </member> <member name="P:UnityEditor.DragAndDrop.objectReferences"> <summary> <para>References to Object|objects being dragged.</para> </summary> </member> <member name="P:UnityEditor.DragAndDrop.paths"> <summary> <para>The file names being dragged.</para> </summary> </member> <member name="P:UnityEditor.DragAndDrop.visualMode"> <summary> <para>The visual indication of the drag.</para> </summary> </member> <member name="M:UnityEditor.DragAndDrop.AcceptDrag"> <summary> <para>Accept a drag operation.</para> </summary> </member> <member name="M:UnityEditor.DragAndDrop.GetGenericData(System.String)"> <summary> <para>Get data associated with current drag and drop operation.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEditor.DragAndDrop.PrepareStartDrag"> <summary> <para>Clears drag &amp; drop data.</para> </summary> </member> <member name="M:UnityEditor.DragAndDrop.SetGenericData(System.String,System.Object)"> <summary> <para>Set data associated with current drag and drop operation.</para> </summary> <param name="type"></param> <param name="data"></param> </member> <member name="M:UnityEditor.DragAndDrop.StartDrag(System.String)"> <summary> <para>Start a drag operation.</para> </summary> <param name="title"></param> </member> <member name="T:UnityEditor.DragAndDropVisualMode"> <summary> <para>Visual indication mode for Drag &amp; Drop operation.</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.Copy"> <summary> <para>Copy dragged objects.</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.Generic"> <summary> <para>Generic drag operation.</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.Link"> <summary> <para>Link dragged objects to target.</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.Move"> <summary> <para>Move dragged objects.</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.None"> <summary> <para>No indication (drag should not be performed).</para> </summary> </member> <member name="F:UnityEditor.DragAndDropVisualMode.Rejected"> <summary> <para>Rejected drag operation.</para> </summary> </member> <member name="T:UnityEditor.DrawCameraMode"> <summary> <para>Drawing modes for Handles.DrawCamera.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Albedo"> <summary> <para>Draw objects with the albedo component only. This value has been deprecated. Please use DrawCameraMode.RealtimeAlbedo.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.AlphaChannel"> <summary> <para>The camera is set to display the alpha channel of the rendering.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Baked"> <summary> <para>Draw objects with baked GI only. This value has been deprecated. Please use DrawCameraMode.BakedLightmap.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedAlbedo"> <summary> <para>Draw objects with the baked albedo component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedCharting"> <summary> <para>Draw objects with different colors for each baked chart (UV island).</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedDirectionality"> <summary> <para>Draw objects with the baked directionality component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedEmissive"> <summary> <para>Draw objects with the baked emission component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedIndices"> <summary> <para>Draw objects with baked indices only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedLightmap"> <summary> <para>Draw objects with the baked lightmap only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.BakedTexelValidity"> <summary> <para>Draw objects with baked texel validity only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Charting"> <summary> <para>Draw objects with different colors for each real-time chart (UV island).</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Clustering"> <summary> <para>Draw with different colors for each cluster.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.DeferredDiffuse"> <summary> <para>Draw diffuse color of Deferred Shading g-buffer.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.DeferredNormal"> <summary> <para>Draw world space normal of Deferred Shading g-buffer.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.DeferredSmoothness"> <summary> <para>Draw smoothness value of Deferred Shading g-buffer.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.DeferredSpecular"> <summary> <para>Draw specular color of Deferred Shading g-buffer.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Directionality"> <summary> <para>Draw objects with directionality for real-time GI. This value has been deprecated. Please use DrawCameraMode.RealtimeDirectionality.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Emissive"> <summary> <para>Draw objects with the emission component only. This value has been deprecated. Please use DrawCameraMode.RealtimeEmissive.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Irradiance"> <summary> <para>Draw objects with real-time GI only. This value has been deprecated. Please use DrawCameraMode.RealtimeIndirect.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.LightOverlap"> <summary> <para>The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.LitClustering"> <summary> <para>Draw lit clusters.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Mipmaps"> <summary> <para>The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a blue tint indicating texture sizes that could be higher.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Normal"> <summary> <para>Draw the camera like it would be drawn in-game. This uses the clear flags of the camera.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Overdraw"> <summary> <para>The camera is set to display Scene overdraw, with brighter colors indicating more overdraw.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RealtimeAlbedo"> <summary> <para>Draw objects with the real-time GI albedo component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RealtimeCharting"> <summary> <para>Draw objects with different colors for each real-time chart (UV island).</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RealtimeDirectionality"> <summary> <para>Draw objects with the real-time GI directionality component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RealtimeEmissive"> <summary> <para>Draw objects with the real-time GI emission component only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RealtimeIndirect"> <summary> <para>Draw objects with the real-time GI indirect light only.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.RenderPaths"> <summary> <para>The camera is set to draw color coded render paths.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.ShadowCascades"> <summary> <para>The camera is set to draw directional light shadow map cascades.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.ShadowMasks"> <summary> <para>The camera is set to display colored ShadowMasks, coloring light gizmo with the same color.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.SpriteMask"> <summary> <para>The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Systems"> <summary> <para>Draw objects with different color for each GI system.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Textured"> <summary> <para>Draw the camera textured with selection wireframe and no background clearing.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.TexturedWire"> <summary> <para>Draw the camera where all objects have a wireframe overlay. and no background clearing.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.ValidateAlbedo"> <summary> <para>The camera is set to draw a physically based, albedo validated rendering.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.ValidateMetalSpecular"> <summary> <para>The camera is set to draw a physically based, metal or specular validated rendering.</para> </summary> </member> <member name="F:UnityEditor.DrawCameraMode.Wireframe"> <summary> <para>Draw the camera in wireframe and no background clearing.</para> </summary> </member> <member name="T:UnityEditor.DrawGizmo"> <summary> <para>The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.</para> </summary> </member> <member name="M:UnityEditor.DrawGizmo.#ctor(UnityEditor.GizmoType)"> <summary> <para>Defines when the gizmo should be invoked for drawing.</para> </summary> <param name="gizmo">Flags to denote when the gizmo should be drawn.</param> </member> <member name="M:UnityEditor.DrawGizmo.#ctor(UnityEditor.GizmoType,System.Type)"> <summary> <para>Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be.</para> </summary> <param name="gizmo">Flags to denote when the gizmo should be drawn.</param> <param name="drawnGizmoType">Type of object for which the gizmo should be drawn.</param> </member> <member name="T:UnityEditor.Editor"> <summary> <para>Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.</para> </summary> </member> <member name="P:UnityEditor.Editor.serializedObject"> <summary> <para>A SerializedObject representing the object or objects being inspected.</para> </summary> </member> <member name="P:UnityEditor.Editor.target"> <summary> <para>The object being inspected.</para> </summary> </member> <member name="P:UnityEditor.Editor.targets"> <summary> <para>An array of all the object being inspected.</para> </summary> </member> <member name="M:UnityEditor.Editor.CreateCachedEditor(UnityEngine.Object,System.Type,UnityEditor.Editor&amp;)"> <summary> <para>On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.</para> </summary> <param name="obj">The object the editor is tracking.</param> <param name="editorType">The requested editor type. null for the default editor for the object.</param> <param name="previousEditor">The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects.</param> <param name="objects">The objects the editor is tracking.</param> <param name="targetObject"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateCachedEditor(UnityEngine.Object[],System.Type,UnityEditor.Editor&amp;)"> <summary> <para>On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.</para> </summary> <param name="obj">The object the editor is tracking.</param> <param name="editorType">The requested editor type. null for the default editor for the object.</param> <param name="previousEditor">The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects.</param> <param name="objects">The objects the editor is tracking.</param> <param name="targetObject"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateCachedEditorWithContext(UnityEngine.Object,UnityEngine.Object,System.Type,UnityEditor.Editor&amp;)"> <summary> <para>Creates a cached editor using a context object.</para> </summary> <param name="targetObject"></param> <param name="context"></param> <param name="editorType"></param> <param name="previousEditor"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateCachedEditorWithContext(UnityEngine.Object[],UnityEngine.Object,System.Type,UnityEditor.Editor&amp;)"> <summary> <para>Creates a cached editor using a context object.</para> </summary> <param name="targetObject"></param> <param name="context"></param> <param name="editorType"></param> <param name="previousEditor"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object)"> <summary> <para>Make a custom editor for targetObject or targetObjects.</para> </summary> <param name="objects">All objects must be of same exact type.</param> <param name="targetObject"></param> <param name="editorType"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object,System.Type)"> <summary> <para>Make a custom editor for targetObject or targetObjects.</para> </summary> <param name="objects">All objects must be of same exact type.</param> <param name="targetObject"></param> <param name="editorType"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[])"> <summary> <para>Make a custom editor for targetObject or targetObjects.</para> </summary> <param name="objects">All objects must be of same exact type.</param> <param name="targetObject"></param> <param name="editorType"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[],System.Type)"> <summary> <para>Make a custom editor for targetObject or targetObjects.</para> </summary> <param name="objects">All objects must be of same exact type.</param> <param name="targetObject"></param> <param name="editorType"></param> <param name="targetObjects"></param> </member> <member name="M:UnityEditor.Editor.CreateEditorWithContext(UnityEngine.Object[],UnityEngine.Object,System.Type)"> <summary> <para>Make a custom editor for targetObject or targetObjects with a context object.</para> </summary> <param name="targetObjects"></param> <param name="context"></param> <param name="editorType"></param> </member> <member name="M:UnityEditor.Editor.DrawDefaultInspector"> <summary> <para>Draw the built-in inspector.</para> </summary> </member> <member name="M:UnityEditor.Editor.DrawHeader"> <summary> <para>Call this function to draw the header of the editor.</para> </summary> </member> <member name="M:UnityEditor.Editor.DrawPreview(UnityEngine.Rect)"> <summary> <para>The first entry point for Preview Drawing.</para> </summary> <param name="previewPosition">The available area to draw the preview.</param> <param name="previewArea"></param> </member> <member name="M:UnityEditor.Editor.GetInfoString"> <summary> <para>Implement this method to show asset information on top of the asset preview.</para> </summary> </member> <member name="M:UnityEditor.Editor.GetPreviewTitle"> <summary> <para>Override this method if you want to change the label of the Preview area.</para> </summary> </member> <member name="M:UnityEditor.Editor.HasPreviewGUI"> <summary> <para>Override this method in subclasses if you implement OnPreviewGUI.</para> </summary> <returns> <para>True if this component can be Previewed in its current state.</para> </returns> </member> <member name="M:UnityEditor.Editor.OnInspectorGUI"> <summary> <para>Implement this function to make a custom inspector.</para> </summary> </member> <member name="M:UnityEditor.Editor.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</para> </summary> <param name="r">Rectangle in which to draw the preview.</param> <param name="background">Background image.</param> </member> <member name="M:UnityEditor.Editor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</para> </summary> <param name="r">Rectangle in which to draw the preview.</param> <param name="background">Background image.</param> </member> <member name="M:UnityEditor.Editor.OnPreviewSettings"> <summary> <para>Override this method if you want to show custom controls in the preview header.</para> </summary> </member> <member name="M:UnityEditor.Editor.RenderStaticPreview(System.String,UnityEngine.Object[],System.Int32,System.Int32)"> <summary> <para>Override this method if you want to render a static preview that shows.</para> </summary> <param name="assetPath"></param> <param name="subAssets"></param> <param name="width"></param> <param name="height"></param> </member> <member name="M:UnityEditor.Editor.Repaint"> <summary> <para>Repaint any inspectors that shows this editor.</para> </summary> </member> <member name="M:UnityEditor.Editor.RequiresConstantRepaint"> <summary> <para>Does this edit require to be repainted constantly in its current state?</para> </summary> </member> <member name="M:UnityEditor.Editor.UseDefaultMargins"> <summary> <para>Override this method in subclasses to return false if you don't want default margins.</para> </summary> </member> <member name="T:UnityEditor.EditorApplication"> <summary> <para>Main Application class.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.applicationContentsPath"> <summary> <para>Path to the Unity editor contents folder. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.applicationPath"> <summary> <para>Returns the path to the Unity editor application. (Read Only)</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.contextualPropertyMenu"> <summary> <para>Callback raised whenever the user contex-clicks on a property in an Inspector.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.currentScene"> <summary> <para>The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only)</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.delayCall"> <summary> <para>Delegate which is called once after all inspectors update.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.hierarchyWindowChanged"> <summary> <para>A callback to be raised when an object in the hierarchy changes. Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised. </para> </summary> </member> <member name="F:UnityEditor.EditorApplication.hierarchyWindowItemOnGUI"> <summary> <para>Delegate for OnGUI events for every visible list item in the HierarchyWindow.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isCompiling"> <summary> <para>Is editor currently compiling scripts? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isPaused"> <summary> <para>Is editor currently paused?</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isPlaying"> <summary> <para>Is editor currently in play mode?</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode"> <summary> <para>Is editor either currently in play mode, or about to switch to it? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isRemoteConnected"> <summary> <para>Is editor currently connected to Unity Remote 4 client app.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isSceneDirty"> <summary> <para>Is true if the currently open scene in the editor contains unsaved modifications.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isTemporaryProject"> <summary> <para>Returns true if the current project was created as a temporary project.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.isUpdating"> <summary> <para>True if the Editor is currently refreshing the AssetDatabase.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.modifierKeysChanged"> <summary> <para>Delegate for changed keyboard modifier keys.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.playmodeStateChanged"> <summary> <para>Delegate for play mode state changes.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.projectWindowChanged"> <summary> <para>Callback raised whenever the state of the Project window changes.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.projectWindowItemOnGUI"> <summary> <para>Delegate for OnGUI events for every visible list item in the ProjectWindow.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.scriptingRuntimeVersion"> <summary> <para>Returns the scripting runtime version currently used by the Editor.</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.searchChanged"> <summary> <para>Callback raised whenever the contents of a window's search box are changed.</para> </summary> </member> <member name="P:UnityEditor.EditorApplication.timeSinceStartup"> <summary> <para>The time since the editor was started. (Read Only)</para> </summary> </member> <member name="F:UnityEditor.EditorApplication.update"> <summary> <para>Delegate for generic updates.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.Beep"> <summary> <para>Plays system beep sound.</para> </summary> </member> <member name="T:UnityEditor.EditorApplication.CallbackFunction"> <summary> <para>Delegate to be called from EditorApplication callbacks.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.DirtyHierarchyWindowSorting"> <summary> <para>Set the hierarchy sorting method as dirty.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.ExecuteMenuItem(System.String)"> <summary> <para>Invokes the menu item in the specified path.</para> </summary> <param name="menuItemPath"></param> </member> <member name="M:UnityEditor.EditorApplication.Exit(System.Int32)"> <summary> <para>Exit the Unity editor application.</para> </summary> <param name="returnValue"></param> </member> <member name="T:UnityEditor.EditorApplication.HierarchyWindowItemCallback"> <summary> <para>Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event.</para> </summary> <param name="instanceID"></param> <param name="selectionRect"></param> </member> <member name="M:UnityEditor.EditorApplication.LoadLevelAdditiveAsyncInPlayMode(System.String)"> <summary> <para>Load the given level additively in play mode asynchronously</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorApplication.LoadLevelAdditiveInPlayMode(System.String)"> <summary> <para>Load the given level additively in play mode.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorApplication.LoadLevelAsyncInPlayMode(System.String)"> <summary> <para>Load the given level in play mode asynchronously.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorApplication.LoadLevelInPlayMode(System.String)"> <summary> <para>Load the given level in play mode.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorApplication.LockReloadAssemblies"> <summary> <para>Prevents loading of assemblies when it is inconvenient.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.MarkSceneDirty"> <summary> <para>Explicitly mark the current opened scene as modified.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.NewEmptyScene"> <summary> <para>Create a new absolutely empty scene.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.NewScene"> <summary> <para>Create a new scene.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.OpenProject(System.String,System.String[])"> <summary> <para>Open another project.</para> </summary> <param name="projectPath">The path of a project to open.</param> <param name="args">Arguments to pass to command line.</param> </member> <member name="M:UnityEditor.EditorApplication.OpenScene(System.String)"> <summary> <para>Opens the scene at path.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorApplication.OpenSceneAdditive(System.String)"> <summary> <para>Opens the scene at path additively.</para> </summary> <param name="path"></param> </member> <member name="T:UnityEditor.EditorApplication.ProjectWindowItemCallback"> <summary> <para>Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event.</para> </summary> <param name="guid"></param> <param name="selectionRect"></param> </member> <member name="M:UnityEditor.EditorApplication.RepaintHierarchyWindow"> <summary> <para>Can be used to ensure repaint of the HierarchyWindow.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.RepaintProjectWindow"> <summary> <para>Can be used to ensure repaint of the ProjectWindow.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.SaveAssets"> <summary> <para>Saves all serializable assets that have not yet been written to disk (eg. Materials).</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo"> <summary> <para>Ask the user if they want to save the open scene.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.SaveScene"> <summary> <para>Save the open scene.</para> </summary> <param name="path">The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.</param> <param name="saveAsCopy">If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.</param> <returns> <para>True if the save succeeded, otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorApplication.SaveScene(System.String)"> <summary> <para>Save the open scene.</para> </summary> <param name="path">The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.</param> <param name="saveAsCopy">If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.</param> <returns> <para>True if the save succeeded, otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorApplication.SaveScene(System.String,System.Boolean)"> <summary> <para>Save the open scene.</para> </summary> <param name="path">The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown.</param> <param name="saveAsCopy">If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker.</param> <returns> <para>True if the save succeeded, otherwise false.</para> </returns> </member> <member name="T:UnityEditor.EditorApplication.SerializedPropertyCallbackFunction"> <summary> <para>Delegate to be called from EditorApplication contextual inspector callbacks.</para> </summary> <param name="menu">The contextual menu which is about to be shown to the user.</param> <param name="property">The property for which the contextual menu is shown.</param> </member> <member name="M:UnityEditor.EditorApplication.SetTemporaryProjectKeepPath(System.String)"> <summary> <para>Sets the path that Unity should store the current temporary project at, when the project is closed.</para> </summary> <param name="path">The path that the current temporary project should be relocated to when closing it.</param> </member> <member name="M:UnityEditor.EditorApplication.Step"> <summary> <para>Perform a single frame step.</para> </summary> </member> <member name="M:UnityEditor.EditorApplication.UnlockReloadAssemblies"> <summary> <para>Must be called after LockReloadAssemblies, to reenable loading of assemblies.</para> </summary> </member> <member name="T:UnityEditor.EditorBuildSettings"> <summary> <para>This class allows you to modify the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.</para> </summary> </member> <member name="P:UnityEditor.EditorBuildSettings.scenes"> <summary> <para>The list of Scenes that should be included in the build. This is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build.</para> </summary> </member> <member name="T:UnityEditor.EditorBuildSettingsScene"> <summary> <para>This class is used for entries in the Scenes list, as displayed in the window. This class contains the scene path of a scene and an enabled flag that indicates wether the scene is enabled in the BuildSettings window or not. You can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when creating custom editor scripts to automate your build pipeline. See EditorBuildSettings.scenes for an example script.</para> </summary> </member> <member name="P:UnityEditor.EditorBuildSettingsScene.enabled"> <summary> <para>Whether this scene is enabled in the for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.</para> </summary> </member> <member name="P:UnityEditor.EditorBuildSettingsScene.path"> <summary> <para>The file path of the scene as listed in the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes.</para> </summary> </member> <member name="T:UnityEditor.EditorCurveBinding"> <summary> <para>Defines how a curve is attached to an object that it controls.</para> </summary> </member> <member name="F:UnityEditor.EditorCurveBinding.path"> <summary> <para>The transform path of the object that is animated.</para> </summary> </member> <member name="F:UnityEditor.EditorCurveBinding.propertyName"> <summary> <para>The property of the object that is animated.</para> </summary> </member> <member name="T:UnityEditor.EditorGUI"> <summary> <para>These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout.</para> </summary> </member> <member name="P:UnityEditor.EditorGUI.actionKey"> <summary> <para>Is the platform-dependent "action" modifier key held down? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorGUI.indentLevel"> <summary> <para>The indent level of the field labels.</para> </summary> </member> <member name="P:UnityEditor.EditorGUI.showMixedValue"> <summary> <para>Makes the following controls give the appearance of editing multiple different values.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.BeginChangeCheck"> <summary> <para>Check if any control was changed inside a block of code.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.BeginDisabledGroup(System.Boolean)"> <summary> <para>Create a group of controls that can be disabled.</para> </summary> <param name="disabled">Boolean specifying if the controls inside the group should be disabled.</param> </member> <member name="M:UnityEditor.EditorGUI.BeginProperty(UnityEngine.Rect,UnityEngine.GUIContent,UnityEditor.SerializedProperty)"> <summary> <para>Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.</para> </summary> <param name="totalPosition">Rectangle on the screen to use for the control, including label if applicable.</param> <param name="label">Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label.</param> <param name="property">The SerializedProperty to use for the control.</param> <returns> <para>The actual label to use for the control.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.BoundsField(UnityEngine.Rect,UnityEngine.Bounds)"> <summary> <para>Make Center &amp; Extents field for entering a Bounds.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.BoundsField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Bounds)"> <summary> <para>Make Center &amp; Extents field for entering a Bounds.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="T:UnityEditor.EditorGUI.ChangeCheckScope"> <summary> <para>Check if any control was changed inside a block of code.</para> </summary> </member> <member name="P:UnityEditor.EditorGUI.ChangeCheckScope.changed"> <summary> <para>True if GUI.changed was set to true, otherwise false.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.ChangeCheckScope.#ctor"> <summary> <para>Begins a ChangeCheckScope.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.Color)"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,System.String,UnityEngine.Color)"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color)"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,System.Boolean,System.Boolean,System.Boolean,UnityEditor.ColorPickerHDRConfig)"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.AnimationCurve)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,System.String,UnityEngine.AnimationCurve)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.AnimationCurve)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="label">Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="label">Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.DelayedDoubleField(UnityEngine.Rect,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedDoubleField(UnityEngine.Rect,System.String,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedDoubleField(UnityEngine.Rect,UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedDoubleField"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="property">The double property to edit.</param> <param name="label">Optional label to display in front of the double field. Pass GUIContent.none to hide label.</param> </member> <member name="M:UnityEditor.EditorGUI.DelayedFloatField(UnityEngine.Rect,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedFloatField(UnityEngine.Rect,System.String,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedFloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedFloatField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="property">The float property to edit.</param> <param name="label">Optional label to display in front of the float field. Pass GUIContent.none to hide label.</param> </member> <member name="M:UnityEditor.EditorGUI.DelayedIntField(UnityEngine.Rect,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedIntField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedIntField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedIntField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="property">The int property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> </member> <member name="M:UnityEditor.EditorGUI.DelayedTextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedTextField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedTextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a delayed text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DelayedTextField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Make a delayed text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="property">The text property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> </member> <member name="T:UnityEditor.EditorGUI.DisabledGroupScope"> <summary> <para>Create a group of controls that can be disabled.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.DisabledGroupScope.#ctor(System.Boolean)"> <summary> <para>Create a new DisabledGroupScope and begin the corresponding group.</para> </summary> <param name="disabled">Boolean specifying if the controls inside the group should be disabled.</param> </member> <member name="T:UnityEditor.EditorGUI.DisabledScope"> <summary> <para>Create a group of controls that can be disabled.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.DisabledScope.#ctor(System.Boolean)"> <summary> <para>Create a new DisabledScope and begin the corresponding group.</para> </summary> <param name="disabled">Boolean specifying if the controls inside the group should be disabled.</param> </member> <member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.String,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering doubles.</para> </summary> <param name="position">Rectangle on the screen to use for the double field.</param> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Draws the texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="mat">Material to be used when drawing the texture.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)"> <summary> <para>Draws the texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="mat">Material to be used when drawing the texture.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,UnityEngine.ScaleMode)"> <summary> <para>Draws the texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="mat">Material to be used when drawing the texture.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,UnityEngine.ScaleMode,System.Single)"> <summary> <para>Draws the texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="mat">Material to be used when drawing the texture.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawRect(UnityEngine.Rect,UnityEngine.Color)"> <summary> <para>Draws a filled rectangle of color at the specified position and size within the current editor window.</para> </summary> <param name="rect">The position and size of the rectangle to draw.</param> <param name="color">The color of the rectange.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Draws the alpha channel of a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode)"> <summary> <para>Draws the alpha channel of a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Single)"> <summary> <para>Draws the alpha channel of a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.</param> </member> <member name="M:UnityEditor.EditorGUI.DropdownButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.FocusType)"> <summary> <para>Make a button that reacts to mouse down, for displaying your own dropdown content.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="focusType">Whether the button should be selectable by keyboard or not.</param> <param name="style">Optional style to use.</param> <returns> <para>true when the user clicks the button.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DropdownButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.GUIStyle)"> <summary> <para>Make a button that reacts to mouse down, for displaying your own dropdown content.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="focusType">Whether the button should be selectable by keyboard or not.</param> <param name="style">Optional style to use.</param> <returns> <para>true when the user clicks the button.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,System.String)"> <summary> <para>Draws a label with a drop shadow.</para> </summary> <param name="position">Where to show the label.</param> <param name="content">Text to show @style style to use.</param> <param name="text"></param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Draws a label with a drop shadow.</para> </summary> <param name="position">Where to show the label.</param> <param name="content">Text to show @style style to use.</param> <param name="text"></param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Draws a label with a drop shadow.</para> </summary> <param name="position">Where to show the label.</param> <param name="content">Text to show @style style to use.</param> <param name="text"></param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Draws a label with a drop shadow.</para> </summary> <param name="position">Where to show the label.</param> <param name="content">Text to show @style style to use.</param> <param name="text"></param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUI.EndChangeCheck"> <summary> <para>Ends a change check started with BeginChangeCheck ().</para> </summary> <returns> <para>True if GUI.changed was set to true, otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EndDisabledGroup"> <summary> <para>Ends a disabled group started with BeginDisabledGroup.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.EndProperty"> <summary> <para>Ends a Property wrapper started with BeginProperty.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.Enum)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.String,System.Enum)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.String,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="style">Optional GUIStyle.</param> <param name="label">Caption/label for the control.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskField"> <summary> <para>Internal version that also gives you back which flags were changed and what they were changed to.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskPopup(UnityEngine.Rect,System.String,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumMaskPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.Enum)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.String,System.Enum)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.String,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle)"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.String,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering floats.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.FocusTextInControl(System.String)"> <summary> <para>Move keyboard focus to a named text field and begin editing of the content.</para> </summary> <param name="name">Name set using GUI.SetNextControlName.</param> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="position">Rectangle on the screen to use for the arrow and label.</param> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Should the label be a clickable part of the control?</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty,System.Boolean)"> <summary> <para>Get the height needed for a PropertyField control.</para> </summary> <param name="property">Height of the property area.</param> <param name="label">Descriptive text or image.</param> <param name="includeChildren">Should the returned height include the height of child properties?</param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedPropertyType,UnityEngine.GUIContent)"> <summary> <para>Get the height needed for a PropertyField control.</para> </summary> <param name="property">Height of the property area.</param> <param name="label">Descriptive text or image.</param> <param name="includeChildren">Should the returned height include the height of child properties?</param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty)"> <summary> <para>Get the height needed for a PropertyField control.</para> </summary> <param name="property">Height of the property area.</param> <param name="label">Descriptive text or image.</param> <param name="includeChildren">Should the returned height include the height of child properties?</param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Get the height needed for a PropertyField control.</para> </summary> <param name="property">Height of the property area.</param> <param name="label">Descriptive text or image.</param> <param name="includeChildren">Should the returned height include the height of child properties?</param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Get the height needed for a PropertyField control.</para> </summary> <param name="property">Height of the property area.</param> <param name="label">Descriptive text or image.</param> <param name="includeChildren">Should the returned height include the height of child properties?</param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a label for some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="labelPosition">Rectangle on the screen to use for the label.</param> <param name="label">Label to show for the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="style">Optional GUIStyle to use for the label.</param> </member> <member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)"> <summary> <para>Make a label for some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="labelPosition">Rectangle on the screen to use for the label.</param> <param name="label">Label to show for the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="style">Optional GUIStyle to use for the label.</param> </member> <member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a label for some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="labelPosition">Rectangle on the screen to use for the label.</param> <param name="label">Label to show for the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="style">Optional GUIStyle to use for the label.</param> </member> <member name="M:UnityEditor.EditorGUI.HelpBox(UnityEngine.Rect,System.String,UnityEditor.MessageType)"> <summary> <para>Make a help box with a message to the user.</para> </summary> <param name="position">Rectangle on the screen to draw the help box within.</param> <param name="message">The message text.</param> <param name="type">The type of message.</param> </member> <member name="T:UnityEditor.EditorGUI.IndentLevelScope"> <summary> <para>Scope for managing the indent level of the field labels.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.IndentLevelScope.#ctor"> <summary> <para>Creates an IndentLevelScope and increases the EditorGUI indent level.</para> </summary> <param name="increment">The EditorGUI indent level will be increased by this amount inside the scope.</param> </member> <member name="M:UnityEditor.EditorGUI.IndentLevelScope.#ctor(System.Int32)"> <summary> <para>Creates an IndentLevelScope and increases the EditorGUI indent level.</para> </summary> <param name="increment">The EditorGUI indent level will be increased by this amount inside the scope.</param> </member> <member name="M:UnityEditor.EditorGUI.InspectorTitlebar"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="position">Rectangle on the screen to use for the titlebar.</param> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) that the titlebar is for.</param> <param name="targetObjs">The objects that the titlebar is for.</param> <param name="expandable">Whether this editor should display a foldout arrow in order to toggle the display of its properties.</param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.InspectorTitlebar"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="position">Rectangle on the screen to use for the titlebar.</param> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) that the titlebar is for.</param> <param name="targetObjs">The objects that the titlebar is for.</param> <param name="expandable">Whether this editor should display a foldout arrow in order to toggle the display of its properties.</param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.InspectorTitlebar(UnityEngine.Rect,System.Boolean,UnityEngine.Object,System.Boolean)"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="position">Rectangle on the screen to use for the titlebar.</param> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) that the titlebar is for.</param> <param name="targetObjs">The objects that the titlebar is for.</param> <param name="expandable">Whether this editor should display a foldout arrow in order to toggle the display of its properties.</param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.InspectorTitlebar(UnityEngine.Rect,System.Boolean,UnityEngine.Object[],System.Boolean)"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="position">Rectangle on the screen to use for the titlebar.</param> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) that the titlebar is for.</param> <param name="targetObjs">The objects that the titlebar is for.</param> <param name="expandable">Whether this editor should display a foldout arrow in order to toggle the display of its properties.</param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.Int32)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.String,System.Int32)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="position">Rectangle on the screen to use for the int field.</param> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,System.String[],System.Int32[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle)"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle)"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle)"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.String,System.Int32,System.String[],System.Int32[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle)"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[])"> <summary> <para></para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The SerializedProperty to use for the control.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="label">Optional label in front of the field.</param> </member> <member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent)"> <summary> <para></para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The SerializedProperty to use for the control.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed.</param> <param name="label">Optional label in front of the field.</param> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,System.Int32,System.Int32,System.Int32)"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,System.String,System.Int32,System.Int32,System.Int32)"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,System.String)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="position">Rectangle on the screen to use for the label field.</param> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="style">Style information (color, etc) for displaying the label.</param> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.Int32)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.String,System.Int32)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a layer selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.Int64)"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="position">Rectangle on the screen to use for the long field.</param> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.String,System.Int64)"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="position">Rectangle on the screen to use for the long field.</param> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int64)"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="position">Rectangle on the screen to use for the long field.</param> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.String,System.Int64,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="position">Rectangle on the screen to use for the long field.</param> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int64,UnityEngine.GUIStyle)"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="position">Rectangle on the screen to use for the long field.</param> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.Int32,System.String[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.String,System.Int32,System.String[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.String[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.String,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a field for masks.</para> </summary> <param name="position">Rectangle on the screen to use for this control.</param> <param name="label">Label for the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="style">Optional GUIStyle.</param> <param name="displayedOptions">A string array containing the labels for each flag.</param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.GUIContent,UnityEngine.Rect,System.Single&amp;,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.Rect,System.Single&amp;,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.Rect,System.String,System.Single&amp;,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.Single&amp;,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent[],System.Single[])"> <summary> <para>Make a multi-control with text fields for entering multiple floats in the same line.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="subLabels">Array with small labels to show in front of each float field. There is room for one letter per field only.</param> <param name="values">Array with the values to edit.</param> </member> <member name="M:UnityEditor.EditorGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent[],System.Single[])"> <summary> <para>Make a multi-control with text fields for entering multiple floats in the same line.</para> </summary> <param name="position">Rectangle on the screen to use for the float field.</param> <param name="label">Optional label to display in front of the float field.</param> <param name="subLabels">Array with small labels to show in front of each float field. There is room for one letter per field only.</param> <param name="values">Array with the values to edit.</param> </member> <member name="M:UnityEditor.EditorGUI.MultiPropertyField(UnityEngine.Rect,UnityEngine.GUIContent[],UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Make a multi-control with several property fields in the same line.</para> </summary> <param name="position">Rectangle on the screen to use for the multi-property field.</param> <param name="valuesIterator">The SerializedProperty of the first property to make a control for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="subLabels">Array with small labels to show in front of each float field. There is room for one letter per field only.</param> </member> <member name="M:UnityEditor.EditorGUI.MultiPropertyField(UnityEngine.Rect,UnityEngine.GUIContent[],UnityEditor.SerializedProperty)"> <summary> <para>Make a multi-control with several property fields in the same line.</para> </summary> <param name="position">Rectangle on the screen to use for the multi-property field.</param> <param name="valuesIterator">The SerializedProperty of the first property to make a control for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="subLabels">Array with small labels to show in front of each float field. There is room for one letter per field only.</param> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.Object,System.Type)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,System.String,UnityEngine.Object,System.Type)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object,System.Type)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.Object,System.Type,System.Boolean)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,System.String,UnityEngine.Object,System.Type,System.Boolean)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label to display in front of the field. Pass GUIContent.none to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label to display in front of the field. Pass GUIContent.none to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Type)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label to display in front of the field. Pass GUIContent.none to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Type,UnityEngine.GUIContent)"> <summary> <para>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label to display in front of the field. Pass GUIContent.none to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,System.String)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the password field.</param> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,System.String[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.String,System.Int32,System.String[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.String,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="label">Label to show in front of the control.</param> <param name="style">Style to use for the label.</param> <returns> <para>Rectangle on the screen to use just for the control itself.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="label">Label to show in front of the control.</param> <param name="style">Style to use for the label.</param> <returns> <para>Rectangle on the screen to use just for the control itself.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="label">Label to show in front of the control.</param> <param name="style">Style to use for the label.</param> <returns> <para>Rectangle on the screen to use just for the control itself.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the label and the control.</param> <param name="id">The unique ID of the control. If none specified, the ID of the following control is used.</param> <param name="label">Label to show in front of the control.</param> <param name="style">Style to use for the label.</param> <returns> <para>Rectangle on the screen to use just for the control itself.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ProgressBar(UnityEngine.Rect,System.Single,System.String)"> <summary> <para>Make a progress bar.</para> </summary> <param name="totalPosition">Rectangle on the screen to use in total for both the control.</param> <param name="value">Value that is shown.</param> <param name="position"></param> <param name="text"></param> </member> <member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Boolean)"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="position">Rectangle on the screen to use for the property field.</param> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="position">Rectangle on the screen to use for the property field.</param> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="T:UnityEditor.EditorGUI.PropertyScope"> <summary> <para>Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.</para> </summary> </member> <member name="P:UnityEditor.EditorGUI.PropertyScope.content"> <summary> <para>The actual label to use for the control.</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.PropertyScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent,UnityEditor.SerializedProperty)"> <summary> <para>Create a new PropertyScope and begin the corresponding property.</para> </summary> <param name="totalPosition">Rectangle on the screen to use for the control, including label if applicable.</param> <param name="label">Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label.</param> <param name="property">The SerializedProperty to use for the control.</param> </member> <member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,UnityEngine.Rect)"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,System.String,UnityEngine.Rect)"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Rect)"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.RectField"> <summary> <para>Make an X, Y, W &amp; H for Rect using SerializedProperty (not public).</para> </summary> </member> <member name="M:UnityEditor.EditorGUI.SelectableLabel(UnityEngine.Rect,System.String)"> <summary> <para>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">The text to show.</param> <param name="style">Optional GUIStyle.</param> </member> <member name="M:UnityEditor.EditorGUI.SelectableLabel(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">The text to show.</param> <param name="style">Optional GUIStyle.</param> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,System.Single,System.Single,System.Single)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,System.String,System.Single,System.Single,System.Single)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,System.Single,System.Single)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single,System.String)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent)"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,System.String)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a tag selection field.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextArea(UnityEngine.Rect,System.String)"> <summary> <para>Make a text area.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text area.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,System.String)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text field.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.Boolean)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.String,System.Boolean)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.String,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a toggle.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,System.String,System.Boolean)"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <returns> <para>The value set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,System.String,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <returns> <para>The value set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <returns> <para>The value set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="position">Rectangle on the screen to use for the toggle.</param> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <returns> <para>The value set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Vector2Field(UnityEngine.Rect,System.String,UnityEngine.Vector2)"> <summary> <para>Make an X &amp; Y field for entering a Vector2.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Vector2Field(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)"> <summary> <para>Make an X &amp; Y field for entering a Vector2.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Vector3Field(UnityEngine.Rect,System.String,UnityEngine.Vector3)"> <summary> <para>Make an X, Y &amp; Z field for entering a Vector3.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Vector3Field(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector3)"> <summary> <para>Make an X, Y &amp; Z field for entering a Vector3.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUI.Vector4Field(UnityEngine.Rect,System.String,UnityEngine.Vector4)"> <summary> <para>Make an X, Y, Z &amp; W field for entering a Vector4.</para> </summary> <param name="position">Rectangle on the screen to use for the field.</param> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="T:UnityEditor.EditorGUILayout"> <summary> <para>Auto-layouted version of EditorGUI.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.BeginFadeGroup(System.Single)"> <summary> <para>Begins a group that can be be hidden/shown and the transition will be animated.</para> </summary> <param name="value">A value between 0 and 1, 0 being hidden, and 1 being fully visible.</param> <returns> <para>If the group is visible or not.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a horizontal group and get its rect back.</para> </summary> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a horizontal group and get its rect back.</para> </summary> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically layouted scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically layouted scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically layouted scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginScrollView"> <summary> <para>Begin an automatically layouted scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically layouted scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(System.String,System.Boolean)"> <summary> <para>Begin a vertical group with a toggle to enable or disable all the controls within at once.</para> </summary> <param name="label">Label to show above the toggled controls.</param> <param name="toggle">Enabled state of the toggle group.</param> <returns> <para>The enabled state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(UnityEngine.GUIContent,System.Boolean)"> <summary> <para>Begin a vertical group with a toggle to enable or disable all the controls within at once.</para> </summary> <param name="label">Label to show above the toggled controls.</param> <param name="toggle">Enabled state of the toggle group.</param> <returns> <para>The enabled state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical group and get its rect back.</para> </summary> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical group and get its rect back.</para> </summary> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.BeginVertical"> <summary> <para>Begin a vertical group and get its rect back.</para> </summary> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.Bounds,UnityEngine.GUILayoutOption[])"> <summary> <para>Make Center &amp; Extents field for entering a Bounds.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BoundsField(System.String,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])"> <summary> <para>Make Center &amp; Extents field for entering a Bounds.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.GUIContent,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])"> <summary> <para>Make Center &amp; Extents field for entering a Bounds.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.Color,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ColorField(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.GUIContent,UnityEngine.Color,System.Boolean,System.Boolean,System.Boolean,UnityEditor.ColorPickerHDRConfig,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for selecting a Color.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The color to edit.</param> <param name="showEyedropper">If true, the color picker should show the eyedropper control. If false, don't show it.</param> <param name="showAlpha">If true, allow the user to set an alpha value for the color. If false, hide the alpha component.</param> <param name="hdr">If true, treat the color as an HDR value. If false, treat it as a standard LDR value.</param> <param name="hdrConfig">An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The color selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="label">Optional label to display in front of the field.</param> <param name="value">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The curve edited by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="property">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="label">Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for editing an AnimationCurve.</para> </summary> <param name="property">The curve to edit.</param> <param name="color">The color to show the curve with.</param> <param name="ranges">Optional rectangle that the curve is restrained within.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="label">Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(System.String,System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(System.String,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="property">The double property to edit.</param> <param name="label">Optional label to display in front of the double field. Pass GUIContent.none to hide label.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedDoubleField"> <summary> <para>Make a delayed text field for entering doubles.</para> </summary> <param name="property">The double property to edit.</param> <param name="label">Optional label to display in front of the double field. Pass GUIContent.none to hide label.</param> <param name="options"> An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. </param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(System.String,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(System.String,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="property">The float property to edit.</param> <param name="label">Optional label to display in front of the float field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedFloatField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering floats.</para> </summary> <param name="property">The float property to edit.</param> <param name="label">Optional label to display in front of the float field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(System.String,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="property">The int property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedIntField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field for entering integers.</para> </summary> <param name="property">The int property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(System.String,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="property">The text property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DelayedTextField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a delayed text field.</para> </summary> <param name="property">The text property to edit.</param> <param name="label">Optional label to display in front of the int field. Pass GUIContent.none to hide label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(System.String,System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(System.String,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering double values.</para> </summary> <param name="label">Optional label to display in front of the double field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DropdownButton(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a button that reacts to mouse down, for displaying your own dropdown content.</para> </summary> <param name="content">Text, image and tooltip for this button.</param> <param name="focusType">Whether the button should be selectable by keyboard or not.</param> <param name="style">Optional style to use.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the user clicks the button.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.DropdownButton(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a button that reacts to mouse down, for displaying your own dropdown content.</para> </summary> <param name="content">Text, image and tooltip for this button.</param> <param name="focusType">Whether the button should be selectable by keyboard or not.</param> <param name="style">Optional style to use.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the user clicks the button.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EndFadeGroup"> <summary> <para>Closes a group started with BeginFadeGroup.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.EndHorizontal"> <summary> <para>Close a group started with BeginHorizontal.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.EndScrollView"> <summary> <para>Ends a scrollview started with a call to BeginScrollView.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.EndToggleGroup"> <summary> <para>Close a group started with BeginToggleGroup.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.EndVertical"> <summary> <para>Close a group started with BeginVertical.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for enum based masks.</para> </summary> <param name="label">Prefix label for this field.</param> <param name="enumValue">Enum to use for the flags.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskPopup(System.String,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="options">Optional layout options.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskPopup(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="options">Optional layout options.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="options">Optional layout options.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumMaskPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field for a bitmask.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum options the field shows.</param> <param name="options">Optional layout options.</param> <param name="style">Optional GUIStyle.</param> <returns> <para>The enum options that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an enum popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selected">The enum option the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The enum option that has been selected by the user.</para> </returns> </member> <member name="T:UnityEditor.EditorGUILayout.FadeGroupScope"> <summary> <para>Begins a group that can be be hidden/shown and the transition will be animated.</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.FadeGroupScope.visible"> <summary> <para>Whether the group is visible.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.FadeGroupScope.#ctor(System.Single)"> <summary> <para>Create a new FadeGroupScope and begin the corresponding group.</para> </summary> <param name="value">A value between 0 and 1, 0 being hidden, and 1 being fully visible.</param> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering float values.</para> </summary> <param name="label">Optional label to display in front of the float field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label with a foldout arrow to the left of it.</para> </summary> <param name="foldout">The shown foldout state.</param> <param name="content">The label to show.</param> <param name="style">Optional GUIStyle.</param> <param name="toggleOnLabelClick">Whether to toggle the foldout state when the label is clicked.</param> <returns> <para>The foldout state selected by the user. If true, you should render sub-objects.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.GetControlRect(UnityEngine.GUILayoutOption[])"> <summary> <para>Get a rect for an Editor control.</para> </summary> <param name="hasLabel">Optional boolean to specify if the control has a label. Default is true.</param> <param name="height">The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.</param> <param name="style">Optional GUIStyle to use for the control.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Get a rect for an Editor control.</para> </summary> <param name="hasLabel">Optional boolean to specify if the control has a label. Default is true.</param> <param name="height">The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.</param> <param name="style">Optional GUIStyle to use for the control.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Get a rect for an Editor control.</para> </summary> <param name="hasLabel">Optional boolean to specify if the control has a label. Default is true.</param> <param name="height">The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.</param> <param name="style">Optional GUIStyle to use for the control.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Get a rect for an Editor control.</para> </summary> <param name="hasLabel">Optional boolean to specify if the control has a label. Default is true.</param> <param name="height">The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight.</param> <param name="style">Optional GUIStyle to use for the control.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType)"> <summary> <para>Make a help box with a message to the user.</para> </summary> <param name="message">The message text.</param> <param name="type">The type of message.</param> <param name="wide">If true, the box will cover the whole width of the window; otherwise it will cover the controls part only.</param> </member> <member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType,System.Boolean)"> <summary> <para>Make a help box with a message to the user.</para> </summary> <param name="message">The message text.</param> <param name="type">The type of message.</param> <param name="wide">If true, the box will cover the whole width of the window; otherwise it will cover the controls part only.</param> </member> <member name="T:UnityEditor.EditorGUILayout.HorizontalScope"> <summary> <para>Disposable helper class for managing BeginHorizontal / EndHorizontal.</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.HorizontalScope.rect"> <summary> <para>The rect of the horizontal group.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.HorizontalScope.#ctor(UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.HorizontalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object)"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) or objects that the titlebar is for.</param> <param name="targetObjs"></param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object[])"> <summary> <para>Make an inspector-window-like titlebar.</para> </summary> <param name="foldout">The foldout state shown with the arrow.</param> <param name="targetObj">The object (for example a component) or objects that the titlebar is for.</param> <param name="targetObjs"></param> <returns> <para>The foldout state selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering integers.</para> </summary> <param name="label">Optional label to display in front of the int field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedValue">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="property">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="property">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an integer popup selection field.</para> </summary> <param name="property">The value of the option the field shows.</param> <param name="displayedOptions">An array with the displayed options the user can choose from.</param> <param name="optionValues">An array with the values for each option.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(System.String,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change an integer value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a label field. (Useful for showing read-only info.)</para> </summary> <param name="label">Label in front of the label field.</param> <param name="label2">The label to show to the right.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="style"></param> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a layer selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="layer">The layer shown in the field.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The layer selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(System.Int64,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(System.String,System.Int64,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(System.String,System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(UnityEngine.GUIContent,System.Int64,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.LongField(UnityEngine.GUIContent,System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field for entering long integers.</para> </summary> <param name="label">Optional label to display in front of the long field.</param> <param name="value">The value to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for masks.</para> </summary> <param name="label">Prefix label of the field.</param> <param name="mask">The current mask to display.</param> <param name="displayedOption">A string array containing the labels for each flag.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="displayedOptions"></param> <param name="style"></param> <returns> <para>The value modified by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(System.Single&amp;,System.Single&amp;,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(System.String,System.Single&amp;,System.Single&amp;,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(UnityEngine.GUIContent,System.Single&amp;,System.Single&amp;,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a special slider the user can use to specify a range between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="minValue">The lower value of the range the slider shows, passed by reference.</param> <param name="maxValue">The upper value at the range the slider shows, passed by reference.</param> <param name="minLimit">The limit at the left end of the slider.</param> <param name="maxLimit">The limit at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="allowSceneObjects">Allow assigning scene objects. See Description for more info.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The object that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field. Pass GUIContent.none to hide the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field. Pass GUIContent.none to hide the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,System.Type,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field. Pass GUIContent.none to hide the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,System.Type,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="property">The object reference property the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field. Pass GUIContent.none to hide the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field to receive any object type.</para> </summary> <param name="obj">The object the field shows.</param> <param name="objType">The type of the objects that can be assigned.</param> <param name="label">Optional label in front of the field.</param> <param name="label">Optional label in front of the field.</param> <param name="options">An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="label">Optional label to display in front of the password field.</param> <param name="password">The password to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The password entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a generic popup selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="selectedIndex">The index of the option the field shows.</param> <param name="displayedOptions">An array with the options shown in the popup.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The index of the option that has been selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Make a label in front of some control.</para> </summary> <param name="label">Label to show to the left of the control.</param> <param name="followingStyle"></param> <param name="labelStyle"></param> </member> <member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a field for SerializedProperty.</para> </summary> <param name="property">The SerializedProperty to make a field for.</param> <param name="label">Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all.</param> <param name="includeChildren">If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it).</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>True if the property has children and is expanded and includeChildren was set to false; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.RectField(System.String,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.GUIContent,UnityEngine.Rect,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y, W &amp; H field for entering a Rect.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="T:UnityEditor.EditorGUILayout.ScrollViewScope"> <summary> <para>Disposable helper class for managing BeginScrollView / EndScrollView.</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.ScrollViewScope.handleScrollWheel"> <summary> <para>Whether this ScrollView should handle scroll wheel events. (default: true).</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.ScrollViewScope.scrollPosition"> <summary> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The scroll position to use.</param> <param name="alwaysShowHorizontal">Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEditor.EditorGUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The scroll position to use.</param> <param name="alwaysShowHorizontal">Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEditor.EditorGUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The scroll position to use.</param> <param name="alwaysShowHorizontal">Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEditor.EditorGUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The scroll position to use.</param> <param name="alwaysShowHorizontal">Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEditor.EditorGUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The scroll position to use.</param> <param name="alwaysShowHorizontal">Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</para> </summary> <param name="text">The text to show.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</para> </summary> <param name="text">The text to show.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(System.String,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(UnityEngine.GUIContent,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a slider the user can drag to change a value between a min and a max.</para> </summary> <param name="label">Optional label in front of the slider.</param> <param name="property">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.Space"> <summary> <para>Make a small space between the previous control and the following.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a tag selection field.</para> </summary> <param name="label">Optional label in front of the field.</param> <param name="tag">The tag the field shows.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The tag selected by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text area.</para> </summary> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text area.</para> </summary> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field.</para> </summary> <param name="label">Optional label to display in front of the text field.</param> <param name="text">The text to edit.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle.</para> </summary> <param name="label">Optional label in front of the toggle.</param> <param name="value">The shown state of the toggle.</param> <param name="style">Optional GUIStyle.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The selected state of the toggle.</para> </returns> </member> <member name="T:UnityEditor.EditorGUILayout.ToggleGroupScope"> <summary> <para>Begin a vertical group with a toggle to enable or disable all the controls within at once.</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.ToggleGroupScope.enabled"> <summary> <para>The enabled state selected by the user.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleGroupScope.#ctor(System.String,System.Boolean)"> <summary> <para></para> </summary> <param name="label">Label to show above the toggled controls.</param> <param name="toggle">Enabled state of the toggle group.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleGroupScope.#ctor(UnityEngine.GUIContent,System.Boolean)"> <summary> <para></para> </summary> <param name="label">Label to show above the toggled controls.</param> <param name="toggle">Enabled state of the toggle group.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</para> </summary> <param name="label">Label to display next to the toggle.</param> <param name="value">The value to edit.</param> <param name="labelStyle">Optional GUIStyle to use for the label.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.Vector2Field(System.String,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X &amp; Y field for entering a Vector2.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; </param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Vector2Field(UnityEngine.GUIContent,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X &amp; Y field for entering a Vector2.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; </param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Vector3Field(System.String,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y &amp; Z field for entering a Vector3.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Vector3Field(UnityEngine.GUIContent,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y &amp; Z field for entering a Vector3.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="M:UnityEditor.EditorGUILayout.Vector4Field(System.String,UnityEngine.Vector4,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an X, Y, Z &amp; W field for entering a Vector4.</para> </summary> <param name="label">Label to display above the field.</param> <param name="value">The value to edit.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The value entered by the user.</para> </returns> </member> <member name="T:UnityEditor.EditorGUILayout.VerticalScope"> <summary> <para>Disposable helper class for managing BeginVertical / EndVertical.</para> </summary> </member> <member name="P:UnityEditor.EditorGUILayout.VerticalScope.rect"> <summary> <para>The rect of the vertical group.</para> </summary> </member> <member name="M:UnityEditor.EditorGUILayout.VerticalScope.#ctor(UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEditor.EditorGUILayout.VerticalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="T:UnityEditor.EditorGUIUtility"> <summary> <para>Miscellaneous helper stuff for EditorGUI.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.currentViewWidth"> <summary> <para>The width of the GUI area for the current EditorWindow or other view.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.editingTextField"> <summary> <para>Is a text field currently editing text?</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.fieldWidth"> <summary> <para>The minimum width in pixels reserved for the fields of Editor GUI controls.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.hierarchyMode"> <summary> <para>Is the Editor GUI is hierarchy mode?</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.isProSkin"> <summary> <para>Is the user currently using the pro skin? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.labelWidth"> <summary> <para>The width in pixels reserved for labels of Editor GUI controls.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.pixelsPerPoint"> <summary> <para>The scale of GUI points relative to screen pixels for the current view This value is the number of screen pixels per point of interface space. For instance, 2.0 on retina displays. Note that the value may differ from one view to the next if the views are on monitors with different UI scales.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.singleLineHeight"> <summary> <para>Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing"> <summary> <para>Get the height used by default for vertical spacing between controls.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.systemCopyBuffer"> <summary> <para>The system copy buffer.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.whiteTexture"> <summary> <para>Get a white texture.</para> </summary> </member> <member name="P:UnityEditor.EditorGUIUtility.wideMode"> <summary> <para>Is the Editor GUI currently in wide mode?</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor)"> <summary> <para>Add a custom mouse pointer to a control.</para> </summary> <param name="position">The rectangle the control should be shown within.</param> <param name="mouse">The mouse cursor to use.</param> <param name="controlID">ID of a target control.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor,System.Int32)"> <summary> <para>Add a custom mouse pointer to a control.</para> </summary> <param name="position">The rectangle the control should be shown within.</param> <param name="mouse">The mouse cursor to use.</param> <param name="controlID">ID of a target control.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.CommandEvent(System.String)"> <summary> <para>Creates an event that can be sent to another window.</para> </summary> <param name="commandName">The command to be sent.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color)"> <summary> <para>Draw a color swatch.</para> </summary> <param name="position">The rectangle to draw the color swatch within.</param> <param name="color">The color to draw.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Draw a curve swatch.</para> </summary> <param name="position">The rectangle to draw the color swatch within.</param> <param name="curve">The curve to draw.</param> <param name="property">The curve to draw as a SerializedProperty.</param> <param name="color">The color to draw the curve with.</param> <param name="bgColor">The color to draw the background with.</param> <param name="curveRanges">Optional parameter to specify the range of the curve which should be included in swatch.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Draw a curve swatch.</para> </summary> <param name="position">The rectangle to draw the color swatch within.</param> <param name="curve">The curve to draw.</param> <param name="property">The curve to draw as a SerializedProperty.</param> <param name="color">The color to draw the curve with.</param> <param name="bgColor">The color to draw the background with.</param> <param name="curveRanges">Optional parameter to specify the range of the curve which should be included in swatch.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Draw swatch with a filled region between two SerializedProperty curves.</para> </summary> <param name="position"></param> <param name="property"></param> <param name="property2"></param> <param name="color"></param> <param name="bgColor"></param> <param name="curveRanges"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)"> <summary> <para>Draw swatch with a filled region between two curves.</para> </summary> <param name="position"></param> <param name="curve"></param> <param name="curve2"></param> <param name="color"></param> <param name="bgColor"></param> <param name="curveRanges"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.FindTexture(System.String)"> <summary> <para>Get a texture from its source filename.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.GetBuiltinSkin(UnityEditor.EditorSkin)"> <summary> <para>Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter.</para> </summary> <param name="skin"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.GetFlowLayoutedRects(UnityEngine.Rect,UnityEngine.GUIStyle,System.Single,System.Single,System.Collections.Generic.List`1&lt;System.String&gt;)"> <summary> <para>Layout list of string items left to right, top to bottom in the given area.</para> </summary> <param name="rect">Area where to layout the items.</param> <param name="style">Style for the items.</param> <param name="horizontalSpacing">Extra horizontal spacing between successive items.</param> <param name="verticalSpacing">Extra vertical spacing between item rows.</param> <param name="items">Strings to layout.</param> <returns> <para>List of rectangles for the passed items.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.GetIconSize"> <summary> <para>Get the size that has been set using SetIconSize.</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerControlID"> <summary> <para>The controlID of the currently showing object picker.</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerObject"> <summary> <para>The object currently selected in the object picker.</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.HasObjectThumbnail(System.Type)"> <summary> <para>Does a given class have per-object thumbnails?</para> </summary> <param name="objType"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String)"> <summary> <para>Fetch the GUIContent from the Unity builtin resources with the given name.</para> </summary> <param name="name">Name of the desired icon.</param> <param name="text">Tooltip for hovering over the icon.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String,System.String)"> <summary> <para>Fetch the GUIContent from the Unity builtin resources with the given name.</para> </summary> <param name="name">Name of the desired icon.</param> <param name="text">Tooltip for hovering over the icon.</param> </member> <member name="T:UnityEditor.EditorGUIUtility.IconSizeScope"> <summary> <para>Disposable scope helper for GetIconSize / SetIconSize.</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.IconSizeScope.#ctor(UnityEngine.Vector2)"> <summary> <para>Begin an IconSizeScope.</para> </summary> <param name="iconSizeWithinScope">Size to be used for icons rendered as GUIContent within this scope.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.IsDisplayReferencedByCameras(System.Int32)"> <summary> <para>Check if any enabled camera can render to a particular display.</para> </summary> <param name="displayIndex">Display index.</param> <returns> <para>True if a camera will render to the display.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.Load(System.String)"> <summary> <para>Load a built-in resource.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.LoadRequired(System.String)"> <summary> <para>Load a required built-in resource.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.LookLikeControls()"> <summary> <para>Make all EditorGUI look like regular controls.</para> </summary> <param name="labelWidth">Width to use for prefixed labels.</param> <param name="fieldWidth">Width of text entries.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single)"> <summary> <para>Make all EditorGUI look like regular controls.</para> </summary> <param name="labelWidth">Width to use for prefixed labels.</param> <param name="fieldWidth">Width of text entries.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single,System.Single)"> <summary> <para>Make all EditorGUI look like regular controls.</para> </summary> <param name="labelWidth">Width to use for prefixed labels.</param> <param name="fieldWidth">Width of text entries.</param> </member> <member name="M:UnityEditor.EditorGUIUtility.LookLikeInspector"> <summary> <para>Make all EditorGUI look like simplified outline view controls.</para> </summary> </member> <member name="M:UnityEditor.EditorGUIUtility.ObjectContent(UnityEngine.Object,System.Type)"> <summary> <para>Return a GUIContent object with the name and icon of an Object.</para> </summary> <param name="obj"></param> <param name="type"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.PingObject(UnityEngine.Object)"> <summary> <para>Ping an object in the Scene like clicking it in an inspector.</para> </summary> <param name="obj">The object to be pinged.</param> <param name="targetInstanceID"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.PingObject(System.Int32)"> <summary> <para>Ping an object in the Scene like clicking it in an inspector.</para> </summary> <param name="obj">The object to be pinged.</param> <param name="targetInstanceID"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.PixelsToPoints(UnityEngine.Vector2)"> <summary> <para>Convert a position from pixel to point space.</para> </summary> <param name="position">A GUI position in pixel space.</param> <returns> <para>A vector representing the same position in point space.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.PixelsToPoints(UnityEngine.Rect)"> <summary> <para>Convert a Rect from pixel space to point space.</para> </summary> <param name="rect">A GUI rect measured in pixels.</param> <returns> <para>A rect representing the same area in points.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.PointsToPixels(UnityEngine.Vector2)"> <summary> <para>Convert a Rect from point space to pixel space.</para> </summary> <param name="position">A GUI rect measured in points.</param> <returns> <para>A rect representing the same area in pixels.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.PointsToPixels(UnityEngine.Rect)"> <summary> <para>Converts a position from point to pixel space.</para> </summary> <param name="rect">A GUI position in point space.</param> <returns> <para>The same position in pixel space.</para> </returns> </member> <member name="M:UnityEditor.EditorGUIUtility.QueueGameViewInputEvent(UnityEngine.Event)"> <summary> <para>Send an input event into the game.</para> </summary> <param name="evt"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,System.Boolean,System.Boolean)"> <summary> <para>Render all ingame cameras.</para> </summary> <param name="cameraRect">The device coordinates to render all game cameras into.</param> <param name="gizmos">Show gizmos as well.</param> <param name="gui"></param> <param name="statsRect"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,UnityEngine.Rect,System.Boolean,System.Boolean)"> <summary> <para>Render all ingame cameras.</para> </summary> <param name="cameraRect">The device coordinates to render all game cameras into.</param> <param name="gizmos">Show gizmos as well.</param> <param name="gui"></param> <param name="statsRect"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.SetIconSize(UnityEngine.Vector2)"> <summary> <para>Set icons rendered as part of GUIContent to be rendered at a specific size.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEditor.EditorGUIUtility.ShowObjectPicker(UnityEngine.Object,System.Boolean,System.String,System.Int32)"> <summary> <para>Show the object picker from code.</para> </summary> <param name="obj">The object to be selected by default.</param> <param name="allowSceneObjects">Is selection of scene objects allowed, or should it only show assets.</param> <param name="searchFilter">Default search filter to apply.</param> <param name="controlID">The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time.</param> </member> <member name="T:UnityEditor.EditorJsonUtility"> <summary> <para>Utility functions for working with JSON data and engine objects.</para> </summary> </member> <member name="M:UnityEditor.EditorJsonUtility.FromJsonOverwrite(System.String,System.Object)"> <summary> <para>Overwrite data in an object by reading from its JSON representation.</para> </summary> <param name="json">The JSON representation of the object.</param> <param name="objectToOverwrite">The object to overwrite.</param> </member> <member name="M:UnityEditor.EditorJsonUtility.ToJson(System.Object)"> <summary> <para>Generate a JSON representation of an object.</para> </summary> <param name="obj">The object to convert to JSON form.</param> <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> <returns> <para>The object's data in JSON format.</para> </returns> </member> <member name="M:UnityEditor.EditorJsonUtility.ToJson(System.Object,System.Boolean)"> <summary> <para>Generate a JSON representation of an object.</para> </summary> <param name="obj">The object to convert to JSON form.</param> <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> <returns> <para>The object's data in JSON format.</para> </returns> </member> <member name="T:UnityEditor.EditorPrefs"> <summary> <para>Stores and accesses Unity editor preferences.</para> </summary> </member> <member name="M:UnityEditor.EditorPrefs.DeleteAll"> <summary> <para>Removes all keys and values from the preferences. Use with caution.</para> </summary> </member> <member name="M:UnityEditor.EditorPrefs.DeleteKey(System.String)"> <summary> <para>Removes key and its corresponding value from the preferences.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.EditorPrefs.GetBool(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.EditorPrefs.GetBool(System.String,System.Boolean)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.EditorPrefs.GetFloat(System.String)"> <summary> <para>Returns the float value corresponding to key if it exists in the preference file.</para> </summary> <param name="key">Name of key to read float from.</param> <param name="defaultValue">Float value to return if the key is not in the storage.</param> <returns> <para>The float value stored in the preference file or the defaultValue id the requested float does not exist.</para> </returns> </member> <member name="M:UnityEditor.EditorPrefs.GetFloat(System.String,System.Single)"> <summary> <para>Returns the float value corresponding to key if it exists in the preference file.</para> </summary> <param name="key">Name of key to read float from.</param> <param name="defaultValue">Float value to return if the key is not in the storage.</param> <returns> <para>The float value stored in the preference file or the defaultValue id the requested float does not exist.</para> </returns> </member> <member name="M:UnityEditor.EditorPrefs.GetInt(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key">Name of key to read integer from.</param> <param name="defaultValue">Integer value to return if the key is not in the storage.</param> <returns> <para>The value stored in the preference file.</para> </returns> </member> <member name="M:UnityEditor.EditorPrefs.GetInt(System.String,System.Int32)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key">Name of key to read integer from.</param> <param name="defaultValue">Integer value to return if the key is not in the storage.</param> <returns> <para>The value stored in the preference file.</para> </returns> </member> <member name="M:UnityEditor.EditorPrefs.GetString(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.EditorPrefs.GetString(System.String,System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.EditorPrefs.HasKey(System.String)"> <summary> <para>Returns true if key exists in the preferences file.</para> </summary> <param name="key">Name of key to check for.</param> <returns> <para>The existence or not of the key.</para> </returns> </member> <member name="M:UnityEditor.EditorPrefs.SetBool(System.String,System.Boolean)"> <summary> <para>Sets the value of the preference identified by key.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.EditorPrefs.SetFloat(System.String,System.Single)"> <summary> <para>Sets the float value of the preference identified by key.</para> </summary> <param name="key">Name of key to write float into.</param> <param name="value">Float value to write into the storage.</param> </member> <member name="M:UnityEditor.EditorPrefs.SetInt(System.String,System.Int32)"> <summary> <para>Sets the value of the preference identified by key as an integer.</para> </summary> <param name="key">Name of key to write integer to.</param> <param name="value">Value of the integer to write into the storage.</param> </member> <member name="M:UnityEditor.EditorPrefs.SetString(System.String,System.String)"> <summary> <para>Sets the value of the preference identified by key. Note that EditorPrefs does not support null strings and will store an empty string instead.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="T:UnityEditor.EditorSelectedRenderState"> <summary> <para>The editor selected render mode for Scene View selection.</para> </summary> </member> <member name="F:UnityEditor.EditorSelectedRenderState.Hidden"> <summary> <para>The Renderer has no selection highlight or wireframe in the Editor.</para> </summary> </member> <member name="F:UnityEditor.EditorSelectedRenderState.Highlight"> <summary> <para>The Renderer has selection highlight but no wireframe in the Editor.</para> </summary> </member> <member name="F:UnityEditor.EditorSelectedRenderState.Wireframe"> <summary> <para>The Renderer has wireframe but not selection highlight in the Editor.</para> </summary> </member> <member name="T:UnityEditor.EditorSkin"> <summary> <para>Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin.</para> </summary> </member> <member name="F:UnityEditor.EditorSkin.Game"> <summary> <para>The skin used for game views.</para> </summary> </member> <member name="F:UnityEditor.EditorSkin.Inspector"> <summary> <para>The skin used for inspectors.</para> </summary> </member> <member name="F:UnityEditor.EditorSkin.Scene"> <summary> <para>The skin used for scene views.</para> </summary> </member> <member name="T:UnityEditor.EditorStyles"> <summary> <para>Common GUIStyles used for EditorGUI controls.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.boldFont"> <summary> <para>Bold font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.boldLabel"> <summary> <para>Style for bold label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.centeredGreyMiniLabel"> <summary> <para>Style for label with small font which is centered and grey.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.colorField"> <summary> <para>Style used for headings for Color fields.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.foldout"> <summary> <para>Style used for headings for EditorGUI.Foldout.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.foldoutPreDrop"> <summary> <para>Style used for headings for EditorGUI.Foldout.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.helpBox"> <summary> <para>Style used for background box for EditorGUI.HelpBox.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.inspectorDefaultMargins"> <summary> <para>Wrap content in a vertical group with this style to get the default margins used in the Inspector.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.inspectorFullWidthMargins"> <summary> <para>Wrap content in a vertical group with this style to get full width margins in the Inspector.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.label"> <summary> <para>Style used for the labelled on all EditorGUI overloads that take a prefix label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.largeLabel"> <summary> <para>Style for label with large font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.layerMaskField"> <summary> <para>Style used for headings for Layer masks.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniBoldFont"> <summary> <para>Mini Bold font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniBoldLabel"> <summary> <para>Style for mini bold label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniButton"> <summary> <para>Style used for a standalone small button.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniButtonLeft"> <summary> <para>Style used for the leftmost button in a horizontal button group.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniButtonMid"> <summary> <para>Style used for the middle buttons in a horizontal group.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniButtonRight"> <summary> <para>Style used for the rightmost button in a horizontal group.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniFont"> <summary> <para>Mini font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniLabel"> <summary> <para>Style for label with small font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.miniTextField"> <summary> <para>Smaller text field.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.numberField"> <summary> <para>Style used for field editors for numbers.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.objectField"> <summary> <para>Style used for headings for object fields.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.objectFieldMiniThumb"> <summary> <para>Style used for object fields that have a thumbnail (e.g Textures). </para> </summary> </member> <member name="P:UnityEditor.EditorStyles.objectFieldThumb"> <summary> <para>Style used for headings for the Select button in object fields.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.popup"> <summary> <para>Style used for EditorGUI.Popup, EditorGUI.EnumPopup,.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.radioButton"> <summary> <para>Style used for a radio button.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.standardFont"> <summary> <para>Standard font.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.textArea"> <summary> <para>Style used for EditorGUI.TextArea.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.textField"> <summary> <para>Style used for EditorGUI.TextField.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toggle"> <summary> <para>Style used for headings for EditorGUI.Toggle.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toggleGroup"> <summary> <para>Style used for headings for EditorGUILayout.BeginToggleGroup.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toolbar"> <summary> <para>Toolbar background from top of windows.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toolbarButton"> <summary> <para>Style for Button and Toggles in toolbars.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toolbarDropDown"> <summary> <para>Toolbar Dropdown.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toolbarPopup"> <summary> <para>Toolbar Popup.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.toolbarTextField"> <summary> <para>Toolbar text field.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.whiteBoldLabel"> <summary> <para>Style for white bold label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.whiteLabel"> <summary> <para>Style for white label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.whiteLargeLabel"> <summary> <para>Style for white large label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.whiteMiniLabel"> <summary> <para>Style for white mini label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.wordWrappedLabel"> <summary> <para>Style for word wrapped label.</para> </summary> </member> <member name="P:UnityEditor.EditorStyles.wordWrappedMiniLabel"> <summary> <para>Style for word wrapped mini label.</para> </summary> </member> <member name="T:UnityEditor.EditorUserBuildSettings"> <summary> <para>User build settings for the Editor</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.activeBuildTarget"> <summary> <para>The currently active build target.</para> </summary> </member> <member name="F:UnityEditor.EditorUserBuildSettings.activeBuildTargetChanged"> <summary> <para>Triggered in response to SwitchActiveBuildTarget.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.activeScriptCompilationDefines"> <summary> <para>DEFINE directives for the compiler.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.allowDebugging"> <summary> <para>Enable source-level debuggers to connect.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.androidBuildSubtarget"> <summary> <para>Android platform options.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.androidBuildSystem"> <summary> <para>Set which build system to use for building the Android package.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.buildScriptsOnly"> <summary> <para>Is build script only enabled.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.compressFilesInPackage"> <summary> <para>Compress files in package.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.compressWithPsArc"> <summary> <para>Build data compressed with PSArc.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.connectProfiler"> <summary> <para>Start the player with a connection to the profiler.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.development"> <summary> <para>Enables a development build.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.enableHeadlessMode"> <summary> <para>Enables a Linux headless build.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.explicitDivideByZeroChecks"> <summary> <para>Are divide by zero's actively checked?</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.explicitNullChecks"> <summary> <para>Are null references actively checked?</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.exportAsGoogleAndroidProject"> <summary> <para>Export Android Project for use with Android StudioGradle or EclipseADT.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.forceInstallation"> <summary> <para>Force installation of package, even if error.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.forceOptimizeScriptCompilation"> <summary> <para>Force full optimizations for script complilation in Development builds.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.installInBuildFolder"> <summary> <para>Place the built player in the build folder.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.iOSBuildConfigType"> <summary> <para>Scheme with which the project will be run in Xcode.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.n3dsCreateCIAFile"> <summary> <para>Create a .cia "download image" for deploying to test kits (3DS).</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.needSubmissionMaterials"> <summary> <para>Build submission materials.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.ps4BuildSubtarget"> <summary> <para>PS4 Build Subtarget.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.ps4HardwareTarget"> <summary> <para>Specifies which version of PS4 hardware to target.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.psmBuildSubtarget"> <summary> <para>PSM Build Subtarget.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.psp2BuildSubtarget"> <summary> <para>PS Vita Build subtarget.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup"> <summary> <para>The currently selected build target group.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.selectedStandaloneTarget"> <summary> <para>The currently selected target for a standalone build.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.streamingInstallLaunchRange"> <summary> <para>When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each scene and associated assets to individual chunks. Unity will mark scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional scenes in this launch range if you desire, this specifies a range of scenes (starting at 0) to be included in the launch set. </para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.symlinkLibraries"> <summary> <para>Symlink runtime libraries with an iOS Xcode project.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.tizenBuildSubtarget"> <summary> <para>The texture compression type to be used when building.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.webGLUsePreBuiltUnityEngine"> <summary> <para>Use prebuilt JavaScript version of Unity engine.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.webPlayerOfflineDeployment"> <summary> <para>Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded).</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.webPlayerStreamed"> <summary> <para>Select the streaming option for a webplayer build.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wiiUBootMode"> <summary> <para>Boot mode of a devkit.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wiiUBuildDebugLevel"> <summary> <para>Wii U player debug level.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wiiuBuildOutput"> <summary> <para>Built player postprocessing options.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wiiUEnableNetAPI"> <summary> <para>Enable network API.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wsaGenerateReferenceProjects"> <summary> <para>Generate and reference C# projects from your main solution.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wsaSubtarget"> <summary> <para>Sets and gets target device type for the application to run on when building to Windows Store platform.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.wsaUWPSDK"> <summary> <para>Sets and gets target UWP SDK to build Windows Store application against.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.xboxBuildSubtarget"> <summary> <para>Xbox Build subtarget.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.xboxOneDeployMethod"> <summary> <para>The currently selected Xbox One Deploy Method.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.xboxOneNetworkSharePath"> <summary> <para>Network shared folder path e.g. MYCOMPUTER\SHAREDFOLDER\.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.xboxOneRebootIfDeployFailsAndRetry"> <summary> <para>Sets the XBox to reboot and redeploy when the deployment fails.</para> </summary> </member> <member name="P:UnityEditor.EditorUserBuildSettings.xboxOneUsername"> <summary> <para>Windows account username associated with PC share folder.</para> </summary> </member> <member name="M:UnityEditor.EditorUserBuildSettings.GetBuildLocation(UnityEditor.BuildTarget)"> <summary> <para>Get the current location for the build.</para> </summary> <param name="target"></param> </member> <member name="M:UnityEditor.EditorUserBuildSettings.GetPlatformSettings(System.String,System.String)"> <summary> <para>Returns value for platform specifc Editor setting.</para> </summary> <param name="platformName">The name of the platform.</param> <param name="name">The name of the setting.</param> </member> <member name="M:UnityEditor.EditorUserBuildSettings.GetWSADotNetNative(UnityEditor.WSABuildType)"> <summary> <para>Is .NET Native enabled for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx.</para> </summary> <param name="config">Build configuration.</param> <returns> <para>True if .NET Native is enabled for the specific build configuration.</para> </returns> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SetBuildLocation(UnityEditor.BuildTarget,System.String)"> <summary> <para>Set a new location for the build.</para> </summary> <param name="target"></param> <param name="location"></param> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SetPlatformSettings(System.String,System.String,System.String)"> <summary> <para>Set platform specifc Editor setting.</para> </summary> <param name="platformName">The name of the platform.</param> <param name="name">The name of the setting.</param> <param name="value">Setting value.</param> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SetWSADotNetNative(UnityEditor.WSABuildType,System.Boolean)"> <summary> <para>Enables or Disables .NET Native for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx.</para> </summary> <param name="config">Build configuration.</param> <param name="enabled">Is enabled?</param> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTarget(UnityEditor.BuildTarget)"> <summary> <para>Select a new build target to be active.</para> </summary> <param name="target">Target build platform.</param> <param name="targetGroup">Build target group.</param> <returns> <para>True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).</para> </returns> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTarget(UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)"> <summary> <para>Select a new build target to be active.</para> </summary> <param name="target">Target build platform.</param> <param name="targetGroup">Build target group.</param> <returns> <para>True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).</para> </returns> </member> <member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTargetAsync(UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)"> <summary> <para>Select a new build target to be active during the next Editor update.</para> </summary> <param name="targetGroup">Target build platform.</param> <param name="target">Build target group.</param> <returns> <para>True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).</para> </returns> </member> <member name="T:UnityEditor.EditorUtility"> <summary> <para>Editor utility functions.</para> </summary> </member> <member name="P:UnityEditor.EditorUtility.scriptCompilationFailed"> <summary> <para>True if there are any compilation error messages in the log.</para> </summary> </member> <member name="M:UnityEditor.EditorUtility.ClearProgressBar"> <summary> <para>Removes progress bar.</para> </summary> </member> <member name="M:UnityEditor.EditorUtility.CollectDeepHierarchy(UnityEngine.Object[])"> <summary> <para>Collect all objects in the hierarchy rooted at each of the given objects.</para> </summary> <param name="roots">Array of objects where the search will start.</param> <returns> <para>Array of objects heirarchically attached to the search array.</para> </returns> </member> <member name="M:UnityEditor.EditorUtility.CollectDependencies(UnityEngine.Object[])"> <summary> <para>Calculates and returns a list of all assets the assets listed in roots depend on.</para> </summary> <param name="roots"></param> </member> <member name="M:UnityEditor.EditorUtility.CompressCubemapTexture(UnityEngine.Cubemap,UnityEngine.TextureFormat,System.Int32)"> <summary> <para>Compress a cubemap texture.</para> </summary> <param name="texture"></param> <param name="format"></param> <param name="quality"></param> </member> <member name="M:UnityEditor.EditorUtility.CompressCubemapTexture(UnityEngine.Cubemap,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality)"> <summary> <para>Compress a cubemap texture.</para> </summary> <param name="texture"></param> <param name="format"></param> <param name="quality"></param> </member> <member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,System.Int32)"> <summary> <para>Compress a texture.</para> </summary> <param name="texture"></param> <param name="format"></param> <param name="quality"></param> </member> <member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality)"> <summary> <para>Compress a texture.</para> </summary> <param name="texture"></param> <param name="format"></param> <param name="quality"></param> </member> <member name="M:UnityEditor.EditorUtility.CopySerialized(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Copy all settings of a Unity Object.</para> </summary> <param name="source"></param> <param name="dest"></param> </member> <member name="M:UnityEditor.EditorUtility.CopySerializedIfDifferent(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Copy all settings of a Unity Object to a second Object if they differ.</para> </summary> <param name="source"></param> <param name="dest"></param> </member> <member name="M:UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(System.String,UnityEngine.HideFlags,System.Type[])"> <summary> <para>Creates a game object with HideFlags and specified components.</para> </summary> <param name="name"></param> <param name="flags"></param> <param name="components"></param> </member> <member name="M:UnityEditor.EditorUtility.DisplayCancelableProgressBar(System.String,System.String,System.Single)"> <summary> <para>Displays or updates a progress bar that has a cancel button.</para> </summary> <param name="title"></param> <param name="info"></param> <param name="progress"></param> </member> <member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String)"> <summary> <para>Displays a modal dialog.</para> </summary> <param name="title">The title of the message box.</param> <param name="message">The text of the message.</param> <param name="ok">Label displayed on the OK dialog button.</param> <param name="cancel">Label displayed on the Cancel dialog button.</param> </member> <member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String,System.String)"> <summary> <para>Displays a modal dialog.</para> </summary> <param name="title">The title of the message box.</param> <param name="message">The text of the message.</param> <param name="ok">Label displayed on the OK dialog button.</param> <param name="cancel">Label displayed on the Cancel dialog button.</param> </member> <member name="M:UnityEditor.EditorUtility.DisplayDialogComplex(System.String,System.String,System.String,System.String,System.String)"> <summary> <para>Displays a modal dialog with three buttons.</para> </summary> <param name="title">Title for dialog.</param> <param name="message">Purpose for the dialog.</param> <param name="ok">Dialog function chosen.</param> <param name="alt">Choose alternative dialog purpose.</param> <param name="cancel">Close dialog with no operation.</param> <returns> <para>The id of the chosen button.</para> </returns> </member> <member name="M:UnityEditor.EditorUtility.DisplayPopupMenu(UnityEngine.Rect,System.String,UnityEditor.MenuCommand)"> <summary> <para>Displays a popup menu.</para> </summary> <param name="position"></param> <param name="menuItemPath"></param> <param name="command"></param> </member> <member name="M:UnityEditor.EditorUtility.DisplayProgressBar(System.String,System.String,System.Single)"> <summary> <para>Displays or updates a progress bar.</para> </summary> <param name="title"></param> <param name="info"></param> <param name="progress"></param> </member> <member name="M:UnityEditor.EditorUtility.ExtractOggFile(UnityEngine.Object,System.String)"> <summary> <para>Saves an AudioClip or MovieTexture to a file.</para> </summary> <param name="obj"></param> <param name="path"></param> </member> <member name="M:UnityEditor.EditorUtility.FocusProjectWindow"> <summary> <para>Brings the project window to the front and focuses it.</para> </summary> </member> <member name="M:UnityEditor.EditorUtility.FormatBytes(System.Int32)"> <summary> <para>Returns a text for a number of bytes.</para> </summary> <param name="bytes"></param> </member> <member name="M:UnityEditor.EditorUtility.GetObjectEnabled(UnityEngine.Object)"> <summary> <para>Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button).</para> </summary> <param name="target"></param> </member> <member name="M:UnityEditor.EditorUtility.InstanceIDToObject(System.Int32)"> <summary> <para>Translates an instance ID to a reference to an object.</para> </summary> <param name="instanceID"></param> </member> <member name="M:UnityEditor.EditorUtility.IsPersistent(UnityEngine.Object)"> <summary> <para>Determines if an object is stored on disk.</para> </summary> <param name="target"></param> </member> <member name="M:UnityEditor.EditorUtility.NaturalCompare(System.String,System.String)"> <summary> <para>Human-like sorting.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEditor.EditorUtility.OpenFilePanel(System.String,System.String,System.String)"> <summary> <para>Displays the "open file" dialog and returns the selected path name.</para> </summary> <param name="title"></param> <param name="directory"></param> <param name="extension"></param> </member> <member name="M:UnityEditor.EditorUtility.OpenFilePanelWithFilters(System.String,System.String,System.String[])"> <summary> <para>Displays the "open file" dialog and returns the selected path name.</para> </summary> <param name="title">Title for dialog.</param> <param name="directory">Default directory.</param> <param name="filters">File extensions in form { "Image files", "png,jpg,jpeg", "All files", "*" }.</param> </member> <member name="M:UnityEditor.EditorUtility.OpenFolderPanel(System.String,System.String,System.String)"> <summary> <para>Displays the "open folder" dialog and returns the selected path name.</para> </summary> <param name="title"></param> <param name="folder"></param> <param name="defaultName"></param> </member> <member name="M:UnityEditor.EditorUtility.SaveFilePanel(System.String,System.String,System.String,System.String)"> <summary> <para>Displays the "save file" dialog and returns the selected path name.</para> </summary> <param name="title"></param> <param name="directory"></param> <param name="defaultName"></param> <param name="extension"></param> </member> <member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String)"> <summary> <para>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</para> </summary> <param name="title"></param> <param name="defaultName"></param> <param name="extension"></param> <param name="message"></param> </member> <member name="M:UnityEditor.EditorUtility.SaveFolderPanel(System.String,System.String,System.String)"> <summary> <para>Displays the "save folder" dialog and returns the selected path name.</para> </summary> <param name="title"></param> <param name="folder"></param> <param name="defaultName"></param> </member> <member name="M:UnityEditor.EditorUtility.SetDirty(UnityEngine.Object)"> <summary> <para>Marks target object as dirty. (Only suitable for non-scene objects).</para> </summary> <param name="target">The object to mark as dirty.</param> </member> <member name="M:UnityEditor.EditorUtility.SetObjectEnabled(UnityEngine.Object,System.Boolean)"> <summary> <para>Set the enabled state of the object.</para> </summary> <param name="target"></param> <param name="enabled"></param> </member> <member name="M:UnityEditor.EditorUtility.SetSelectedRenderState(UnityEngine.Renderer,UnityEditor.EditorSelectedRenderState)"> <summary> <para>Set the Scene View selected display mode for this Renderer.</para> </summary> <param name="renderer"></param> <param name="renderState"></param> </member> <member name="M:UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)"> <summary> <para>Sets whether the selected Renderer's wireframe will be hidden when the GameObject it is attached to is selected.</para> </summary> <param name="renderer"></param> <param name="enabled"></param> </member> <member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate"> <summary> <para>Unloads assets that are not used.</para> </summary> <param name="ignoreReferencesFromScript">When true delete assets even if linked in scripts.</param> </member> <member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate"> <summary> <para>Unloads assets that are not used.</para> </summary> <param name="ignoreReferencesFromScript">When true delete assets even if linked in scripts.</param> </member> <member name="T:UnityEditor.EditorWindow"> <summary> <para>Derive from this class to create an editor window.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.autoRepaintOnSceneChange"> <summary> <para>Does the window automatically repaint whenever the scene has changed?</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.focusedWindow"> <summary> <para>The EditorWindow which currently has keyboard focus. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.maximized"> <summary> <para>Is this window maximized.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.maxSize"> <summary> <para>The maximum size of this window.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.minSize"> <summary> <para>The minimum size of this window.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.mouseOverWindow"> <summary> <para>The EditorWindow currently under the mouse cursor. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.position"> <summary> <para>The position of the window in screen space.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.title"> <summary> <para>The title of this window.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.titleContent"> <summary> <para>The GUIContent used for drawing the title of EditorWindows.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.wantsMouseEnterLeaveWindow"> <summary> <para>Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.</para> </summary> </member> <member name="P:UnityEditor.EditorWindow.wantsMouseMove"> <summary> <para>Checks whether MouseMove events are received in the GUI in this Editor window.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.BeginWindows"> <summary> <para>Mark the beginning area of all popup windows.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.Close"> <summary> <para>Close the editor window.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.EndWindows"> <summary> <para>Close a window group started with EditorWindow.BeginWindows.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.Focus"> <summary> <para>Moves keyboard focus to this EditorWindow.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen(System.Type)"> <summary> <para>Focuses the first found EditorWindow of specified type if it is open.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> </member> <member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen"> <summary> <para>Focuses the first found EditorWindow of type T if it is open.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Type)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean)"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String)"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.String)"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.Type[])"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="desiredDockNextTo">An array of EditorWindow types that the window will attempt to dock onto.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Type[])"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="desiredDockNextTo">An array of EditorWindow types that the window will attempt to dock onto.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean,System.Type[])"> <summary> <para>Returns the first EditorWindow of type T which is currently on the screen.</para> </summary> <param name="T">The type of the window. Must derive from EditorWindow.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="desiredDockNextTo">An array of EditorWindow types that the window will attempt to dock onto.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean,System.String)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)"> <summary> <para>Returns the first EditorWindow of type t which is currently on the screen.</para> </summary> <param name="t">The type of the window. Must derive from EditorWindow.</param> <param name="rect">The position on the screen where a newly created window will show.</param> <param name="utility">Set this to true, to create a floating utility window, false to create a normal window.</param> <param name="title">If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title.</param> <param name="focus">Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus).</param> </member> <member name="M:UnityEditor.EditorWindow.RemoveNotification"> <summary> <para>Stop showing notification message.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.Repaint"> <summary> <para>Make the window repaint.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.SendEvent(UnityEngine.Event)"> <summary> <para>Sends an Event to a window.</para> </summary> <param name="e"></param> </member> <member name="M:UnityEditor.EditorWindow.Show"> <summary> <para>Show the EditorWindow.</para> </summary> <param name="immediateDisplay"></param> </member> <member name="M:UnityEditor.EditorWindow.Show(System.Boolean)"> <summary> <para>Show the EditorWindow.</para> </summary> <param name="immediateDisplay"></param> </member> <member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2)"> <summary> <para>Shows a window with dropdown behaviour and styling.</para> </summary> <param name="buttonRect">The button from which the position of the window will be determined (see description).</param> <param name="windowSize">The initial size of the window.</param> </member> <member name="M:UnityEditor.EditorWindow.ShowAuxWindow"> <summary> <para>Show the editor window in the auxiliary window.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.ShowNotification(UnityEngine.GUIContent)"> <summary> <para>Show a notification message.</para> </summary> <param name="notification"></param> </member> <member name="M:UnityEditor.EditorWindow.ShowPopup"> <summary> <para>Shows an Editor window using popup-style framing.</para> </summary> </member> <member name="M:UnityEditor.EditorWindow.ShowUtility"> <summary> <para>Show the EditorWindow as a floating utility window.</para> </summary> </member> <member name="T:UnityEditor.Events.UnityEventTools"> <summary> <para>Editor tools for working with persistent UnityEvents.</para> </summary> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddBoolPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;System.Boolean&gt;,System.Boolean)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddFloatPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;System.Single&gt;,System.Single)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddIntPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;,System.Int32)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddObjectPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;T&gt;,T)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEventBase)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEvent,UnityEngine.Events.UnityAction)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEvent`1&lt;T0&gt;,UnityEngine.Events.UnityAction`1&lt;T0&gt;)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEvent`2&lt;T0,T1&gt;,UnityEngine.Events.UnityAction`2&lt;T0,T1&gt;)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEvent`3&lt;T0,T1,T2&gt;,UnityEngine.Events.UnityAction`3&lt;T0,T1,T2&gt;)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddPersistentListener(UnityEngine.Events.UnityEvent`4&lt;T0,T1,T2,T3&gt;,UnityEngine.Events.UnityAction`4&lt;T0,T1,T2,T3&gt;)"> <summary> <para>Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddStringPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;System.String&gt;,System.String)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.AddVoidPersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction)"> <summary> <para>Adds a persistent, preset call to the listener.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterBoolPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction`1&lt;System.Boolean&gt;,System.Boolean)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterFloatPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction`1&lt;System.Single&gt;,System.Single)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterIntPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;,System.Int32)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterObjectPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction`1&lt;T&gt;,T)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterPersistentListener(UnityEngine.Events.UnityEvent,System.Int32,UnityEngine.Events.UnityAction)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterPersistentListener(UnityEngine.Events.UnityEvent`1&lt;T0&gt;,System.Int32,UnityEngine.Events.UnityAction`1&lt;T0&gt;)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterPersistentListener(UnityEngine.Events.UnityEvent`2&lt;T0,T1&gt;,System.Int32,UnityEngine.Events.UnityAction`2&lt;T0,T1&gt;)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterPersistentListener(UnityEngine.Events.UnityEvent`3&lt;T0,T1,T2&gt;,System.Int32,UnityEngine.Events.UnityAction`3&lt;T0,T1,T2&gt;)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterPersistentListener(UnityEngine.Events.UnityEvent`4&lt;T0,T1,T2,T3&gt;,System.Int32,UnityEngine.Events.UnityAction`4&lt;T0,T1,T2,T3&gt;)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterStringPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction`1&lt;System.String&gt;,System.String)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> <param name="argument">Argument to use when invoking.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RegisterVoidPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32,UnityEngine.Events.UnityAction)"> <summary> <para>Modifies the event at the given index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to modify.</param> <param name="call">Function to call.</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,System.Int32)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`1&lt;T0&gt;)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`2&lt;T0,T1&gt;)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`3&lt;T0,T1,T2&gt;)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.RemovePersistentListener(UnityEngine.Events.UnityEventBase,UnityEngine.Events.UnityAction`4&lt;T0,T1,T2,T3&gt;)"> <summary> <para>Removes the given function from the event.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to remove (if specified).</param> <param name="call">Function to remove (if specified).</param> </member> <member name="M:UnityEditor.Events.UnityEventTools.UnregisterPersistentListener(UnityEngine.Events.UnityEventBase,System.Int32)"> <summary> <para>Unregisters the given listener at the specified index.</para> </summary> <param name="unityEvent">Event to modify.</param> <param name="index">Index to unregister.</param> </member> <member name="T:UnityEditor.Experimental.Animations.GameObjectRecorder"> <summary> <para>Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.</para> </summary> </member> <member name="P:UnityEditor.Experimental.Animations.GameObjectRecorder.currentTime"> <summary> <para>Returns the current time of the recording.</para> </summary> </member> <member name="P:UnityEditor.Experimental.Animations.GameObjectRecorder.isRecording"> <summary> <para>Returns true when the recorder is recording.</para> </summary> </member> <member name="P:UnityEditor.Experimental.Animations.GameObjectRecorder.root"> <summary> <para>The GameObject used for the recording.</para> </summary> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.Bind(UnityEditor.EditorCurveBinding)"> <summary> <para>Binds a GameObject's property as defined by EditorCurveBinding.</para> </summary> <param name="binding">The binding definition.</param> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.BindAll(UnityEngine.GameObject,System.Boolean)"> <summary> <para>Adds bindings for all of target's properties, and also for all the target's children if recursive is true.</para> </summary> <param name="target">.root or any of its children.</param> <param name="recursive">Binds also all the target's children properties when set to true.</param> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.BindComponent(UnityEngine.GameObject,System.Boolean)"> <summary> <para>Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.</para> </summary> <param name="target">.root or any of its children.</param> <param name="recursive">Binds also the target's children transform properties when set to true.</param> <param name="componentType">Type of the component.</param> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.BindComponent(UnityEngine.GameObject,System.Type,System.Boolean)"> <summary> <para>Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.</para> </summary> <param name="target">.root or any of its children.</param> <param name="recursive">Binds also the target's children transform properties when set to true.</param> <param name="componentType">Type of the component.</param> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.#ctor"> <summary> <para>Create a new GameObjectRecorder.</para> </summary> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.GetBindings"> <summary> <para>Returns an array of all the bindings added to the recorder.</para> </summary> <returns> <para>Array of bindings.</para> </returns> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.ResetRecording"> <summary> <para>Reset the recording.</para> </summary> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.SaveToClip(UnityEngine.AnimationClip)"> <summary> <para>Saves the recorded animation into clip.</para> </summary> <param name="clip">Destination clip.</param> </member> <member name="M:UnityEditor.Experimental.Animations.GameObjectRecorder.TakeSnapshot(System.Single)"> <summary> <para>Forwards the animation by dt seconds, then record the values of the added bindings.</para> </summary> <param name="dt">Delta time.</param> </member> <member name="T:UnityEditor.Experimental.AssetImporters.AssetImportContext"> <summary> <para>Used by ScriptableImporter child classes and defines the argument passed to OnImportAsset().</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.AssetImportContext.assetPath"> <summary> <para>The path of the Asset file to be imported.</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.AssetImportContext.selectedBuildTarget"> <summary> <para>This indicates what platform the Asset import event is targetting.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImportContext.AddSubAsset(System.String,UnityEngine.Object)"> <summary> <para>Adds a sub-Asset to the result of the import operation.</para> </summary> <param name="identifier">A unique identifier associated to this sub-Asset.</param> <param name="asset">The Unity Object that is the sub-Asset.</param> <param name="thumbnail">An optional 2D texture to use as the tumbnail for this sub-Asset.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImportContext.AddSubAsset(System.String,UnityEngine.Object,UnityEngine.Texture2D)"> <summary> <para>Adds a sub-Asset to the result of the import operation.</para> </summary> <param name="identifier">A unique identifier associated to this sub-Asset.</param> <param name="asset">The Unity Object that is the sub-Asset.</param> <param name="thumbnail">An optional 2D texture to use as the tumbnail for this sub-Asset.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImportContext.SetMainAsset(System.String,UnityEngine.Object)"> <summary> <para>Set's the main Asset to the result of the import operation.</para> </summary> <param name="identifier">A Unique identifier associated to this Asset.</param> <param name="asset">The Unity Object that is the sub-Asset.</param> <param name="thumbnail">An optional 2D texture to use as the thumbnail for the Asset.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImportContext.SetMainAsset(System.String,UnityEngine.Object,UnityEngine.Texture2D)"> <summary> <para>Set's the main Asset to the result of the import operation.</para> </summary> <param name="identifier">A Unique identifier associated to this Asset.</param> <param name="asset">The Unity Object that is the sub-Asset.</param> <param name="thumbnail">An optional 2D texture to use as the thumbnail for the Asset.</param> </member> <member name="T:UnityEditor.Experimental.AssetImporters.AssetImporterEditor"> <summary> <para>Default editor for all asset importer settings.</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.showImportedObject"> <summary> <para>Should imported object be shown as a separate editor?</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.useAssetDrawPreview"> <summary> <para>Determines if the asset preview is handled by the AssetEditor or the Importer DrawPreview</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.Apply"> <summary> <para>Saves any changes from the Editor's control into the asset's import settings object.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.ApplyButton"> <summary> <para>Implements the 'Apply' button of the inspector.</para> </summary> <param name="buttonText">Text to display on button.</param> <returns> <para>Returns true if the new settings were successfully applied</para> </returns> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.ApplyButton(System.String)"> <summary> <para>Implements the 'Apply' button of the inspector.</para> </summary> <param name="buttonText">Text to display on button.</param> <returns> <para>Returns true if the new settings were successfully applied</para> </returns> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.ApplyRevertGUI"> <summary> <para>Add's the 'Apply' and 'Revert' buttons to the editor</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.Awake"> <summary> <para>This function is called when the Editor script is started.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.HasModified"> <summary> <para>Determine if the import settings have been modified.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.OnApplyRevertGUI"> <summary> <para>Process the 'Apply' and 'Revert' buttons.</para> </summary> <returns> <para>Returns true if the new settings were successfully applied.</para> </returns> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.OnDisable"> <summary> <para>This function is called when the editor object goes out of scope.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.OnEnable"> <summary> <para>This function is called when the object is loaded.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.ResetValues"> <summary> <para>Reset the import settings to their last saved values.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.RevertButton"> <summary> <para>Implements the 'Revert' button of the inspector.</para> </summary> <param name="buttonText">Text to display on button.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.AssetImporterEditor.RevertButton(System.String)"> <summary> <para>Implements the 'Revert' button of the inspector.</para> </summary> <param name="buttonText">Text to display on button.</param> </member> <member name="T:UnityEditor.Experimental.AssetImporters.ScriptedImporter"> <summary> <para>Abstract, root class, for all custom Asset Importers.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporter.OnImportAsset(UnityEditor.Experimental.AssetImporters.AssetImportContext)"> <summary> <para>This method must by overriden by the child class and is called by the Asset Pipeline to import/Convert a file into a Unity Asset.</para> </summary> <param name="ctx">This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset.</param> </member> <member name="T:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute"> <summary> <para>Class attribute that is used to register a custom asset importer class with the asset importing pipeline of Unity.</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.fileExtensions"> <summary> <para>List of file extensions, without leading period character, that the scripted importer handles.</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.importQueuePriority"> <summary> <para>Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.</para> </summary> </member> <member name="P:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.version"> <summary> <para>Importer version number that is used by the import layer to detect new version of the importer and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.#ctor(System.Int32,System.String[])"> <summary> <para>Notes: - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited. - If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.</para> </summary> <param name="version">A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.</param> <param name="exts">List of file extensions, without leading period character, that the scripted importer handles.</param> <param name="ext">Single file extension, without leading period character, that the scripted importer handles.</param> <param name="importQueueOffset">Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.#ctor(System.Int32,System.String)"> <summary> <para>Notes: - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited. - If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.</para> </summary> <param name="version">A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.</param> <param name="exts">List of file extensions, without leading period character, that the scripted importer handles.</param> <param name="ext">Single file extension, without leading period character, that the scripted importer handles.</param> <param name="importQueueOffset">Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.#ctor(System.Int32,System.String[],System.Int32)"> <summary> <para>Notes: - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited. - If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.</para> </summary> <param name="version">A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.</param> <param name="exts">List of file extensions, without leading period character, that the scripted importer handles.</param> <param name="ext">Single file extension, without leading period character, that the scripted importer handles.</param> <param name="importQueueOffset">Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.</param> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporterAttribute.#ctor(System.Int32,System.String,System.Int32)"> <summary> <para>Notes: - Best pratice advice is to always increment to the version number of the scripted asset importers whenever the script gets edited. - If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it, will trigger both a re-import of the script and all assets of the corresponding type.</para> </summary> <param name="version">A number that is used by the import pipeline to detect new versions of the importer scripts and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter.</param> <param name="exts">List of file extensions, without leading period character, that the scripted importer handles.</param> <param name="ext">Single file extension, without leading period character, that the scripted importer handles.</param> <param name="importQueueOffset">Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process.</param> </member> <member name="T:UnityEditor.Experimental.AssetImporters.ScriptedImporterEditor"> <summary> <para>Default editor for source assets handled by Scripted Importers.</para> </summary> </member> <member name="M:UnityEditor.Experimental.AssetImporters.ScriptedImporterEditor.OnInspectorGUI"> <summary> <para>Base implementation provides one field (including children) for each top level property.</para> </summary> </member> <member name="T:UnityEditor.ExportPackageOptions"> <summary> <para>Export package option. Multiple options can be combined together using the | operator.</para> </summary> </member> <member name="F:UnityEditor.ExportPackageOptions.Default"> <summary> <para>Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list.</para> </summary> </member> <member name="F:UnityEditor.ExportPackageOptions.IncludeDependencies"> <summary> <para>In addition to the assets paths listed, all dependent assets will be included as well.</para> </summary> </member> <member name="F:UnityEditor.ExportPackageOptions.IncludeLibraryAssets"> <summary> <para>The exported package will include all library assets, ie. the project settings located in the Library folder of the project.</para> </summary> </member> <member name="F:UnityEditor.ExportPackageOptions.Interactive"> <summary> <para>The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished.</para> </summary> </member> <member name="F:UnityEditor.ExportPackageOptions.Recurse"> <summary> <para>Will recurse through any subdirectories listed and include all assets inside them.</para> </summary> </member> <member name="T:UnityEditor.FileUtil"> <summary> <para>Lets you do move, copy, delete operations over files or directories.</para> </summary> </member> <member name="M:UnityEditor.FileUtil.CopyFileOrDirectory(System.String,System.String)"> <summary> <para>Copies a file or a directory.</para> </summary> <param name="from"></param> <param name="to"></param> </member> <member name="M:UnityEditor.FileUtil.CopyFileOrDirectoryFollowSymlinks(System.String,System.String)"> <summary> <para>Copies the file or directory.</para> </summary> <param name="from"></param> <param name="to"></param> </member> <member name="M:UnityEditor.FileUtil.DeleteFileOrDirectory(System.String)"> <summary> <para>Deletes a file or a directory given a path.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.FileUtil.GetUniqueTempPathInProject"> <summary> <para>Returns a unique path in the Temp folder within your current project.</para> </summary> </member> <member name="M:UnityEditor.FileUtil.MoveFileOrDirectory(System.String,System.String)"> <summary> <para>Moves a file or a directory from a given path to another path.</para> </summary> <param name="from"></param> <param name="to"></param> </member> <member name="M:UnityEditor.FileUtil.ReplaceDirectory(System.String,System.String)"> <summary> <para>Replaces a directory.</para> </summary> <param name="src"></param> <param name="dst"></param> </member> <member name="M:UnityEditor.FileUtil.ReplaceFile(System.String,System.String)"> <summary> <para>Replaces a file.</para> </summary> <param name="src"></param> <param name="dst"></param> </member> <member name="T:UnityEditor.FontRenderingMode"> <summary> <para>Font rendering mode constants for TrueTypeFontImporter.</para> </summary> </member> <member name="F:UnityEditor.FontRenderingMode.HintedRaster"> <summary> <para>Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small.</para> </summary> </member> <member name="F:UnityEditor.FontRenderingMode.HintedSmooth"> <summary> <para>Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries, and generally produces.</para> </summary> </member> <member name="F:UnityEditor.FontRenderingMode.OSDefault"> <summary> <para>Use the OS default font rendering mode. This selects either FontRenderingMode.HintedSmooth or.</para> </summary> </member> <member name="F:UnityEditor.FontRenderingMode.Smooth"> <summary> <para>Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures.</para> </summary> </member> <member name="T:UnityEditor.FontTextureCase"> <summary> <para>Texture case constants for TrueTypeFontImporter.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.ASCII"> <summary> <para>Import basic ASCII character set.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.ASCIILowerCase"> <summary> <para>Only import lower case ASCII character set.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.ASCIIUpperCase"> <summary> <para>Only import upper case ASCII character set.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.CustomSet"> <summary> <para>Custom set of characters.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.Dynamic"> <summary> <para>Render characters into font texture at runtime as needed.</para> </summary> </member> <member name="F:UnityEditor.FontTextureCase.Unicode"> <summary> <para>Import a set of Unicode characters common for latin scripts.</para> </summary> </member> <member name="T:UnityEditor.GameObjectUtility"> <summary> <para>GameObject utility functions.</para> </summary> </member> <member name="M:UnityEditor.GameObjectUtility.AreStaticEditorFlagsSet(UnityEngine.GameObject,UnityEditor.StaticEditorFlags)"> <summary> <para>Returns true if the passed in StaticEditorFlags are set on the GameObject specified.</para> </summary> <param name="go">The GameObject to check.</param> <param name="flags">The flags you want to check.</param> <returns> <para>Whether the GameObject's static flags match the flags specified.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshArea(UnityEngine.GameObject)"> <summary> <para>Get the navmesh area index for the GameObject.</para> </summary> <param name="go">GameObject to query.</param> <returns> <para>NavMesh area index.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshAreaFromName(System.String)"> <summary> <para>Get the navmesh area index from the area name.</para> </summary> <param name="name">NavMesh area name to query.</param> <returns> <para>The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshAreaNames"> <summary> <para>Get all the navmesh area names.</para> </summary> <returns> <para>Names of all the NavMesh areas.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayer(UnityEngine.GameObject)"> <summary> <para>Get the navmesh layer for the GameObject.</para> </summary> <param name="go">The GameObject to check.</param> <returns> <para>The navmesh layer for the GameObject specified.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayerFromName(System.String)"> <summary> <para>Get the navmesh layer from the layer name.</para> </summary> <param name="name">The name of the navmesh layer.</param> <returns> <para>The layer number of the navmesh layer name specified.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayerNames"> <summary> <para>Get all the navmesh layer names.</para> </summary> <returns> <para>An array of the names of all navmesh layers.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetStaticEditorFlags(UnityEngine.GameObject)"> <summary> <para>Gets the StaticEditorFlags of the GameObject specified.</para> </summary> <param name="go">The GameObject whose flags you are interested in.</param> <returns> <para>The static editor flags of the GameObject specified.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.GetUniqueNameForSibling(UnityEngine.Transform,System.String)"> <summary> <para>Get unique name for a new GameObject compared to existing siblings. Useful when trying to avoid duplicate naming. When duplicate(s) are found, uses incremental a number after the base name.</para> </summary> <param name="parent">Target parent for a new GameObject. Null means root level.</param> <param name="name">Requested name for a new GameObject.</param> <returns> <para>Unique name for a new GameObject.</para> </returns> </member> <member name="M:UnityEditor.GameObjectUtility.SetNavMeshArea(UnityEngine.GameObject,System.Int32)"> <summary> <para>Set the navmesh area for the gameobject.</para> </summary> <param name="go">GameObject to modify.</param> <param name="areaIndex">NavMesh area index to set.</param> </member> <member name="M:UnityEditor.GameObjectUtility.SetNavMeshLayer(UnityEngine.GameObject,System.Int32)"> <summary> <para>Set the navmesh layer for the GameObject.</para> </summary> <param name="go">The GameObject on which to set the navmesh layer.</param> <param name="areaIndex">The layer number you want to set.</param> </member> <member name="M:UnityEditor.GameObjectUtility.SetParentAndAlign(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>Sets the parent and gives the child the same layer and position.</para> </summary> <param name="child">The GameObject that should have a new parent set.</param> <param name="parent">The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing.</param> </member> <member name="M:UnityEditor.GameObjectUtility.SetStaticEditorFlags(UnityEngine.GameObject,UnityEditor.StaticEditorFlags)"> <summary> <para>Sets the static editor flags on the specified GameObject.</para> </summary> <param name="go">The GameObject whose static editor flags you want to set.</param> <param name="flags">The flags to set on the GameObject.</param> </member> <member name="T:UnityEditor.GenericMenu"> <summary> <para>GenericMenu lets you create custom context menus and dropdown menus.</para> </summary> </member> <member name="M:UnityEditor.GenericMenu.AddDisabledItem(UnityEngine.GUIContent)"> <summary> <para>Add a disabled item to the menu.</para> </summary> <param name="content">The GUIContent to display as a disabled menu item.</param> </member> <member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction)"> <summary> <para>Add an item to the menu.</para> </summary> <param name="content">The GUIContent to add as a menu item.</param> <param name="on">Whether to show the item is currently activated (i.e. a tick next to the item in the menu).</param> <param name="func">The function to call when the menu item is selected.</param> </member> <member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction2,System.Object)"> <summary> <para>Add an item to the menu.</para> </summary> <param name="content">The GUIContent to add as a menu item.</param> <param name="on">Whether to show the item is currently activated (i.e. a tick next to the item in the menu).</param> <param name="func">The function to call when the menu item is selected.</param> <param name="userData">The data to pass to the function called when the item is selected.</param> </member> <member name="M:UnityEditor.GenericMenu.AddSeparator(System.String)"> <summary> <para>Add a seperator item to the menu.</para> </summary> <param name="path">The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path.</param> </member> <member name="M:UnityEditor.GenericMenu.DropDown(UnityEngine.Rect)"> <summary> <para>Show the menu at the given screen rect.</para> </summary> <param name="position">The position at which to show the menu.</param> </member> <member name="M:UnityEditor.GenericMenu.GetItemCount"> <summary> <para>Get number of items in the menu.</para> </summary> <returns> <para>The number of items in the menu.</para> </returns> </member> <member name="T:UnityEditor.GenericMenu.MenuFunction"> <summary> <para>Callback function, called when a menu item is selected.</para> </summary> </member> <member name="T:UnityEditor.GenericMenu.MenuFunction2"> <summary> <para>Callback function with user data, called when a menu item is selected.</para> </summary> <param name="userData">The data to pass through to the callback function.</param> </member> <member name="M:UnityEditor.GenericMenu.ShowAsContext"> <summary> <para>Show the menu under the mouse when right-clicked.</para> </summary> </member> <member name="T:UnityEditor.GizmoType"> <summary> <para>Determines how a gizmo is drawn or picked in the Unity editor.</para> </summary> </member> <member name="F:UnityEditor.GizmoType.Active"> <summary> <para>Draw the gizmo if it is active (shown in the inspector).</para> </summary> </member> <member name="F:UnityEditor.GizmoType.InSelectionHierarchy"> <summary> <para>Draw the gizmo if it is selected or it is a child/descendent of the selected.</para> </summary> </member> <member name="F:UnityEditor.GizmoType.NonSelected"> <summary> <para>Draw the gizmo if it is not selected.</para> </summary> </member> <member name="F:UnityEditor.GizmoType.NotInSelectionHierarchy"> <summary> <para>Draw the gizmo if it is not selected and also no parent/ancestor is selected.</para> </summary> </member> <member name="F:UnityEditor.GizmoType.Pickable"> <summary> <para>The gizmo can be picked in the editor.</para> </summary> </member> <member name="F:UnityEditor.GizmoType.Selected"> <summary> <para>Draw the gizmo if it is selected.</para> </summary> </member> <member name="T:UnityEditor.GraphicsJobMode"> <summary> <para>Enum used to specify the graphics jobs mode to use.</para> </summary> </member> <member name="F:UnityEditor.GraphicsJobMode.Legacy"> <summary> <para>Legacy graphics jobs.</para> </summary> </member> <member name="F:UnityEditor.GraphicsJobMode.Native"> <summary> <para>Native graphics jobs.</para> </summary> </member> <member name="T:UnityEditor.GUIDrawer"> <summary> <para>Base class for PropertyDrawer and DecoratorDrawer.</para> </summary> </member> <member name="T:UnityEditor.Handles"> <summary> <para>Custom 3D GUI controls and drawing in the scene view.</para> </summary> </member> <member name="P:UnityEditor.Handles.centerColor"> <summary> <para>Color to use for handles that represent the center of something.</para> </summary> </member> <member name="P:UnityEditor.Handles.color"> <summary> <para>Colors of the handles.</para> </summary> </member> <member name="P:UnityEditor.Handles.currentCamera"> <summary> <para>Setup viewport and stuff for a current camera.</para> </summary> </member> <member name="P:UnityEditor.Handles.inverseMatrix"> <summary> <para>The inverse of the matrix for all handle operations.</para> </summary> </member> <member name="P:UnityEditor.Handles.lighting"> <summary> <para>Are handles lit?</para> </summary> </member> <member name="P:UnityEditor.Handles.matrix"> <summary> <para>Matrix for all handle operations.</para> </summary> </member> <member name="P:UnityEditor.Handles.secondaryColor"> <summary> <para>Soft color to use for for general things.</para> </summary> </member> <member name="P:UnityEditor.Handles.selectedColor"> <summary> <para>Color to use for the currently active handle.</para> </summary> </member> <member name="P:UnityEditor.Handles.xAxisColor"> <summary> <para>Color to use for handles that manipulates the X coordinate of something.</para> </summary> </member> <member name="P:UnityEditor.Handles.yAxisColor"> <summary> <para>Color to use for handles that manipulates the Y coordinate of something.</para> </summary> </member> <member name="P:UnityEditor.Handles.zAxisColor"> <summary> <para>Color to use for handles that manipulates the Z coordinate of something.</para> </summary> </member> <member name="P:UnityEditor.Handles.zTest"> <summary> <para>zTest of the handles.</para> </summary> </member> <member name="M:UnityEditor.Handles.ArrowHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw an arrow like those used by the move tool.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.BeginGUI"> <summary> <para>Begin a 2D GUI block inside the 3D handle GUI.</para> </summary> <param name="position">The position and size of the 2D GUI area.</param> </member> <member name="M:UnityEditor.Handles.BeginGUI(UnityEngine.Rect)"> <summary> <para>Begin a 2D GUI block inside the 3D handle GUI.</para> </summary> <param name="position">The position and size of the 2D GUI area.</param> </member> <member name="M:UnityEditor.Handles.Button(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Single,UnityEditor.Handles/CapFunction)"> <summary> <para>Make a 3D Button.</para> </summary> <param name="position">The position to draw the button in the space of Handles.matrix.</param> <param name="direction">The rotation of the button in the space of Handles.matrix.</param> <param name="size">The visual size of the handle. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="pickSize">The size of the button for the purpose of detecting a click. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="capFunction">The draw style of the button.</param> <returns> <para>True when the user clicks the button.</para> </returns> </member> <member name="T:UnityEditor.Handles.CapFunction"> <summary> <para>The function to use for drawing the handle e.g. Handles.RectangleCap.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in world-space units.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.CircleHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a circle handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.ClearCamera(UnityEngine.Rect,UnityEngine.Camera)"> <summary> <para>Clears the camera.</para> </summary> <param name="position">Where in the Scene to clear.</param> <param name="camera">The camera to clear.</param> </member> <member name="M:UnityEditor.Handles.ConeHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a cone handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.CubeHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a cube handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.CylinderHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a cylinder handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.Disc(UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Boolean,System.Single)"> <summary> <para>Make a 3D disc that can be dragged with the mouse. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</para> </summary> <param name="rotation">The rotation of the disc.</param> <param name="position">The center of the disc.</param> <param name="axis">The axis to rotate around.</param> <param name="size">The size of the disc in world space See Also:HandleUtility.GetHandleSize.</param> <param name="cutoffPlane">If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter.</param> <param name="snap">The grid size to snap to.</param> <returns> <para>The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.DotHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a dot handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.DrawAAConvexPolygon(UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased convex polygon specified with point array.</para> </summary> <param name="points">List of points describing the convex polygon.</param> </member> <member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased line specified with point array and width.</para> </summary> <param name="lineTex">The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.</param> <param name="width">The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <param name="points">List of points to build the line from.</param> <param name="actualNumberOfPoints"></param> </member> <member name="M:UnityEditor.Handles.DrawAAPolyLine(System.Single,UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased line specified with point array and width.</para> </summary> <param name="lineTex">The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.</param> <param name="width">The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <param name="points">List of points to build the line from.</param> <param name="actualNumberOfPoints"></param> </member> <member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Texture2D,UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased line specified with point array and width.</para> </summary> <param name="lineTex">The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.</param> <param name="width">The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <param name="points">List of points to build the line from.</param> <param name="actualNumberOfPoints"></param> </member> <member name="M:UnityEditor.Handles.DrawAAPolyLine(System.Single,System.Int32,UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased line specified with point array and width.</para> </summary> <param name="lineTex">The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.</param> <param name="width">The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <param name="points">List of points to build the line from.</param> <param name="actualNumberOfPoints"></param> </member> <member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Texture2D,System.Single,UnityEngine.Vector3[])"> <summary> <para>Draw anti-aliased line specified with point array and width.</para> </summary> <param name="lineTex">The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.</param> <param name="width">The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <param name="points">List of points to build the line from.</param> <param name="actualNumberOfPoints"></param> </member> <member name="M:UnityEditor.Handles.DrawBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,UnityEngine.Texture2D,System.Single)"> <summary> <para>Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture.</para> </summary> <param name="startPosition">The start point of the bezier line.</param> <param name="endPosition">The end point of the bezier line.</param> <param name="startTangent">The start tangent of the bezier line.</param> <param name="endTangent">The end tangent of the bezier line.</param> <param name="color">The color to use for the bezier line.</param> <param name="texture">The texture to use for drawing the bezier line.</param> <param name="width">The width of the bezier line.</param> </member> <member name="M:UnityEditor.Handles.DrawCamera"> <summary> <para>Draws a camera inside a rectangle.</para> </summary> <param name="position">The area to draw the camera within in GUI coordinates.</param> <param name="camera">The camera to draw.</param> <param name="drawMode">How the camera is drawn (textured, wireframe, etc).</param> <param name="gridParam">Parameters of grid drawing (can be omitted).</param> </member> <member name="M:UnityEditor.Handles.DrawCamera(UnityEngine.Rect,UnityEngine.Camera)"> <summary> <para>Draws a camera inside a rectangle.</para> </summary> <param name="position">The area to draw the camera within in GUI coordinates.</param> <param name="camera">The camera to draw.</param> <param name="drawMode">How the camera is drawn (textured, wireframe, etc.).</param> </member> <member name="M:UnityEditor.Handles.DrawCamera(UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode)"> <summary> <para>Draws a camera inside a rectangle.</para> </summary> <param name="position">The area to draw the camera within in GUI coordinates.</param> <param name="camera">The camera to draw.</param> <param name="drawMode">How the camera is drawn (textured, wireframe, etc.).</param> </member> <member name="M:UnityEditor.Handles.DrawDottedLine(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Draw a dotted line from p1 to p2.</para> </summary> <param name="p1">The start point.</param> <param name="p2">The end point.</param> <param name="screenSpaceSize">The size in pixels for the lengths of the line segments and the gaps between them.</param> </member> <member name="M:UnityEditor.Handles.DrawDottedLines(UnityEngine.Vector3[],System.Single)"> <summary> <para>Draw a list of dotted line segments.</para> </summary> <param name="lineSegments">A list of pairs of points that represent the start and end of line segments.</param> <param name="screenSpaceSize">The size in pixels for the lengths of the line segments and the gaps between them.</param> </member> <member name="M:UnityEditor.Handles.DrawDottedLines(UnityEngine.Vector3[],System.Int32[],System.Single)"> <summary> <para>Draw a list of indexed dotted line segments.</para> </summary> <param name="points">A list of points.</param> <param name="segmentIndices">A list of pairs of indices to the start and end points of the line segments.</param> <param name="screenSpaceSize">The size in pixels for the lengths of the line segments and the gaps between them.</param> </member> <member name="T:UnityEditor.Handles.DrawingScope"> <summary> <para>Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix.</para> </summary> </member> <member name="P:UnityEditor.Handles.DrawingScope.originalColor"> <summary> <para>The value of Handles.color at the time this DrawingScope was created.</para> </summary> </member> <member name="P:UnityEditor.Handles.DrawingScope.originalMatrix"> <summary> <para>The value of Handles.matrix at the time this DrawingScope was created.</para> </summary> </member> <member name="M:UnityEditor.Handles.DrawingScope.#ctor(UnityEngine.Color)"> <summary> <para>Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.</para> </summary> <param name="matrix">The matrix to use for displaying Handles inside the scope block.</param> <param name="color">The color to use for displaying Handles inside the scope block.</param> </member> <member name="M:UnityEditor.Handles.DrawingScope.#ctor(UnityEngine.Color,UnityEngine.Matrix4x4)"> <summary> <para>Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.</para> </summary> <param name="matrix">The matrix to use for displaying Handles inside the scope block.</param> <param name="color">The color to use for displaying Handles inside the scope block.</param> </member> <member name="M:UnityEditor.Handles.DrawingScope.#ctor(UnityEngine.Matrix4x4)"> <summary> <para>Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.</para> </summary> <param name="matrix">The matrix to use for displaying Handles inside the scope block.</param> <param name="color">The color to use for displaying Handles inside the scope block.</param> </member> <member name="M:UnityEditor.Handles.DrawingScope.Dispose"> <summary> <para>Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. You do not need to call this method manually.</para> </summary> </member> <member name="M:UnityEditor.Handles.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draw a line from p1 to p2.</para> </summary> <param name="p1"></param> <param name="p2"></param> </member> <member name="M:UnityEditor.Handles.DrawLines(UnityEngine.Vector3[])"> <summary> <para>Draw a list of line segments.</para> </summary> <param name="lineSegments">A list of pairs of points that represent the start and end of line segments.</param> </member> <member name="M:UnityEditor.Handles.DrawLines(UnityEngine.Vector3[],System.Int32[])"> <summary> <para>Draw a list of indexed line segments.</para> </summary> <param name="points">A list of points.</param> <param name="segmentIndices">A list of pairs of indices to the start and end points of the line segments.</param> </member> <member name="M:UnityEditor.Handles.DrawPolyLine(UnityEngine.Vector3[])"> <summary> <para>Draw a line going through the list of all points.</para> </summary> <param name="points"></param> </member> <member name="M:UnityEditor.Handles.DrawSelectionFrame(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a camera facing selection frame.</para> </summary> <param name="controlID"></param> <param name="position"></param> <param name="rotation"></param> <param name="size"></param> <param name="eventType"></param> </member> <member name="M:UnityEditor.Handles.DrawSolidArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Draw a circular sector (pie piece) in 3D space.</para> </summary> <param name="center">The center of the circle.</param> <param name="normal">The normal of the circle.</param> <param name="from">The direction of the point on the circumference, relative to the center, where the sector begins.</param> <param name="angle">The angle of the sector, in degrees.</param> <param name="radius">The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.DrawSolidDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Draw a solid flat disc in 3D space.</para> </summary> <param name="center">The center of the dics.</param> <param name="normal">The normal of the disc.</param> <param name="radius">The radius of the dics Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.DrawSolidRectangleWithOutline(UnityEngine.Vector3[],UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Draw a solid outlined rectangle in 3D space.</para> </summary> <param name="verts">The 4 vertices of the rectangle in world coordinates.</param> <param name="faceColor">The color of the rectangle's face.</param> <param name="outlineColor">The outline color of the rectangle.</param> </member> <member name="M:UnityEditor.Handles.DrawWireArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Draw a circular arc in 3D space.</para> </summary> <param name="center">The center of the circle.</param> <param name="normal">The normal of the circle.</param> <param name="from">The direction of the point on the circle circumference, relative to the center, where the arc begins.</param> <param name="angle">The angle of the arc, in degrees.</param> <param name="radius">The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draw a wireframe box with center and size.</para> </summary> <param name="center"></param> <param name="size"></param> </member> <member name="M:UnityEditor.Handles.DrawWireDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Draw the outline of a flat disc in 3D space.</para> </summary> <param name="center">The center of the dics.</param> <param name="normal">The normal of the disc.</param> <param name="radius">The radius of the dics Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.EndGUI"> <summary> <para>End a 2D GUI block and get back to the 3D handle GUI.</para> </summary> </member> <member name="M:UnityEditor.Handles.FreeMoveHandle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.Vector3,UnityEditor.Handles/CapFunction)"> <summary> <para>Make an unconstrained movement handle.</para> </summary> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">The snap increment on all axes. See Handles.SnapValue.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.FreeRotateHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single)"> <summary> <para>Make an unconstrained rotation handle.</para> </summary> <param name="rotation">Orientation of the handle.</param> <param name="position">Center of the handle in 3D space.</param> <param name="size">The size of the handle. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> <returns> <para>The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.GetMainGameViewSize"> <summary> <para>Get the width and height of the main game view.</para> </summary> </member> <member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,System.String)"> <summary> <para>Make a text label positioned in 3D space.</para> </summary> <param name="position">Position in 3D space as seen from the current handle camera.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.Texture)"> <summary> <para>Make a text label positioned in 3D space.</para> </summary> <param name="position">Position in 3D space as seen from the current handle camera.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.GUIContent)"> <summary> <para>Make a text label positioned in 3D space.</para> </summary> <param name="position">Position in 3D space as seen from the current handle camera.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text label positioned in 3D space.</para> </summary> <param name="position">Position in 3D space as seen from the current handle camera.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a text label positioned in 3D space.</para> </summary> <param name="position">Position in 3D space as seen from the current handle camera.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</param> </member> <member name="M:UnityEditor.Handles.MakeBezierPoints(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)"> <summary> <para>Retuns an array of points to representing the bezier curve. See Handles.DrawBezier.</para> </summary> <param name="startPosition"></param> <param name="endPosition"></param> <param name="startTangent"></param> <param name="endTangent"></param> <param name="division"></param> </member> <member name="M:UnityEditor.Handles.PositionHandle(UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Make a position handle.</para> </summary> <param name="position">Center of the handle in 3D space.</param> <param name="rotation">Orientation of the handle in 3D space.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.RadiusHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single,System.Boolean)"> <summary> <para>Make a Scene view radius handle.</para> </summary> <param name="rotation">Orientation of the handle.</param> <param name="position">Center of the handle in 3D space.</param> <param name="radius">Radius to modify.</param> <param name="handlesOnly">Whether to omit the circular outline of the radius and only draw the point handles.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</para> </returns> </member> <member name="M:UnityEditor.Handles.RadiusHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single)"> <summary> <para>Make a Scene view radius handle.</para> </summary> <param name="rotation">Orientation of the handle.</param> <param name="position">Center of the handle in 3D space.</param> <param name="radius">Radius to modify.</param> <param name="handlesOnly">Whether to omit the circular outline of the radius and only draw the point handles.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</para> </returns> </member> <member name="M:UnityEditor.Handles.RectangleHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a rectangle handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> </member> <member name="M:UnityEditor.Handles.RotationHandle(UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Make a Scene view rotation handle.</para> </summary> <param name="rotation">Orientation of the handle.</param> <param name="position">Center of the handle in 3D space.</param> <returns> <para>The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.ScaleHandle(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)"> <summary> <para>Make a Scene view scale handle. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.</para> </summary> <param name="scale">Scale to modify.</param> <param name="position">The position of the handle.</param> <param name="rotation">The rotation of the handle.</param> <param name="size">Allows you to scale the size of the handle on-scren.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.ScaleSlider(System.Single,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Single)"> <summary> <para>Make a directional scale slider.</para> </summary> <param name="scale">The value the user can modify.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="direction">The direction of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">The snap increment. See Handles.SnapValue.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.ScaleValueHandle(System.Single,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEditor.Handles/CapFunction,System.Single)"> <summary> <para>Make a 3D handle that scales a single float.</para> </summary> <param name="value">The value the user can modify.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">The snap increment. See Handles.SnapValue.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.SetCamera(UnityEngine.Camera)"> <summary> <para>Set the current camera so all Handles and Gizmos are draw with its settings.</para> </summary> <param name="camera"></param> <param name="position"></param> </member> <member name="M:UnityEditor.Handles.SetCamera(UnityEngine.Rect,UnityEngine.Camera)"> <summary> <para>Set the current camera so all Handles and Gizmos are draw with its settings.</para> </summary> <param name="camera"></param> <param name="position"></param> </member> <member name="T:UnityEditor.Handles.SizeFunction"> <summary> <para>A delegate type for getting a handle's size based on its current position.</para> </summary> <param name="position">The current position of the handle in the space of Handles.matrix.</param> </member> <member name="M:UnityEditor.Handles.Slider(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Make a 3D slider that moves along one axis.</para> </summary> <param name="position">The position of the current point in the space of Handles.matrix.</param> <param name="direction">The direction axis of the slider in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">The snap increment. See Handles.SnapValue.</param> <param name="capFunction">The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.Slider(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles/CapFunction,System.Single)"> <summary> <para>Make a 3D slider that moves along one axis.</para> </summary> <param name="position">The position of the current point in the space of Handles.matrix.</param> <param name="direction">The direction axis of the slider in the space of Handles.matrix.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">The snap increment. See Handles.SnapValue.</param> <param name="capFunction">The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles/CapFunction,UnityEngine.Vector2,System.Boolean)"> <summary> <para>Make a 3D slider that moves along a plane defined by two axes.</para> </summary> <param name="id">(optional) override the default ControlID for this Slider2D instance.</param> <param name="handlePos">The position of the current point in the space of Handles.matrix.</param> <param name="offset">(optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.</param> <param name="handleDir">The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.</param> <param name="slideDir1">The first axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="slideDir2">The second axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="handleSize">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">(float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.</param> <param name="drawHelper">(default: false) render a rectangle around the handle when dragging.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles/CapFunction,System.Single,System.Boolean)"> <summary> <para>Make a 3D slider that moves along a plane defined by two axes.</para> </summary> <param name="id">(optional) override the default ControlID for this Slider2D instance.</param> <param name="handlePos">The position of the current point in the space of Handles.matrix.</param> <param name="offset">(optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.</param> <param name="handleDir">The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.</param> <param name="slideDir1">The first axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="slideDir2">The second axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="handleSize">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">(float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.</param> <param name="drawHelper">(default: false) render a rectangle around the handle when dragging.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles/CapFunction,UnityEngine.Vector2,System.Boolean)"> <summary> <para>Make a 3D slider that moves along a plane defined by two axes.</para> </summary> <param name="id">(optional) override the default ControlID for this Slider2D instance.</param> <param name="handlePos">The position of the current point in the space of Handles.matrix.</param> <param name="offset">(optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.</param> <param name="handleDir">The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.</param> <param name="slideDir1">The first axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="slideDir2">The second axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="handleSize">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">(float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.</param> <param name="drawHelper">(default: false) render a rectangle around the handle when dragging.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles/CapFunction,UnityEngine.Vector2,System.Boolean)"> <summary> <para>Make a 3D slider that moves along a plane defined by two axes.</para> </summary> <param name="id">(optional) override the default ControlID for this Slider2D instance.</param> <param name="handlePos">The position of the current point in the space of Handles.matrix.</param> <param name="offset">(optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle.</param> <param name="handleDir">The direction of the handle in the space of Handles.matrix, only used for rendering of the handle.</param> <param name="slideDir1">The first axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="slideDir2">The second axis of the slider's plane of movement in the space of Handles.matrix.</param> <param name="handleSize">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> <param name="snap">(float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue.</param> <param name="drawHelper">(default: false) render a rectangle around the handle when dragging.</param> <param name="capFunction">The function to call for doing the actual drawing.</param> <returns> <para>The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function.</para> </returns> </member> <member name="M:UnityEditor.Handles.SnapValue(System.Single,System.Single)"> <summary> <para>Rounds the value val to the closest multiple of snap (snap can only be positive).</para> </summary> <param name="val"></param> <param name="snap"></param> <returns> <para>The rounded value, if snap is positive, and val otherwise.</para> </returns> </member> <member name="M:UnityEditor.Handles.SphereHandleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.EventType)"> <summary> <para>Draw a sphere handle. Pass this into handle functions.</para> </summary> <param name="controlID">The control ID for the handle.</param> <param name="position">The position of the handle in the space of Handles.matrix.</param> <param name="rotation">The rotation of the handle in the space of Handles.matrix.</param> <param name="eventType">Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.</param> <param name="size">The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.</param> </member> <member name="T:UnityEditor.HandleUtility"> <summary> <para>Helper functions for Scene View style 3D GUI.</para> </summary> </member> <member name="P:UnityEditor.HandleUtility.acceleration"> <summary> <para>Get standard acceleration for dragging values (Read Only).</para> </summary> </member> <member name="P:UnityEditor.HandleUtility.niceMouseDelta"> <summary> <para>Get nice mouse delta to use for dragging a float value (Read Only).</para> </summary> </member> <member name="P:UnityEditor.HandleUtility.niceMouseDeltaZoom"> <summary> <para>Get nice mouse delta to use for zooming (Read Only).</para> </summary> </member> <member name="M:UnityEditor.HandleUtility.AddControl(System.Int32,System.Single)"> <summary> <para>Record a distance measurement from a handle.</para> </summary> <param name="controlId"></param> <param name="distance"></param> </member> <member name="M:UnityEditor.HandleUtility.AddDefaultControl(System.Int32)"> <summary> <para>Add the ID for a default control. This will be picked if nothing else is.</para> </summary> <param name="controlId"></param> </member> <member name="M:UnityEditor.HandleUtility.CalcLineTranslation(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Map a mouse drag onto a movement along a line in 3D space.</para> </summary> <param name="src">The source point of the drag.</param> <param name="dest">The destination point of the drag.</param> <param name="srcPosition">The 3D position the dragged object had at src ray.</param> <param name="constraintDir">3D direction of constrained movement.</param> <returns> <para>The distance travelled along constraintDir.</para> </returns> </member> <member name="M:UnityEditor.HandleUtility.ClosestPointToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Get the point on an arc (in 3D space) which is closest to the current mouse position.</para> </summary> <param name="center"></param> <param name="normal"></param> <param name="from"></param> <param name="angle"></param> <param name="radius"></param> </member> <member name="M:UnityEditor.HandleUtility.ClosestPointToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Get the point on an disc (in 3D space) which is closest to the current mouse position.</para> </summary> <param name="center"></param> <param name="normal"></param> <param name="radius"></param> </member> <member name="M:UnityEditor.HandleUtility.ClosestPointToPolyLine(UnityEngine.Vector3[])"> <summary> <para>Get the point on a polyline (in 3D space) which is closest to the current mouse position.</para> </summary> <param name="vertices"></param> </member> <member name="M:UnityEditor.HandleUtility.DistancePointBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Calculate distance between a point and a Bezier curve.</para> </summary> <param name="point"></param> <param name="startPosition"></param> <param name="endPosition"></param> <param name="startTangent"></param> <param name="endTangent"></param> </member> <member name="M:UnityEditor.HandleUtility.DistancePointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Calculate distance between a point and a line.</para> </summary> <param name="point"></param> <param name="lineStart"></param> <param name="lineEnd"></param> </member> <member name="M:UnityEditor.HandleUtility.DistancePointToLine(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Distance from a point p in 2d to a line defined by two points a and b.</para> </summary> <param name="p"></param> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEditor.HandleUtility.DistancePointToLineSegment(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Distance from a point p in 2d to a line segment defined by two points a and b.</para> </summary> <param name="p"></param> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Pixel distance from mouse pointer to a 3D section of a disc.</para> </summary> <param name="center"></param> <param name="normal"></param> <param name="from"></param> <param name="angle"></param> <param name="radius"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToCircle(UnityEngine.Vector3,System.Single)"> <summary> <para>Pixel distance from mouse pointer to camera facing circle.</para> </summary> <param name="position"></param> <param name="radius"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Pixel distance from mouse pointer to a 3D disc.</para> </summary> <param name="center"></param> <param name="normal"></param> <param name="radius"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToLine(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Pixel distance from mouse pointer to line.</para> </summary> <param name="p1"></param> <param name="p2"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToPolyLine(UnityEngine.Vector3[])"> <summary> <para>Pixel distance from mouse pointer to a polyline.</para> </summary> <param name="points"></param> </member> <member name="M:UnityEditor.HandleUtility.DistanceToRectangle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)"> <summary> <para>Pixel distance from mouse pointer to a rectangle on screen.</para> </summary> <param name="position"></param> <param name="rotation"></param> <param name="size"></param> </member> <member name="M:UnityEditor.HandleUtility.GetHandleSize(UnityEngine.Vector3)"> <summary> <para>Get world space size of a manipulator handle at given position.</para> </summary> <param name="position">The position of the handle in 3d space.</param> <returns> <para>A constant screen-size for the handle, based on the distance between from the supplied handle's position to the camera.</para> </returns> </member> <member name="M:UnityEditor.HandleUtility.GUIPointToScreenPixelCoordinate(UnityEngine.Vector2)"> <summary> <para>Converts a 2D GUI position to screen pixel coordinates.</para> </summary> <param name="guiPoint"></param> </member> <member name="M:UnityEditor.HandleUtility.GUIPointToWorldRay(UnityEngine.Vector2)"> <summary> <para>Convert 2D GUI position to a world space ray.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Boolean)"> <summary> <para>Pick game object closest to specified position.</para> </summary> <param name="selectPrefabRoot">Select prefab.</param> <param name="materialIndex">Returns index into material array of the Renderer component that is closest to specified position.</param> <param name="position"></param> </member> <member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Int32&amp;)"> <summary> <para>Pick game object closest to specified position.</para> </summary> <param name="selectPrefabRoot">Select prefab.</param> <param name="materialIndex">Returns index into material array of the Renderer component that is closest to specified position.</param> <param name="position"></param> </member> <member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect)"> <summary> <para>Pick GameObjects that lie within a specified screen rectangle.</para> </summary> <param name="rect">An screen rectangle specified with pixel coordinates.</param> </member> <member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect,System.Boolean)"> <summary> <para></para> </summary> <param name="rect"></param> <param name="selectPrefabRootsOnly"></param> </member> <member name="M:UnityEditor.HandleUtility.PointOnLineParameter(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns the parameter for the projection of the point on the given line.</para> </summary> <param name="point"></param> <param name="linePoint"></param> <param name="lineDirection"></param> </member> <member name="M:UnityEditor.HandleUtility.PopCamera(UnityEngine.Camera)"> <summary> <para>Retrieve all camera settings.</para> </summary> <param name="camera"></param> </member> <member name="M:UnityEditor.HandleUtility.ProjectPointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Project point onto a line.</para> </summary> <param name="point"></param> <param name="lineStart"></param> <param name="lineEnd"></param> </member> <member name="M:UnityEditor.HandleUtility.PushCamera(UnityEngine.Camera)"> <summary> <para>Store all camera settings.</para> </summary> <param name="camera"></param> </member> <member name="M:UnityEditor.HandleUtility.RaySnap(UnityEngine.Ray)"> <summary> <para>Casts ray against the scene and report if an object lies in its path.</para> </summary> <param name="ray"></param> <returns> <para>A boxed RaycastHit, null if nothing hit it.</para> </returns> </member> <member name="M:UnityEditor.HandleUtility.Repaint"> <summary> <para>Repaint the current view.</para> </summary> </member> <member name="M:UnityEditor.HandleUtility.WorldPointToSizedRect(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Calculate a rectangle to display a 2D GUI element near a projected point in 3D space.</para> </summary> <param name="position">The world-space position to use.</param> <param name="content">The content to make room for.</param> <param name="style">The style to use. The style's alignment.</param> </member> <member name="M:UnityEditor.HandleUtility.WorldToGUIPoint(UnityEngine.Vector3)"> <summary> <para>Convert world space point to a 2D GUI position.</para> </summary> <param name="world">Point in world space.</param> </member> <member name="T:UnityEditor.Help"> <summary> <para>Helper class to access Unity documentation.</para> </summary> </member> <member name="M:UnityEditor.Help.BrowseURL(System.String)"> <summary> <para>Open url in the default web browser.</para> </summary> <param name="url"></param> </member> <member name="M:UnityEditor.Help.GetHelpURLForObject(UnityEngine.Object)"> <summary> <para>Get the URL for this object's documentation.</para> </summary> <param name="obj">The object to retrieve documentation for.</param> <returns> <para>The documentation URL for the object. Note that this could use the http: or file: schemas.</para> </returns> </member> <member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object)"> <summary> <para>Is there a help page for this object?</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.Help.ShowHelpForObject(UnityEngine.Object)"> <summary> <para>Show help page for this object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.Help.ShowHelpPage(System.String)"> <summary> <para>Show a help page.</para> </summary> <param name="page"></param> </member> <member name="T:UnityEditor.Highlighter"> <summary> <para>Use this class to highlight elements in the editor for use in in-editor tutorials and similar.</para> </summary> </member> <member name="P:UnityEditor.Highlighter.active"> <summary> <para>Is there currently an active highlight?</para> </summary> </member> <member name="P:UnityEditor.Highlighter.activeRect"> <summary> <para>The rect in screenspace of the current active highlight.</para> </summary> </member> <member name="P:UnityEditor.Highlighter.activeText"> <summary> <para>The text of the current active highlight.</para> </summary> </member> <member name="P:UnityEditor.Highlighter.activeVisible"> <summary> <para>Is the current active highlight visible yet?</para> </summary> </member> <member name="M:UnityEditor.Highlighter.Highlight(System.String,System.String)"> <summary> <para>Highlights an element in the editor.</para> </summary> <param name="windowTitle">The title of the window the element is inside.</param> <param name="text">The text to identify the element with.</param> <param name="mode">Optional mode to specify how to search for the element.</param> <returns> <para>true if the requested element was found; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.Highlighter.Highlight(System.String,System.String,UnityEditor.HighlightSearchMode)"> <summary> <para>Highlights an element in the editor.</para> </summary> <param name="windowTitle">The title of the window the element is inside.</param> <param name="text">The text to identify the element with.</param> <param name="mode">Optional mode to specify how to search for the element.</param> <returns> <para>true if the requested element was found; otherwise false.</para> </returns> </member> <member name="M:UnityEditor.Highlighter.HighlightIdentifier(UnityEngine.Rect,System.String)"> <summary> <para>Call this method to create an identifiable rect that the Highlighter can find.</para> </summary> <param name="position">The position to make highlightable.</param> <param name="identifier">The identifier text of the rect.</param> </member> <member name="M:UnityEditor.Highlighter.Stop"> <summary> <para>Stops the active highlight.</para> </summary> </member> <member name="T:UnityEditor.HighlightSearchMode"> <summary> <para>Used to specify how to find a given element in the editor to highlight.</para> </summary> </member> <member name="F:UnityEditor.HighlightSearchMode.Auto"> <summary> <para>Highlights the first element found using any of the search modes.</para> </summary> </member> <member name="F:UnityEditor.HighlightSearchMode.Content"> <summary> <para>Highlights an element containing text using the text as identifier.</para> </summary> </member> <member name="F:UnityEditor.HighlightSearchMode.Identifier"> <summary> <para>Highlights an element with a given identifier text.</para> </summary> </member> <member name="F:UnityEditor.HighlightSearchMode.None"> <summary> <para>Highlights nothing.</para> </summary> </member> <member name="F:UnityEditor.HighlightSearchMode.PrefixLabel"> <summary> <para>Highlights an entire editor control using its label text as identifier.</para> </summary> </member> <member name="T:UnityEditor.IHVImageFormatImporter"> <summary> <para>Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.filterMode"> <summary> <para>Filtering mode of the texture.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.isReadable"> <summary> <para>Is texture data readable from scripts.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.wrapMode"> <summary> <para>Texture coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.wrapModeU"> <summary> <para>Texture U coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.wrapModeV"> <summary> <para>Texture V coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.IHVImageFormatImporter.wrapModeW"> <summary> <para>Texture W coordinate wrapping mode for Texture3D.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.ArcHandle"> <summary> <para>A class for a compound handle to edit an angle and a radius in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.angle"> <summary> <para>Returns or specifies the angle of the arc for the handle.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.angleHandleColor"> <summary> <para>Returns or specifies the color of the angle control handle.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.angleHandleDrawFunction"> <summary> <para>An optional Handles.CapFunction to use when displaying the angle control handle. Defaults to a line terminated with Handles.CylinderHandleCap if no value is specified.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.angleHandleSizeFunction"> <summary> <para>An optional Handles.SizeFunction to specify how large the angle control handle should be. Defaults to a fixed screen-space size.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.fillColor"> <summary> <para>Returns or specifies the color of the arc shape.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.radius"> <summary> <para>Returns or specifies the radius of the arc for the handle.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.radiusHandleColor"> <summary> <para>Returns or specifies the color of the radius control handle.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.radiusHandleDrawFunction"> <summary> <para>An optional Handles.CapFunction to use when displaying the radius control handle. Defaults to a Handles.DotHandleHandleCap along the arc if no value is specified.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.radiusHandleSizeFunction"> <summary> <para>An optional Handles.SizeFunction to specify how large the radius control handle should be. Defaults to a fixed screen-space size.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.ArcHandle.wireframeColor"> <summary> <para>Returns or specifies the color of the curved line along the outside of the arc.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.ArcHandle.#ctor"> <summary> <para>Creates a new instance of the ArcHandle class.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.ArcHandle.DrawHandle"> <summary> <para>A function to display this instance in the current handle camera using its current configuration.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.ArcHandle.SetColorWithoutRadiusHandle(UnityEngine.Color,System.Single)"> <summary> <para>Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. radiusHandleColor will be set to Color.clear and the radius handle will be disabled.</para> </summary> <param name="color">The color to use for the angle control handle and the fill shape.</param> <param name="fillColorAlpha">The alpha value to use for fillColor.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.ArcHandle.SetColorWithRadiusHandle(UnityEngine.Color,System.Single)"> <summary> <para>Sets angleHandleColor, radiusHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value.</para> </summary> <param name="color">The color to use for the angle and radius control handles and the fill shape.</param> <param name="fillColorAlpha">The alpha value to use for fillColor.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.BoxBoundsHandle"> <summary> <para>A compound handle to edit a box-shaped bounding volume in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.BoxBoundsHandle.size"> <summary> <para>Returns or specifies the size of the bounding box.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.BoxBoundsHandle.#ctor"> <summary> <para>Create a new instance of the BoxBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.BoxBoundsHandle.#ctor(System.Int32)"> <summary> <para>Create a new instance of the BoxBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.BoxBoundsHandle.DrawWireframe"> <summary> <para>Draw a wireframe box for this instance.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle"> <summary> <para>A compound handle to edit a capsule-shaped bounding volume in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.height"> <summary> <para>Returns or specifies the height of the capsule bounding volume.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.heightAxis"> <summary> <para>Returns or specifies the axis in the handle's space to which height maps. The radius maps to the remaining axes.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.radius"> <summary> <para>Returns or specifies the radius of the capsule bounding volume.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.#ctor"> <summary> <para>Create a new instance of the CapsuleBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.#ctor(System.Int32)"> <summary> <para>Create a new instance of the CapsuleBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.DrawWireframe"> <summary> <para>Draw a wireframe capsule for this instance.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.HeightAxis"> <summary> <para>An enumeration for specifying which axis on a CapsuleBoundsHandle object maps to the CapsuleBoundsHandle.height parameter.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.HeightAxis.X"> <summary> <para>X-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.HeightAxis.Y"> <summary> <para>Y-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.HeightAxis.Z"> <summary> <para>Z-axis.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.CapsuleBoundsHandle.OnHandleChanged(UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle/HandleDirection,UnityEngine.Bounds,UnityEngine.Bounds)"> <summary> <para>A callback for when a control handle was dragged in the scene.</para> </summary> <param name="handle">The handle that was dragged.</param> <param name="boundsOnClick">The raw Bounds for this instance's volume at the time the control handle was clicked.</param> <param name="newBounds">The raw Bounds for this instance's volume based on the updated handle position.</param> <returns> <para>The bounds that should be applied to this instance, with any necessary modifications applied.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeader"> <summary> <para>The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and list views.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.canSort"> <summary> <para>Use this property to control whether sorting is enabled for all the columns.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.height"> <summary> <para>Customizable height of the multi column header.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.sortedColumnIndex"> <summary> <para>The index of the column that is set to be the primary sorting column. This is the column that shows the sorting arrow above the header text.</para> </summary> </member> <member name="?:UnityEditor.IMGUI.Controls.MultiColumnHeader.sortingChanged(UnityEditor.IMGUI.Controls.MultiColumnHeader/HeaderCallback)"> <summary> <para>Subscribe to this event to get notified when sorting has changed.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.state"> <summary> <para>This is the state of the MultiColumnHeader.</para> </summary> </member> <member name="?:UnityEditor.IMGUI.Controls.MultiColumnHeader.visibleColumnsChanged(UnityEditor.IMGUI.Controls.MultiColumnHeader/HeaderCallback)"> <summary> <para>Subscribe to this event to get notified when the number of visible columns has changed.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.AddColumnHeaderContextMenuItems(UnityEditor.GenericMenu)"> <summary> <para>Override this method to extend the default context menu items shown when context clicking the header area.</para> </summary> <param name="menu">Context menu shown.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.ColumnHeaderClicked(UnityEditor.IMGUI.Controls.MultiColumnHeaderState/Column,System.Int32)"> <summary> <para>Override to customize the behavior when clicking a column header.</para> </summary> <param name="column">Column clicked.</param> <param name="columnIndex">Column index clicked.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.ColumnHeaderGUI(UnityEditor.IMGUI.Controls.MultiColumnHeaderState/Column,UnityEngine.Rect,System.Int32)"> <summary> <para>Override to customize the GUI of a single column header.</para> </summary> <param name="column">Column header data.</param> <param name="headerRect">Rect for column header.</param> <param name="columnIndex">Column index.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.#ctor(UnityEditor.IMGUI.Controls.MultiColumnHeaderState)"> <summary> <para>Constructor.</para> </summary> <param name="state">Column header state and Column state.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultGUI"> <summary> <para>Default GUI methods and properties for the MultiColumnHeader class.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultGUI.columnContentMargin"> <summary> <para>Margin that can be used by clients of the MultiColumnHeader to control spacing between content in multiple columns.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultGUI.defaultHeight"> <summary> <para>Default height of the header.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultGUI.minimumHeight"> <summary> <para>This height is the minium height the header can have and can only be used if sorting is disabled.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultStyles"> <summary> <para>Default styles used by the MultiColumnHeader class.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultStyles.background"> <summary> <para>Style used for rendering the background of the header.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultStyles.columnHeader"> <summary> <para>Style used for left aligned header text.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultStyles.columnHeaderCenterAligned"> <summary> <para>Style used for centered header text.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeader.DefaultStyles.columnHeaderRightAligned"> <summary> <para>Style used for right aligned header text.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.GetCellRect(System.Int32,UnityEngine.Rect)"> <summary> <para>Calculates a cell rect for a column and row using the visibleColumnIndex and rowRect parameters.</para> </summary> <param name="visibleColumnIndex"></param> <param name="rowRect"></param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.GetColumn(System.Int32)"> <summary> <para>Returns the column data for a given column index.</para> </summary> <param name="columnIndex">Column index.</param> <returns> <para>Column data.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.GetColumnRect(System.Int32)"> <summary> <para>Returns the header column Rect for a given visible column index.</para> </summary> <param name="visibleColumnIndex">Index of a visible column.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.GetVisibleColumnIndex(System.Int32)"> <summary> <para>Convert from column index to visible column index.</para> </summary> <param name="columnIndex">Column index.</param> <returns> <para>Visible column index.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeader.HeaderCallback"> <summary> <para>Delegate used for events from the MultiColumnHeader.</para> </summary> <param name="multiColumnHeader">The MultiColumnHeader that dispatched this event.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.IsColumnVisible(System.Int32)"> <summary> <para>Check if a column is currently visible in the MultiColumnHeader.</para> </summary> <param name="columnIndex">Column index.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.IsSortedAscending(System.Int32)"> <summary> <para>Check the sorting order state for a column.</para> </summary> <param name="columnIndex">Column index.</param> <returns> <para>True if sorted ascending.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.OnGUI(UnityEngine.Rect,System.Single)"> <summary> <para>Render and handle input for the MultiColumnHeader at the given rect.</para> </summary> <param name="xScroll">Horizontal scroll offset.</param> <param name="rect">Rect where the MultiColumnHeader is drawn in.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.OnSortingChanged"> <summary> <para>Called when sorting changes and dispatches the sortingChanged event.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.OnVisibleColumnsChanged"> <summary> <para>Called when the number of visible column changes and dispatches the visibleColumnsChanged event.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.Repaint"> <summary> <para>Requests the window which contains the MultiColumnHeader to repaint.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.ResizeToFit"> <summary> <para>Resizes the column widths of the columns that have auto-resize enabled to make all the columns fit to the width of the MultiColumnHeader render rect.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.SetSortDirection(System.Int32,System.Boolean)"> <summary> <para>Change sort direction for a given column.</para> </summary> <param name="columnIndex">Column index.</param> <param name="sortAscending">Direction of the sorting.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.SetSorting(System.Int32,System.Boolean)"> <summary> <para>Sets the primary sorting column and its sorting order.</para> </summary> <param name="columnIndex">Column to sort.</param> <param name="sortAscending">Sorting order for the column specified.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.SetSortingColumns(System.Int32[],System.Boolean[])"> <summary> <para>Sets multiple sorting columns and the associated sorting orders.</para> </summary> <param name="columnIndices">Column indices of the sorted columns.</param> <param name="sortAscending">Sorting order for the column indices specified.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.SortingButton(UnityEditor.IMGUI.Controls.MultiColumnHeaderState/Column,UnityEngine.Rect,System.Int32)"> <summary> <para>Provides the button logic for a column header and the rendering of the sorting arrow (if visible).</para> </summary> <param name="column">Column data.</param> <param name="headerRect">Column header rect.</param> <param name="columnIndex">Column index.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeader.ToggleVisibility(System.Int32)"> <summary> <para>Method for toggling the visibility of a column.</para> </summary> <param name="columnIndex">Toggle visibility for this column.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeaderState"> <summary> <para>State used by the MultiColumnHeader.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.columns"> <summary> <para>The array of column states used by the MultiColumnHeader class.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.maximumNumberOfSortedColumns"> <summary> <para>This property controls the maximum number of columns returned by the sortedColumns property.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.sortedColumnIndex"> <summary> <para>This property holds the index to the primary sorted column.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.sortedColumns"> <summary> <para>The array of column indices for multiple column sorting.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.visibleColumns"> <summary> <para>This is the array of currently visible column indices.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.widthOfAllVisibleColumns"> <summary> <para>Returns the sum of all the widths of the visible columns in the visibleColumns array.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.CanOverwriteSerializedFields(UnityEditor.IMGUI.Controls.MultiColumnHeaderState,UnityEditor.IMGUI.Controls.MultiColumnHeaderState)"> <summary> <para>Checks if the source state can transfer its serialized data to the destination state.</para> </summary> <param name="source">State that have serialized data to be transfered to the destination state.</param> <param name="destination">Destination state.</param> <returns> <para>Returns true if the source state have the same number of columns as the destination state.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column"> <summary> <para>Column state.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.allowToggleVisibility"> <summary> <para>Option to allow/disallow hiding the column from the context menu.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.autoResize"> <summary> <para>Option to allow the column to resize automatically when resizing the entire MultiColumnHeader.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.canSort"> <summary> <para>Is sorting enabled for this column. If false, left-clicking this column header has no effect.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.contextMenuText"> <summary> <para>If this is set then it is used for the context menu for toggling visibility, if not set then the ::headerContent is used.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.headerContent"> <summary> <para>This is the GUIContent that will be rendered in the column header.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.headerTextAlignment"> <summary> <para>Alignment of the header content.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.maxWidth"> <summary> <para>Maximum width of the column.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.minWidth"> <summary> <para>Minimum width of the column.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.sortedAscending"> <summary> <para>Value that controls if this column is sorted ascending or descending.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.sortingArrowAlignment"> <summary> <para>Alignment of the sorting arrow.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column.width"> <summary> <para>The width of the column.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.#ctor(UnityEditor.IMGUI.Controls.MultiColumnHeaderState/Column[])"> <summary> <para>Constructor.</para> </summary> <param name="columns">Column data.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.MultiColumnHeaderState.OverwriteSerializedFields(UnityEditor.IMGUI.Controls.MultiColumnHeaderState,UnityEditor.IMGUI.Controls.MultiColumnHeaderState)"> <summary> <para>Overwrites the seralized fields from the source state to the destination state.</para> </summary> <param name="source">State that have serialized data to be transfered to the destination state.</param> <param name="destination">Destination state.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle"> <summary> <para>Base class for a compound handle to edit a bounding volume in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.axes"> <summary> <para>Flags specifying which axes should display control handles.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.center"> <summary> <para>Returns or specifies the center of the bounding volume for the handle.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.handleColor"> <summary> <para>Returns or specifies the color of the control handles.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.midpointHandleDrawFunction"> <summary> <para>An optional Handles.CapFunction to use when displaying the control handles. Defaults to Handles.DotHandleCap if no value is specified.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.midpointHandleSizeFunction"> <summary> <para>An optional Handles.SizeFunction to specify how large the control handles should be in the space of Handles.matrix. Defaults to a fixed screen-space size.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.wireframeColor"> <summary> <para>Returns or specifies the color of the wireframe shape.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes"> <summary> <para>A flag enumeration for specifying which axes on a PrimitiveBoundsHandle object should be enabled.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes.All"> <summary> <para>All axes.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes.None"> <summary> <para>No axes.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes.X"> <summary> <para>X-axis (bit 0).</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes.Y"> <summary> <para>Y-axis (bit 1).</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.Axes.Z"> <summary> <para>Z-axis (bit 2).</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.#ctor"> <summary> <para>Create a new instance of the PrimitiveBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.#ctor(System.Int32)"> <summary> <para>Create a new instance of the PrimitiveBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.DrawHandle"> <summary> <para>A function to display this instance in the current handle camera using its current configuration.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.DrawWireframe"> <summary> <para>Draw a wireframe shape for this instance. Subclasses must implement this method.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.GetSize"> <summary> <para>Gets the current size of the bounding volume for this instance.</para> </summary> <returns> <para>The current size of the bounding volume for this instance.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection"> <summary> <para>An enumeration of directions the handle moves in.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.NegativeX"> <summary> <para>This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the x-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.NegativeY"> <summary> <para>This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the y-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.NegativeZ"> <summary> <para>This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the z-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.PositiveX"> <summary> <para>This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the x-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.PositiveY"> <summary> <para>This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the y-axis.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.HandleDirection.PositiveZ"> <summary> <para>This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the z-axis.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.IsAxisEnabled(UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle/Axes)"> <summary> <para>Gets a value indicating whether the specified axis is enabled for the current instance.</para> </summary> <param name="axis">An Axes.</param> <param name="vector3Axis">An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z.</param> <returns> <para>true if the specified axis is enabled; otherwise, false.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.IsAxisEnabled(System.Int32)"> <summary> <para>Gets a value indicating whether the specified axis is enabled for the current instance.</para> </summary> <param name="axis">An Axes.</param> <param name="vector3Axis">An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z.</param> <returns> <para>true if the specified axis is enabled; otherwise, false.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.OnHandleChanged(UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle/HandleDirection,UnityEngine.Bounds,UnityEngine.Bounds)"> <summary> <para>A callback for when a control handle was dragged in the scene.</para> </summary> <param name="handle">The handle that was dragged.</param> <param name="boundsOnClick">The raw Bounds for this instance's volume at the time the control handle was clicked.</param> <param name="newBounds">The raw Bounds for this instance's volume based on the updated handle position.</param> <returns> <para>The bounds that should be applied to this instance, with any necessary modifications applied.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.SetColor(UnityEngine.Color)"> <summary> <para>Sets handleColor and wireframeColor to the same value.</para> </summary> <param name="color">The color to use for the control handles and the wireframe shape.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle.SetSize(UnityEngine.Vector3)"> <summary> <para>Sets the current size of the bounding volume for this instance.</para> </summary> <param name="size">A Vector3 specifying how large the bounding volume is along all of its axes.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.SearchField"> <summary> <para>The SearchField control creates a text field for a user to input text that can be used for searching.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.SearchField.autoSetFocusOnFindCommand"> <summary> <para>Changes the keyboard focus to the search field when the user presses ‘Ctrl/Cmd + F’ when set to true. It is true by default.</para> </summary> </member> <member name="?:UnityEditor.IMGUI.Controls.SearchField.downOrUpArrowKeyPressed(UnityEditor.IMGUI.Controls.SearchField/SearchFieldCallback)"> <summary> <para>This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change keyboard focus to another control, such as the TreeView.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEditor.IMGUI.Controls.SearchField.searchFieldControlID"> <summary> <para>This is the controlID used for the text field to obtain keyboard focus.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.HasFocus"> <summary> <para>This function returns true if the search field has keyboard focus.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.OnGUI(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>This function displays the search field with the default UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties.</para> </summary> <param name="text">Text string to display in the search field.</param> <param name="options">An optional list of layout options that specify extra layout properties. &lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered in the search field. The original input string is returned instead if the search field text was not changed.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.OnGUI(UnityEngine.Rect,System.String)"> <summary> <para>This function displays the search field with the default UI style in the given Rect.</para> </summary> <param name="rect">Rectangle to use for the search field.</param> <param name="text">Text string to display in the search field.</param> <returns> <para>The text entered in the search field. The original input string is returned instead if the search field text was not changed.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.OnGUI(UnityEngine.Rect,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>This function displays a search text field with the given Rect and UI style parameters.</para> </summary> <param name="rect">Rectangle to use for the search field.</param> <param name="text">Text string to display in the search field.</param> <param name="style">The text field style.</param> <param name="cancelButtonStyle">The cancel button style used when there is text in the search field.</param> <param name="emptyCancelButtonStyle">The cancel button style used when there is no text in the search field.</param> <returns> <para>The text entered in the SearchField. The original input string is returned instead if the search field text was not changed.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.OnToolbarGUI(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>This function displays the search field with the toolbar UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties.</para> </summary> <param name="text">Text string to display in the search field.</param> <param name="options">An optional list of layout options that specify extra layout properties. &lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The text entered in the search field. The original input string is returned instead if the search field text was not changed.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.OnToolbarGUI(UnityEngine.Rect,System.String)"> <summary> <para>This function displays the search field with a toolbar style in the given Rect.</para> </summary> <param name="rect">Rectangle to use for the search field.</param> <param name="text">Text string to display in the search field.</param> <returns> <para>The text entered in the search field. The original input string is returned instead if the search field text was not changed.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.SearchField.SearchFieldCallback"> <summary> <para>This is a generic callback delegate for SearchField events and does not take any parameters.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.SearchField.SetFocus"> <summary> <para>This function changes keyboard focus to the search field so a user can start typing.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.SphereBoundsHandle"> <summary> <para>A compound handle to edit a sphere-shaped bounding volume in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.SphereBoundsHandle.radius"> <summary> <para>Returns or specifies the radius of the capsule bounding volume.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.SphereBoundsHandle.#ctor"> <summary> <para>Create a new instance of the SphereBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.SphereBoundsHandle.#ctor(System.Int32)"> <summary> <para>Create a new instance of the SphereBoundsHandle class.</para> </summary> <param name="controlIDHint">An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.SphereBoundsHandle.DrawWireframe"> <summary> <para>Draw a wireframe sphere for this instance.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.SphereBoundsHandle.OnHandleChanged(UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle/HandleDirection,UnityEngine.Bounds,UnityEngine.Bounds)"> <summary> <para>A callback for when a control handle was dragged in the scene.</para> </summary> <param name="handle">The handle that was dragged.</param> <param name="boundsOnClick">The raw Bounds for this instance's volume at the time the control handle was clicked.</param> <param name="newBounds">The raw Bounds for this instance's volume based on the updated handle position.</param> <returns> <para>The bounds that should be applied to this instance, with any necessary modifications applied.</para> </returns> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView"> <summary> <para>The TreeView is an IMGUI control that lets you create tree views, list views and multi-column tables for Editor tools.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.baseIndent"> <summary> <para>Indent used for all rows before the tree foldout arrows and content.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.cellMargin"> <summary> <para>When using a MultiColumnHeader this value adjusts the cell rects provided for all columns except the tree foldout column.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.columnIndexForTreeFoldouts"> <summary> <para>When using a MultiColumnHeader this value should be set to the column index in which the foldout arrows should appear.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.customFoldoutYOffset"> <summary> <para>Custom vertical offset of the foldout arrow.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.depthIndentWidth"> <summary> <para>Value that returns how far the foldouts are indented for each increasing depth value.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.extraSpaceBeforeIconAndLabel"> <summary> <para>Value to control the spacing before the default icon and label. Can be used e.g for placing a toggle button to the left of the content.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.foldoutWidth"> <summary> <para>Width of the built-in foldout arrow.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.hasSearch"> <summary> <para>The current search state of the TreeView.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.isDragging"> <summary> <para>True if the user is currently dragging one or more items in the TreeView, and false otherwise.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.isInitialized"> <summary> <para>The TreeView is initialized by calling Reload(). Therefore returns false until Reload() is called the first time.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.multiColumnHeader"> <summary> <para>Get the MultiColumnHeader of the TreeView. Can be null if the TreeView was created without a MultiColumnHeader.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.rootItem"> <summary> <para>The hidden root item of the TreeView (it is never rendered).</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.rowHeight"> <summary> <para>The fixed height used for each row in the TreeView if GetCustomRowHeight have not been overridden.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.searchString"> <summary> <para>Current search string of the TreeView.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.showAlternatingRowBackgrounds"> <summary> <para>Enable this to show alternating row background colors.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.showBorder"> <summary> <para>Enable this to show a border around the TreeView.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.showingHorizontalScrollBar"> <summary> <para>Returns true if the horizontal scroll bar is showing, otherwise false.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.showingVerticalScrollBar"> <summary> <para>Returns true if the vertical scroll bar is showing, otherwise false.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.state"> <summary> <para>The state of the TreeView (expanded state, selection, scroll etc.)</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.totalHeight"> <summary> <para>Returns the sum of the TreeView row heights, the MultiColumnHeader height (if used) and the border (if used).</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.treeViewControlID"> <summary> <para>The controlID used by the TreeView to obtain keyboard control focus.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeView.treeViewRect"> <summary> <para>The Rect the TreeView is being rendered to.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.AddExpandedRows(UnityEditor.IMGUI.Controls.TreeViewItem,System.Collections.Generic.IList`1&lt;UnityEditor.IMGUI.Controls.TreeViewItem&gt;)"> <summary> <para>Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot.</para> </summary> <param name="root">Root of the TreeView.</param> <param name="rows">Rows that will be refilled using the expanded state of TreeView.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.AfterRowsGUI"> <summary> <para>This is called after all rows have their RowGUI called.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.BeforeRowsGUI"> <summary> <para>This is called before any rows have their RowGUI called.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.BeginRename(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Shows the rename overlay for a TreeViewItem.</para> </summary> <param name="item">Item to rename.</param> <param name="delay">Delay in seconds until the rename overlay shows.</param> <returns> <para>Returns true if renaming was started. Returns false if renaming was already active.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.BeginRename(UnityEditor.IMGUI.Controls.TreeViewItem,System.Single)"> <summary> <para>Shows the rename overlay for a TreeViewItem.</para> </summary> <param name="item">Item to rename.</param> <param name="delay">Delay in seconds until the rename overlay shows.</param> <returns> <para>Returns true if renaming was started. Returns false if renaming was already active.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.BuildRoot"> <summary> <para>Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and return the root.</para> </summary> <returns> <para>The root of the tree. This item can later be accessed by 'rootItem'.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.BuildRows(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method to take control of how the rows are generated.</para> </summary> <param name="root">Root item that was created in the BuildRoot method.</param> <returns> <para>The rows list shown in the TreeView. Can later be accessed using GetRows().</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CanBeParent(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method to control which items are allowed to be parents.</para> </summary> <param name="item">Can this item be a parent?</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CanChangeExpandedState(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method to control whether an item can be expanded or collapsed by key or mouse.</para> </summary> <param name="item">Can this item be expanded/collapsed.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CanMultiSelect(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method to control whether the item can be part of a multiselection.</para> </summary> <param name="item">Can this item be part of a multiselection.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CanRename(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method to control whether the item can be renamed using a keyboard shortcut or when clicking an already selected item.</para> </summary> <param name="item">Can this item be renamed?</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CanStartDrag(UnityEditor.IMGUI.Controls.TreeView/CanStartDragArgs)"> <summary> <para>This function is called whenever a TreeViewItem is clicked and dragged. It returns false by default.</para> </summary> <param name="args"></param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.CanStartDragArgs"> <summary> <para>Method arguments for the CanStartDrag virtual method.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.CanStartDragArgs.draggedItem"> <summary> <para>Item about to be dragged.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.CanStartDragArgs.draggedItemIDs"> <summary> <para>The multi-selection about to be dragged.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CenterRectUsingSingleLineHeight(UnityEngine.Rect&amp;)"> <summary> <para>Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight.</para> </summary> <param name="rect">Rect to be modified and centered.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CollapseAll"> <summary> <para>Collapse all expanded items in the TreeView.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CommandEventHandling"> <summary> <para>This function is called automatically and handles the ExecuteCommand events for “SelectAll” and “FrameSelection”. Override this function to extend or avoid Command events.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.ContextClicked"> <summary> <para>Override this method to handle context clicks outside any items (but still in the TreeView rect).</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.ContextClickedItem(System.Int32)"> <summary> <para>Override this method to handle a context click on an item with ID TreeViewItem.id.</para> </summary> <param name="id">TreeViewItem id.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.CreateChildListForCollapsedParent"> <summary> <para>Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.#ctor(UnityEditor.IMGUI.Controls.TreeViewState)"> <summary> <para>The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed.</para> </summary> <param name="state">TreeView state (expanded items, selection etc.)</param> <param name="multiColumnHeader">Multi-column header for the TreeView.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.#ctor(UnityEditor.IMGUI.Controls.TreeViewState,UnityEditor.IMGUI.Controls.MultiColumnHeader)"> <summary> <para>The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed.</para> </summary> <param name="state">TreeView state (expanded items, selection etc.)</param> <param name="multiColumnHeader">Multi-column header for the TreeView.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI"> <summary> <para>Default GUI methods and properties for the TreeView class.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI.BoldLabel(UnityEngine.Rect,System.String,System.Boolean,System.Boolean)"> <summary> <para>Draws a bold label that have correct text color when selected and/or focused.</para> </summary> <param name="rect">Rect to render the text in.</param> <param name="label">Label to render.</param> <param name="selected">Selected state used for determining text color.</param> <param name="focused">Focused state used for determining text color.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI.BoldLabelRightAligned(UnityEngine.Rect,System.String,System.Boolean,System.Boolean)"> <summary> <para>Draws a bold right aligned label that have correct text color when selected and/or focused.</para> </summary> <param name="rect">Rect to render the text in.</param> <param name="label">Label to render.</param> <param name="selected">Selected state used for determining text color.</param> <param name="focused">Focused state used for determining text color.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI.FoldoutLabel(UnityEngine.Rect,System.String,System.Boolean,System.Boolean)"> <summary> <para>Draws a foldout label that have correct text color when selected and/or focused.</para> </summary> <param name="rect">Rect to render the text in.</param> <param name="label">Label to render.</param> <param name="selected">Selected state used for determining text color.</param> <param name="focused">Focused state used for determining text color.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI.Label(UnityEngine.Rect,System.String,System.Boolean,System.Boolean)"> <summary> <para>Draws a label that have correct text color when selected and/or focused.</para> </summary> <param name="rect">Rect to render the text in.</param> <param name="label">Label to render.</param> <param name="selected">Selected state used for determining text color.</param> <param name="focused">Focused state used for determining text color.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DefaultGUI.LabelRightAligned(UnityEngine.Rect,System.String,System.Boolean,System.Boolean)"> <summary> <para>Draws a right aligned label that have correct text color when selected and/or focused.</para> </summary> <param name="rect">Rect to render the text in.</param> <param name="label">Label to render.</param> <param name="selected">Selected state used for determining text color.</param> <param name="focused">Focused state used for determining text color.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles"> <summary> <para>Default styles used by the TreeView class.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.backgroundEven"> <summary> <para>Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.backgroundOdd"> <summary> <para>Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.boldLabel"> <summary> <para>Bold label with alternative text color when selected and/or focused.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.boldLabelRightAligned"> <summary> <para>Right aligned bold label with alternative text color when selected and/or focused.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.foldoutLabel"> <summary> <para>The label that is used for foldout label with alternative text color when selected and/or focused.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.label"> <summary> <para>Left aligned label with alternative text color when selected and/or focused.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DefaultStyles.labelRightAligned"> <summary> <para>Right aligend label with alternative text color when selected and/or focused.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DoesItemMatchSearch(UnityEditor.IMGUI.Controls.TreeViewItem,System.String)"> <summary> <para>Override this function to extend or change the search behavior.</para> </summary> <param name="item">Item used for matching against the search string.</param> <param name="search">The search string of the TreeView.</param> <returns> <para>True if item matches search string, otherwise false.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.DoubleClickedItem(System.Int32)"> <summary> <para>Override this method to handle double click events on an item.</para> </summary> <param name="id">ID of TreeViewItem that was double clicked.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.DragAndDropArgs"> <summary> <para>Method arguments for the HandleDragAndDrop virtual method.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropArgs.dragAndDropPosition"> <summary> <para>When dragging items the current drag can have the following 3 positions relative to the items: Upon an item, Between two items or Outside items.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropArgs.insertAtIndex"> <summary> <para>This index refers to the index in the children list of the parentItem where the current drag is positioned.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropArgs.parentItem"> <summary> <para>The parent item is set if the drag is either upon this item or between two of its children.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropArgs.performDrop"> <summary> <para>This value is false as long as the mouse button is down, when the mouse button is released it is true.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.DragAndDropPosition"> <summary> <para>Enum describing the possible positions a drag can have relative to the items: upon a item, between two items or outside items.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropPosition.BetweenItems"> <summary> <para>This value is used when dragging between two items.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropPosition.OutsideItems"> <summary> <para>This value is used when dragging outside all items.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.DragAndDropPosition.UponItem"> <summary> <para>This value is used when the drag is upon a item.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.EndRename"> <summary> <para>Ends renaming if the rename overlay is shown. If called while the rename overlay is not being shown, this method does nothing.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.ExpandAll"> <summary> <para>Expand all collapsed items in the TreeView.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.ExpandedStateChanged"> <summary> <para>Override to get notified when items are expanded or collapsed. This is a general notification that the expanded state has changed.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.FindItem(System.Int32,UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Finds a TreeViewItem by an ID.</para> </summary> <param name="id">Find the TreeViewItem with this ID.</param> <param name="searchFromThisItem">Sets the search to start from an item. Use 'rootItem' to search the entire tree.</param> <returns> <para>This search method returns the TreeViewItem found and returns null if not found.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.FindRows(System.Collections.Generic.IList`1&lt;System.Int32&gt;)"> <summary> <para>Useful for converting from TreeViewItem IDs to TreeViewItems using the current rows.</para> </summary> <param name="ids">TreeViewItem IDs.</param> <returns> <para>TreeViewItems.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.FrameItem(System.Int32)"> <summary> <para>This will reveal the item with ID id (by expanding the ancestors of that item) and will make sure it is visible in the ScrollView.</para> </summary> <param name="id">TreeViewItem ID.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetAncestors(System.Int32)"> <summary> <para>This method is e.g. used for revealing items that are currently under a collapsed item.</para> </summary> <param name="id">TreeViewItem ID.</param> <returns> <para>List of all the ancestors of a given item with ID id.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetCellRectForTreeFoldouts(UnityEngine.Rect)"> <summary> <para>Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeFoldouts to get the cell rect where the the foldout arrows appear.</para> </summary> <param name="rowRect">Rect for a row.</param> <returns> <para>Cell rect in a multi column setup.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetContentIndent(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Returns the horizontal content offset for an item. This is where the content should begin (after the foldout arrow).</para> </summary> <param name="item">Item used to determine the indent.</param> <returns> <para>Indent.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetCustomRowHeight(System.Int32,UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override to control individual row heights.</para> </summary> <param name="row">Row index.</param> <param name="item">Item for given row.</param> <returns> <para>Height of row.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetDescendantsThatHaveChildren(System.Int32)"> <summary> <para>Returns all descendants for the item with ID id that have children.</para> </summary> <param name="id">TreeViewItem ID.</param> <returns> <para>Descendants that have children.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetExpanded"> <summary> <para>Returns a list of TreeViewItem IDs that are currently expanded in the TreeView.</para> </summary> <returns> <para>TreeViewItem IDs.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetFirstAndLastVisibleRows(System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Returns the first and the last indices of the rows that are visible in the scroll view of the TreeView.</para> </summary> <param name="firstRowVisible">First row visible.</param> <param name="lastRowVisible">Last row visible.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetFoldoutIndent(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Returns the horizontal foldout offset for an item. This is where the foldout arrow is rendered.</para> </summary> <param name="item">Item used to determine the indent.</param> <returns> <para>Indent for the foldout arrow.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetRenameRect(UnityEngine.Rect,System.Int32,UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Override this method if custom GUI handling are used in RowGUI. This method for controls where the rename overlay appears.</para> </summary> <param name="rowRect">Row rect for the item currently being renamed.</param> <param name="row">Row index for the item currently being renamed.</param> <param name="item">TreeViewItem that are currently being renamed.</param> <returns> <para>The rect where the rename overlay should appear.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetRowRect(System.Int32)"> <summary> <para>Get the rect for a row.</para> </summary> <param name="row">Row index.</param> <returns> <para>Row rect.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetRows"> <summary> <para>This is the list of TreeViewItems that have been built in BuildRows.</para> </summary> <returns> <para>Rows.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.GetSelection"> <summary> <para>Returns the list of TreeViewItem IDs that are currently selected.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.HandleDragAndDrop(UnityEditor.IMGUI.Controls.TreeView/DragAndDropArgs)"> <summary> <para>Override this function to control the drag and drop behavior of the TreeView.</para> </summary> <param name="args">Drag and drop arguments.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.HasFocus"> <summary> <para>Returns true if the TreeView and its EditorWindow have keyboard focus.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.HasSelection"> <summary> <para>Returns true if the TreeView has a selection.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.IsChildListForACollapsedParent(System.Collections.Generic.IList`1&lt;UnityEditor.IMGUI.Controls.TreeViewItem&gt;)"> <summary> <para>Utility method for checking if the childList is identical to the one returned by the CreateChildListForCollapsedParent method.</para> </summary> <param name="childList">Children list of a TreeViewItem.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.IsExpanded(System.Int32)"> <summary> <para>Returns true if the TreeViewItem with ID id is currently expanded.</para> </summary> <param name="id">TreeViewItem ID.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.IsSelected(System.Int32)"> <summary> <para>Returns true if the TreeViewItem with ID id is currently selected.</para> </summary> <param name="id">TreeViewItem ID.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.KeyEvent"> <summary> <para>Override this method to handle events when the TreeView has keyboard focus.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.OnGUI(UnityEngine.Rect)"> <summary> <para>This is the main GUI method of the TreeView, where the TreeViewItems are processed and drawn.</para> </summary> <param name="rect">Rect where the TreeView is rendered.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RefreshCustomRowHeights"> <summary> <para>Refreshes the cache of custom row rects based on the heights returned by GetCustomRowHeight.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.Reload"> <summary> <para>Call this to force the TreeView to reload its data. This in turn causes BuildRoot and BuildRows to be called.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RenameEnded(UnityEditor.IMGUI.Controls.TreeView/RenameEndedArgs)"> <summary> <para>Called when rename ends either by the user completing the renaming process, when the rename overlay loses focus or is closed using EndRename.</para> </summary> <param name="args"></param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.RenameEndedArgs"> <summary> <para>Method arguments for the virtual method RenameEnded.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RenameEndedArgs.acceptedRename"> <summary> <para>Is true if the rename is accepted.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RenameEndedArgs.itemID"> <summary> <para>Item with ID that are being renamed.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RenameEndedArgs.newName"> <summary> <para>Name entered in the rename overlay.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RenameEndedArgs.originalName"> <summary> <para>The original name when starting the rename.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.Repaint"> <summary> <para>Request a repaint of the window that the TreeView is rendered in.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RowGUI(UnityEditor.IMGUI.Controls.TreeView/RowGUIArgs)"> <summary> <para>Override this method to add custom GUI content for the rows in the TreeView.</para> </summary> <param name="args">Row data.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs"> <summary> <para>Method arguments for the virtual method RowGUI.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.focused"> <summary> <para>This value is true only when the TreeView has keyboard focus and the TreeView's window has focus.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.isRenaming"> <summary> <para>This value is true when the ::item is currently being renamed.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.item"> <summary> <para>Item for the current row being handled in TreeView.RowGUI.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.label"> <summary> <para>Label used for text rendering of the item displayName. Note this is an empty string when isRenaming == true.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.row"> <summary> <para>Row index into the list of current rows.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.rowRect"> <summary> <para>Row rect for the current row being handled.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.selected"> <summary> <para>This value is true when the current row's item is part of the current selection.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.GetCellRect(System.Int32)"> <summary> <para>If using a MultiColumnHeader for the TreeView this method can be used to get the cell rects of a row using the visible columns of the MultiColumnHeader.</para> </summary> <param name="visibleColumnIndex">Index into the list of visible columns of the multi column header.</param> <returns> <para>Cell rect defined by the intersection between the row rect and the rect of the visible column.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.GetColumn(System.Int32)"> <summary> <para>If using a MultiColumnHeader for the TreeView this method can be used to convert an index from the visible columns list to a index into the actual columns in the MultiColumnHeaderState.</para> </summary> <param name="visibleColumnIndex">This index is the index into the current visible columns.</param> <returns> <para>Column index into the columns array in MultiColumnHeaderState.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.RowGUIArgs.GetNumVisibleColumns"> <summary> <para>If using a MultiColumnHeader for the TreeView use this method to get the number of visible columns currently being shown in the MultiColumnHeader.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SearchChanged(System.String)"> <summary> <para>Override the method to get notified of search string changes.</para> </summary> <param name="newSearch"></param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SelectAllRows"> <summary> <para>Selects all rows in the TreeView.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SelectionChanged(System.Collections.Generic.IList`1&lt;System.Int32&gt;)"> <summary> <para>Override the method to get notified of selection changes.</para> </summary> <param name="selectedIds">TreeViewItem IDs.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SelectionClick(UnityEditor.IMGUI.Controls.TreeViewItem,System.Boolean)"> <summary> <para>Use this method in RowGUI to peform the logic of a mouse click.</para> </summary> <param name="item">TreeViewItem clicked.</param> <param name="keepMultiSelection">If true then keeps the multiselection when clicking on a item already part of the selection. If false then clears the selection before selecting the item clicked. For left button clicks this is usually false. For context clicks it is usually true so a context opereration can operate on the multiselection.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetExpanded(System.Int32,System.Boolean)"> <summary> <para>Set a single TreeViewItem to be expanded or collapsed.</para> </summary> <param name="id">TreeViewItem ID.</param> <param name="expanded">True expands item. False collapses item.</param> <returns> <para>True if item changed expanded state, false if item already had the expanded state.</para> </returns> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetExpanded(System.Collections.Generic.IList`1&lt;System.Int32&gt;)"> <summary> <para>Set the current expanded TreeViewItems of the TreeView. This will overwrite the previous expanded state.</para> </summary> <param name="ids">List of item IDs that should be expanded.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetExpandedRecursive(System.Int32,System.Boolean)"> <summary> <para>Expand or collapse all items under item with id.</para> </summary> <param name="id">TreeViewItem ID.</param> <param name="expanded">Expanded state: true expands, false collapses.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetFocus"> <summary> <para>Calling this function changes the keyboard focus to the TreeView.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetFocusAndEnsureSelectedItem"> <summary> <para>Calling this function changes the keyboard focus to the TreeView and ensures an item is selected. Use this function to enable key navigation of the TreeView.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetSelection(System.Collections.Generic.IList`1&lt;System.Int32&gt;)"> <summary> <para>Set the selected items of the TreeView.</para> </summary> <param name="selectedIDs">TreeViewItem IDs.</param> <param name="options">Options for extra logic performed after the selection. See TreeViewSelectionOptions.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetSelection(System.Collections.Generic.IList`1&lt;System.Int32&gt;,UnityEditor.IMGUI.Controls.TreeViewSelectionOptions)"> <summary> <para>Set the selected items of the TreeView.</para> </summary> <param name="selectedIDs">TreeViewItem IDs.</param> <param name="options">Options for extra logic performed after the selection. See TreeViewSelectionOptions.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetupDepthsFromParentsAndChildren(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems.</para> </summary> <param name="root">TreeViewItem from which the descendentans should have their depth updated.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetupDragAndDrop(UnityEditor.IMGUI.Controls.TreeView/SetupDragAndDropArgs)"> <summary> <para>This function is called when CanStartDrag returns true.</para> </summary> <param name="args"></param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeView.SetupDragAndDropArgs"> <summary> <para>Method arguments to the virtual method SetupDragAndDrop.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeView.SetupDragAndDropArgs.draggedItemIDs"> <summary> <para>TreeViewItem IDs being dragged.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SetupParentsAndChildrenFromDepths(UnityEditor.IMGUI.Controls.TreeViewItem,System.Collections.Generic.IList`1&lt;UnityEditor.IMGUI.Controls.TreeViewItem&gt;)"> <summary> <para>Utility method for initializing all the parent and children properties of the rows using the order and the depths values that have been set.</para> </summary> <param name="root">The hidden root item.</param> <param name="rows">TreeViewItems where only the depth property have been set.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeView.SortItemIDsInRowOrder(System.Collections.Generic.IList`1&lt;System.Int32&gt;)"> <summary> <para>Returns a list sorted in the order in which they are shown in the TreeView.</para> </summary> <param name="ids">TreeViewItem IDs.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeViewItem"> <summary> <para>The TreeViewItem is used to build the tree representation of a tree data structure.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.children"> <summary> <para>The list of child items of this TreeViewItem.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.depth"> <summary> <para>The depth refers to how many ancestors this item has, and corresponds to the number of horizontal ‘indents’ this item has.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.displayName"> <summary> <para>Name shown for this item when rendered.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.hasChildren"> <summary> <para>Returns true if children has any items.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.icon"> <summary> <para>If set, this icon will be rendered to the left of the displayName. The icon is rendered at 16x16 points by default.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.id"> <summary> <para>Unique ID for an item.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewItem.parent"> <summary> <para>The parent of this TreeViewItem. If it is null then it is considered the root of the TreeViewItem tree.</para> </summary> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeViewItem.AddChild(UnityEditor.IMGUI.Controls.TreeViewItem)"> <summary> <para>Helper method that adds the child TreeViewItem to the children list and sets the parent property on the child.</para> </summary> <param name="child">TreeViewItem to be added to the children list.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeViewItem.#ctor(System.Int32)"> <summary> <para>TreeViewItem constructor.</para> </summary> <param name="id">Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.</param> <param name="depth">Depth of this TreeViewItem. See Also depth.</param> <param name="displayName">Rendered name of this TreeViewItem. See Also displayName.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeViewItem.#ctor(System.Int32,System.Int32)"> <summary> <para>TreeViewItem constructor.</para> </summary> <param name="id">Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.</param> <param name="depth">Depth of this TreeViewItem. See Also depth.</param> <param name="displayName">Rendered name of this TreeViewItem. See Also displayName.</param> </member> <member name="M:UnityEditor.IMGUI.Controls.TreeViewItem.#ctor(System.Int32,System.Int32,System.String)"> <summary> <para>TreeViewItem constructor.</para> </summary> <param name="id">Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id.</param> <param name="depth">Depth of this TreeViewItem. See Also depth.</param> <param name="displayName">Rendered name of this TreeViewItem. See Also displayName.</param> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeViewSelectionOptions"> <summary> <para>Enum used by the TreeView.SetSelection method.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeViewSelectionOptions.FireSelectionChanged"> <summary> <para>If this flag is passed to TreeView.SetSelection then the TreeView will call the its TreeView.SelectionChanged method.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeViewSelectionOptions.None"> <summary> <para>If this flag is passed to TreeView.SetSelection no extra logic is be performed after setting selection.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeViewSelectionOptions.RevealAndFrame"> <summary> <para>If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is visible on screen.</para> </summary> </member> <member name="T:UnityEditor.IMGUI.Controls.TreeViewState"> <summary> <para>The TreeViewState contains serializable state information for the TreeView.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewState.expandedIDs"> <summary> <para>This is the list of currently expanded TreeViewItem IDs.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewState.lastClickedID"> <summary> <para>The ID for the TreeViewItem that currently is being used for multi selection and key navigation.</para> </summary> </member> <member name="F:UnityEditor.IMGUI.Controls.TreeViewState.scrollPos"> <summary> <para>The current scroll values of the TreeView's scroll view.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewState.searchString"> <summary> <para>Search string state that can be used in the TreeView to filter the tree data when creating the TreeViewItems.</para> </summary> </member> <member name="P:UnityEditor.IMGUI.Controls.TreeViewState.selectedIDs"> <summary> <para>Selected TreeViewItem IDs. Use of the SetSelection and IsSelected API will access this state.</para> </summary> </member> <member name="T:UnityEditor.ImportAssetOptions"> <summary> <para>Asset importing options.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.Default"> <summary> <para>Default import options.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.DontDownloadFromCacheServer"> <summary> <para>Force a full reimport but don't download the assets from the cache server.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.ForceSynchronousImport"> <summary> <para>Import all assets synchronously.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.ForceUncompressedImport"> <summary> <para>Forces asset import as uncompressed for edition facilities.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.ForceUpdate"> <summary> <para>User initiated asset import.</para> </summary> </member> <member name="F:UnityEditor.ImportAssetOptions.ImportRecursive"> <summary> <para>When a folder is imported, import all its contents as well.</para> </summary> </member> <member name="T:UnityEditor.InitializeOnLoadAttribute"> <summary> <para>Allow an editor class to be initialized when Unity loads without action from the user.</para> </summary> </member> <member name="T:UnityEditor.InitializeOnLoadMethodAttribute"> <summary> <para>Allow an editor class method to be initialized when Unity loads without action from the user.</para> </summary> </member> <member name="T:UnityEditor.iOSAppInBackgroundBehavior"> <summary> <para>Application behavior when entering background.</para> </summary> </member> <member name="F:UnityEditor.iOSAppInBackgroundBehavior.Custom"> <summary> <para>Custom background behavior, see iOSBackgroundMode for specific background modes.</para> </summary> </member> <member name="F:UnityEditor.iOSAppInBackgroundBehavior.Exit"> <summary> <para>Application should exit when entering background.</para> </summary> </member> <member name="F:UnityEditor.iOSAppInBackgroundBehavior.Suspend"> <summary> <para>Application should suspend execution when entering background.</para> </summary> </member> <member name="T:UnityEditor.iOSBackgroundMode"> <summary> <para>Background modes supported by the application corresponding to project settings in Xcode.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.Audio"> <summary> <para>Audio, AirPlay and Picture in Picture.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.BluetoothCentral"> <summary> <para>Uses Bluetooth LE accessories.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.BluetoothPeripheral"> <summary> <para>Acts as a Bluetooth LE accessory.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.ExternalAccessory"> <summary> <para>External accessory communication.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.Fetch"> <summary> <para>Background fetch.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.Location"> <summary> <para>Location updates.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.NewsstandContent"> <summary> <para>Newsstand downloads.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.None"> <summary> <para>No background modes supported.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.RemoteNotification"> <summary> <para>Remote notifications.</para> </summary> </member> <member name="F:UnityEditor.iOSBackgroundMode.VOIP"> <summary> <para>Voice over IP.</para> </summary> </member> <member name="T:UnityEditor.iOSBuildType"> <summary> <para>Build configurations for the generated Xcode project.</para> </summary> </member> <member name="F:UnityEditor.iOSBuildType.Debug"> <summary> <para>Build configuration set to Debug for the generated Xcode project.</para> </summary> </member> <member name="F:UnityEditor.iOSBuildType.Release"> <summary> <para>Build configuration set to Release for the generated Xcode project with optimization enabled.</para> </summary> </member> <member name="T:UnityEditor.iOSDeviceRequirement"> <summary> <para>A device requirement description used for configuration of App Slicing.</para> </summary> </member> <member name="P:UnityEditor.iOSDeviceRequirement.values"> <summary> <para>The values of the device requirement description.</para> </summary> </member> <member name="M:UnityEditor.iOSDeviceRequirement.#ctor"> <summary> <para>Constructs new device requirement description.</para> </summary> </member> <member name="T:UnityEditor.iOSLaunchScreenImageType"> <summary> <para>iOS launch screen settings.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenImageType.iPadImage"> <summary> <para>Launch screen image on the iPad.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenImageType.iPhoneLandscapeImage"> <summary> <para>Landscape oriented launch screen image on the iPhone.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenImageType.iPhonePortraitImage"> <summary> <para>Portrait oriented launch screen image on the iPhone.</para> </summary> </member> <member name="T:UnityEditor.iOSLaunchScreenType"> <summary> <para>iOS launch screen settings.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenType.CustomXib"> <summary> <para>Use a specified custom Interface Builder (.xib) file in Player Settings.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenType.Default"> <summary> <para>Use the default launch screen (dark blue background).</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenType.ImageAndBackgroundConstant"> <summary> <para>Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use its original dimensions.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenType.ImageAndBackgroundRelative"> <summary> <para>Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which will be scaled across the entire screen.</para> </summary> </member> <member name="F:UnityEditor.iOSLaunchScreenType.None"> <summary> <para>Generate the Xcode project without any custom launch screens.</para> </summary> </member> <member name="T:UnityEditor.iOSSdkVersion"> <summary> <para>Supported iOS SDK versions.</para> </summary> </member> <member name="F:UnityEditor.iOSSdkVersion.DeviceSDK"> <summary> <para>Device SDK.</para> </summary> </member> <member name="F:UnityEditor.iOSSdkVersion.SimulatorSDK"> <summary> <para>Simulator SDK.</para> </summary> </member> <member name="T:UnityEditor.iOSShowActivityIndicatorOnLoading"> <summary> <para>Activity Indicator on loading.</para> </summary> </member> <member name="F:UnityEditor.iOSShowActivityIndicatorOnLoading.DontShow"> <summary> <para>Don't Show.</para> </summary> </member> <member name="F:UnityEditor.iOSShowActivityIndicatorOnLoading.Gray"> <summary> <para>Gray.</para> </summary> </member> <member name="F:UnityEditor.iOSShowActivityIndicatorOnLoading.White"> <summary> <para>White.</para> </summary> </member> <member name="F:UnityEditor.iOSShowActivityIndicatorOnLoading.WhiteLarge"> <summary> <para>White Large.</para> </summary> </member> <member name="T:UnityEditor.iOSStatusBarStyle"> <summary> <para>iOS status bar style.</para> </summary> </member> <member name="F:UnityEditor.iOSStatusBarStyle.Default"> <summary> <para>Default.</para> </summary> </member> <member name="F:UnityEditor.iOSStatusBarStyle.LightContent"> <summary> <para>A light status bar, intended for use on dark backgrounds.</para> </summary> </member> <member name="T:UnityEditor.iOSTargetDevice"> <summary> <para>Target iOS device.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetDevice.iPadOnly"> <summary> <para>iPad Only.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetDevice.iPhoneAndiPad"> <summary> <para>Universal : iPhone/iPod + iPad.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetDevice.iPhoneOnly"> <summary> <para>iPhone/iPod Only.</para> </summary> </member> <member name="T:UnityEditor.iOSTargetOSVersion"> <summary> <para>Supported iOS deployment versions.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_0"> <summary> <para>iOS 4.0.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_1"> <summary> <para>iOS 4.1.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_2"> <summary> <para>iOS 4.2.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_3"> <summary> <para>iOS 4.3.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_0"> <summary> <para>iOS 5.0.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_1"> <summary> <para>iOS 5.1.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_6_0"> <summary> <para>iOS 6.0.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_0"> <summary> <para>iOS 7.0.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_1"> <summary> <para>iOS 7.1.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_8_0"> <summary> <para>iOS 8.0.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.iOS_8_1"> <summary> <para>iOS 8.1.</para> </summary> </member> <member name="F:UnityEditor.iOSTargetOSVersion.Unknown"> <summary> <para>Unknown iOS version, managed by user.</para> </summary> </member> <member name="T:UnityEditor.LightingDataAsset"> <summary> <para>The lighting data asset used by the active scene.</para> </summary> </member> <member name="T:UnityEditor.LightmapBakeQuality"> <summary> <para>Bake quality setting for LightmapEditorSettings.</para> </summary> </member> <member name="F:UnityEditor.LightmapBakeQuality.High"> <summary> <para>High quality bake for final renderings.</para> </summary> </member> <member name="F:UnityEditor.LightmapBakeQuality.Low"> <summary> <para>Low quality bake for preview renderings.</para> </summary> </member> <member name="T:UnityEditor.LightmapEditorSettings"> <summary> <para>Various settings for the bake.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.aoExponentDirect"> <summary> <para>Ambient occlusion (AO) for direct lighting.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.aoExponentIndirect"> <summary> <para>Ambient occlusion (AO) for indirect lighting.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.aoMaxDistance"> <summary> <para>Beyond this distance a ray is considered to be unoccluded.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.enableAmbientOcclusion"> <summary> <para>Enable baked ambient occlusion (AO).</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.giBakeBackend"> <summary> <para>Determines which backend to use for baking lightmaps.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.giPathTracerFilter"> <summary> <para>Determines the filtering kernel for the Progressive Path Tracer backend.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.giPathTracerSampling"> <summary> <para>Determines which sampling strategy to use for baking lightmaps with the path tracing backend.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.maxAtlasHeight"> <summary> <para>The maximum height of an individual lightmap texture.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.maxAtlasWidth"> <summary> <para>The maximum width of an individual lightmap texture.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.padding"> <summary> <para>Texel separation between shapes.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.realtimeResolution"> <summary> <para>Lightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.reflectionCubemapCompression"> <summary> <para>Determines how Unity will compress baked reflection cubemap.</para> </summary> </member> <member name="P:UnityEditor.LightmapEditorSettings.textureCompression"> <summary> <para>Whether to use texture compression on the generated lightmaps.</para> </summary> </member> <member name="T:UnityEditor.LightmapEditorSettings.GIBakeBackend"> <summary> <para>Backends available for baking lightmaps.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.GIBakeBackend.PathTracer"> <summary> <para>Backend for baking lightmaps with path tracing.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.GIBakeBackend.Radiosity"> <summary> <para>Backend for baking lightmaps with the Enlighten radiosity middleware.</para> </summary> </member> <member name="T:UnityEditor.LightmapEditorSettings.PathTracerFilter"> <summary> <para>The available filter kernels for the Progressive Path Tracer GI backend.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerFilter.ATrous"> <summary> <para>Filter baked results of the Progressive Path Tracer with an A-Trous kernel.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerFilter.Gaussian"> <summary> <para>Filter baked results of the Progressive Path Tracer with an Gauss kernel.</para> </summary> </member> <member name="T:UnityEditor.LightmapEditorSettings.PathTracerFilterMode"> <summary> <para>The available filtering modes for the Progressive Path Tracer GI backend.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerFilterMode.Advanced"> <summary> <para>Enables the advanced filtering mode for the Progressive Path Tracer GI backend.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerFilterMode.Auto"> <summary> <para>The filtering is configured automatically.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerFilterMode.None"> <summary> <para>Turn filtering off.</para> </summary> </member> <member name="T:UnityEditor.LightmapEditorSettings.PathTracerSampling"> <summary> <para>Available sampling strategies for baking lightmaps with the path tracing backend.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerSampling.Auto"> <summary> <para>Auto will automatically select the sampling settings.</para> </summary> </member> <member name="F:UnityEditor.LightmapEditorSettings.PathTracerSampling.Fixed"> <summary> <para>Fixed sampling uses a fixed number of samples per texel. This can be used when the other strategies fail to use enough samples in some areas. It will typically be slow.</para> </summary> </member> <member name="T:UnityEditor.LightmapParameters"> <summary> <para>A collection of parameters that impact lightmap and realtime GI computations.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.antiAliasingSamples"> <summary> <para>The maximum number of times to supersample a texel to reduce aliasing.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.backFaceTolerance"> <summary> <para>The percentage of rays shot from a ray origin that must hit front faces to be considered usable.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.bakedLightmapTag"> <summary> <para>BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.blurRadius"> <summary> <para>The radius (in texels) of the post-processing filter that blurs baked direct lighting.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.clusterResolution"> <summary> <para>Controls the resolution at which Enlighten stores and can transfer input light.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.directLightQuality"> <summary> <para>The number of rays used for lights with an area. Allows for accurate soft shadowing.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.irradianceBudget"> <summary> <para>The amount of data used for realtime GI texels. Specifies how detailed view of the scene a texel has. Small values mean more averaged out lighting.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.irradianceQuality"> <summary> <para>The number of rays to cast for computing irradiance form factors.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.isTransparent"> <summary> <para>If enabled, the object appears transparent during GlobalIllumination lighting calculations.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.modellingTolerance"> <summary> <para>Maximum size of gaps that can be ignored for GI (multiplier on pixel size).</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.resolution"> <summary> <para>The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.stitchEdges"> <summary> <para>Whether pairs of edges should be stitched together.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.systemTag"> <summary> <para>System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.AOAntiAliasingSamples"> <summary> <para>The maximum number of times to supersample a texel to reduce aliasing in AO.</para> </summary> </member> <member name="P:UnityEditor.LightmapParameters.AOQuality"> <summary> <para>The number of rays to cast for computing ambient occlusion.</para> </summary> </member> <member name="T:UnityEditor.Lightmapping"> <summary> <para>Allows to control the lightmapping job.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.bakedGI"> <summary> <para>Is baked GI enabled?</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.bounceBoost"> <summary> <para>Boost the albedo.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.buildProgress"> <summary> <para>Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false.</para> </summary> </member> <member name="F:UnityEditor.Lightmapping.completed"> <summary> <para>Delegate which is called when bake job is completed.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.giWorkflowMode"> <summary> <para>The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.indirectOutputScale"> <summary> <para>Scale for indirect lighting.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.isRunning"> <summary> <para>Returns true when the bake job is running, false otherwise (Read Only).</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.lightingDataAsset"> <summary> <para>The lighting data asset used by the active scene.</para> </summary> </member> <member name="P:UnityEditor.Lightmapping.realtimeGI"> <summary> <para>Is realtime GI enabled?</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.Bake"> <summary> <para>Stars a synchronous bake job.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.BakeAsync"> <summary> <para>Starts an asynchronous bake job.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.BakeLightProbesOnly"> <summary> <para>Starts a synchronous bake job, but only bakes light probes.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.BakeLightProbesOnlyAsync"> <summary> <para>Starts an asynchronous bake job, but only bakes light probes.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.BakeMultipleScenes(System.String[])"> <summary> <para>Bakes an array of scenes.</para> </summary> <param name="paths">The path of the scenes that should be baked.</param> </member> <member name="M:UnityEditor.Lightmapping.BakeReflectionProbe(UnityEngine.ReflectionProbe,System.String)"> <summary> <para>Starts a synchronous bake job for the probe.</para> </summary> <param name="probe">Target probe.</param> <param name="path">The location where cubemap will be saved.</param> <returns> <para>Returns true if baking was succesful.</para> </returns> </member> <member name="M:UnityEditor.Lightmapping.BakeSelected"> <summary> <para>Starts a synchronous bake job for the selected objects.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.BakeSelectedAsync"> <summary> <para>Starts an asynchronous bake job for the selected objects.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.Cancel"> <summary> <para>Cancels the currently running asynchronous bake job.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.Clear"> <summary> <para>Deletes all lightmap assets and makes all lights behave as if they weren't baked yet.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.ClearDiskCache"> <summary> <para>Clears the cache used by lightmaps, reflection probes and default reflection.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.ClearLightingDataAsset"> <summary> <para>Remove the lighting data asset used by the current scene.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.ForceStop"> <summary> <para>Force the Progressive Path Tracer to stop baking and use the computed results as they are.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.GetTerrainGIChunks(UnityEngine.Terrain,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get how many chunks the terrain is divided into for GI baking.</para> </summary> <param name="terrain">The terrain.</param> <param name="numChunksX">Number of chunks in terrain width.</param> <param name="numChunksY">Number of chunks in terrain length.</param> </member> <member name="T:UnityEditor.Lightmapping.GIWorkflowMode"> <summary> <para>Workflow mode for lightmap baking. Default is Iterative.</para> </summary> </member> <member name="F:UnityEditor.Lightmapping.GIWorkflowMode.Iterative"> <summary> <para>Always run lightmapping, changes to the scene are detected automatically.</para> </summary> </member> <member name="F:UnityEditor.Lightmapping.GIWorkflowMode.Legacy"> <summary> <para>Deprecated 4.x lightmapping support.</para> </summary> </member> <member name="F:UnityEditor.Lightmapping.GIWorkflowMode.OnDemand"> <summary> <para>Run lightmapping only when the user presses the bake button.</para> </summary> </member> <member name="T:UnityEditor.Lightmapping.OnCompletedFunction"> <summary> <para>Delegate used by Lightmapping.completed callback.</para> </summary> </member> <member name="M:UnityEditor.Lightmapping.Tetrahedralize(UnityEngine.Vector3[],System.Int32[]&amp;,UnityEngine.Vector3[]&amp;)"> <summary> <para>Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper.</para> </summary> <param name="positions"></param> <param name="outIndices"></param> <param name="outPositions"></param> </member> <member name="T:UnityEditor.LODUtility"> <summary> <para>LOD Utility Helpers.</para> </summary> </member> <member name="M:UnityEditor.LODUtility.CalculateLODGroupBoundingBox(UnityEngine.LODGroup)"> <summary> <para>Recalculate the bounding region for the given LODGroup.</para> </summary> <param name="group"></param> </member> <member name="T:UnityEditor.MacFullscreenMode"> <summary> <para>Mac fullscreen mode.</para> </summary> </member> <member name="F:UnityEditor.MacFullscreenMode.FullscreenWindow"> <summary> <para>Fullscreen window.</para> </summary> </member> <member name="F:UnityEditor.MacFullscreenMode.FullscreenWindowWithDockAndMenuBar"> <summary> <para>Fullscreen window with Dock and Menu bar.</para> </summary> </member> <member name="T:UnityEditor.MaterialEditor"> <summary> <para>The Unity Material Editor.</para> </summary> </member> <member name="P:UnityEditor.MaterialEditor.isVisible"> <summary> <para>Is the current material expanded.</para> </summary> </member> <member name="F:UnityEditor.MaterialEditor.kMiniTextureFieldLabelIndentLevel"> <summary> <para>Useful for indenting shader properties that need the same indent as mini texture field.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.ApplyMaterialPropertyDrawers(UnityEngine.Material)"> <summary> <para>Apply initial MaterialPropertyDrawer values.</para> </summary> <param name="material"></param> <param name="targets"></param> </member> <member name="M:UnityEditor.MaterialEditor.ApplyMaterialPropertyDrawers(UnityEngine.Object[])"> <summary> <para>Apply initial MaterialPropertyDrawer values.</para> </summary> <param name="material"></param> <param name="targets"></param> </member> <member name="M:UnityEditor.MaterialEditor.Awake"> <summary> <para>Called when the Editor is woken up.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.ColorProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a color shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="position"></param> <param name="prop"></param> </member> <member name="M:UnityEditor.MaterialEditor.ColorProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a color shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="position"></param> <param name="prop"></param> </member> <member name="M:UnityEditor.MaterialEditor.DefaultPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Default handling of preview area for materials.</para> </summary> <param name="r"></param> <param name="background"></param> </member> <member name="M:UnityEditor.MaterialEditor.DefaultPreviewSettingsGUI"> <summary> <para>Default toolbar for material preview area.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.DefaultShaderProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Handles UI for one shader property ignoring any custom drawers.</para> </summary> <param name="prop"></param> <param name="label"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.DefaultShaderProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Handles UI for one shader property ignoring any custom drawers.</para> </summary> <param name="prop"></param> <param name="label"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.DoubleSidedGIField"> <summary> <para>Display UI for editing a material's Double Sided Global Illumination setting. Returns true if the UI is indeed displayed i.e. the material supports the Double Sided Global Illumination setting. +See Also: Material.doubleSidedGI.</para> </summary> <returns> <para>True if the UI is displayed, false otherwise.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.EmissionEnabledProperty"> <summary> <para>This function will draw the UI for controlling whether emission is enabled or not on a material.</para> </summary> <returns> <para>Returns true if enabled, or false if disabled or mixed due to multi-editing.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.EnableInstancingField"> <summary> <para>Display UI for editing material's render queue setting.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.EnableInstancingField(UnityEngine.Rect)"> <summary> <para>Display UI for editing material's render queue setting within the specified rect.</para> </summary> <param name="r"></param> </member> <member name="M:UnityEditor.MaterialEditor.FixupEmissiveFlag(UnityEngine.Color,UnityEngine.MaterialGlobalIlluminationFlags)"> <summary> <para>Returns a properly set global illlumination flag based on the passed in flag and the given color.</para> </summary> <param name="col">Emission color.</param> <param name="flags">Current global illumination flag.</param> <returns> <para>The fixed up flag.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.FixupEmissiveFlag(UnityEngine.Material)"> <summary> <para>Properly sets up the globalIllumination flag on the given Material depending on the current flag's state and the material's emission property.</para> </summary> <param name="mat">The material to be fixed up.</param> </member> <member name="M:UnityEditor.MaterialEditor.FloatProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a float shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="prop"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.FloatProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a float shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="prop"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.GetDefaultPropertyHeight(UnityEditor.MaterialProperty)"> <summary> <para>Calculate height needed for the property, ignoring custom drawers.</para> </summary> <param name="prop"></param> </member> <member name="M:UnityEditor.MaterialEditor.GetFlexibleRectBetweenFieldAndRightEdge(UnityEngine.Rect)"> <summary> <para>Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field.</para> </summary> <param name="r">Field Rect.</param> <returns> <para>A sub rect of the input Rect.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.GetFlexibleRectBetweenLabelAndField(UnityEngine.Rect)"> <summary> <para>Utility method for GUI layouting ShaderGUI.</para> </summary> <param name="r">Field Rect.</param> <returns> <para>A sub rect of the input Rect.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.GetLeftAlignedFieldRect(UnityEngine.Rect)"> <summary> <para>Utility method for GUI layouting ShaderGUI.</para> </summary> <param name="r">Field Rect.</param> <returns> <para>A sub rect of the input Rect.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.GetMaterialProperties(UnityEngine.Object[])"> <summary> <para>Get shader property information of the passed materials.</para> </summary> <param name="mats"></param> </member> <member name="M:UnityEditor.MaterialEditor.GetMaterialProperty(UnityEngine.Object[],System.String)"> <summary> <para>Get information about a single shader property.</para> </summary> <param name="mats">Selected materials.</param> <param name="name">Property name.</param> <param name="propertyIndex">Property index.</param> </member> <member name="M:UnityEditor.MaterialEditor.GetMaterialProperty(UnityEngine.Object[],System.Int32)"> <summary> <para>Get information about a single shader property.</para> </summary> <param name="mats">Selected materials.</param> <param name="name">Property name.</param> <param name="propertyIndex">Property index.</param> </member> <member name="M:UnityEditor.MaterialEditor.GetPropertyHeight(UnityEditor.MaterialProperty)"> <summary> <para>Calculate height needed for the property.</para> </summary> <param name="prop"></param> <param name="label"></param> </member> <member name="M:UnityEditor.MaterialEditor.GetPropertyHeight(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Calculate height needed for the property.</para> </summary> <param name="prop"></param> <param name="label"></param> </member> <member name="M:UnityEditor.MaterialEditor.GetRectAfterLabelWidth(UnityEngine.Rect)"> <summary> <para>Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect.</para> </summary> <param name="r">Line Rect.</param> <returns> <para>A sub rect of the input Rect.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.GetRightAlignedFieldRect(UnityEngine.Rect)"> <summary> <para>Utility method for GUI layouting ShaderGUI.</para> </summary> <param name="r">Field Rect.</param> <returns> <para>A sub rect of the input Rect.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.GetTextureOffset(System.String,System.Boolean&amp;,System.Boolean&amp;)"> <summary> <para>Get the value of a given texture offset for a given texture property.</para> </summary> <param name="propertyName">Name of the texture property that you wish to examine the offset of.</param> <param name="hasMixedValueX">Does the x offset have multiple values?</param> <param name="hasMixedValueY">Does the y offset have multiple values?</param> </member> <member name="M:UnityEditor.MaterialEditor.GetTexturePropertyCustomArea(UnityEngine.Rect)"> <summary> <para>Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties.</para> </summary> <param name="position">The total rect of the texture property.</param> </member> <member name="M:UnityEditor.MaterialEditor.GetTextureScale(System.String,System.Boolean&amp;,System.Boolean&amp;)"> <summary> <para>Get the value of a given texture scale for a given texture property.</para> </summary> <param name="propertyName">Name of the texture property that you wish to examine the scale of.</param> <param name="hasMixedValueX">Does the x scale have multiple values?</param> <param name="hasMixedValueY">Does the y scale have multiple values?</param> </member> <member name="M:UnityEditor.MaterialEditor.HasPreviewGUI"> <summary> <para>Can this component be Previewed in its current state?</para> </summary> <returns> <para>True if this component can be Previewed in its current state.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.HelpBoxWithButton(UnityEngine.GUIContent,UnityEngine.GUIContent)"> <summary> <para>Make a help box with a message and button. Returns true, if button was pressed.</para> </summary> <param name="messageContent">The message text.</param> <param name="buttonContent">The button text.</param> <returns> <para>Returns true, if button was pressed.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.LightmapEmissionFlagsProperty(System.Int32,System.Boolean)"> <summary> <para>Draws the UI for setting the global illumination flag of a material.</para> </summary> <param name="indent">Level of indentation for the property.</param> <param name="enabled">True if emission is enabled for the material, false otherwise.</param> </member> <member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty"> <summary> <para>This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty"> <summary> <para>This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty"> <summary> <para>This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.OnDisable"> <summary> <para>Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.OnEnable"> <summary> <para>Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.OnInspectorGUI"> <summary> <para>Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Custom preview for Image component.</para> </summary> <param name="r">Rectangle in which to draw the preview.</param> <param name="background">Background image.</param> </member> <member name="M:UnityEditor.MaterialEditor.OnShaderChanged"> <summary> <para>A callback that is invoked when a Material's Shader is changed in the Inspector.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.PropertiesChanged"> <summary> <para>Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.PropertiesDefaultGUI(UnityEditor.MaterialProperty[])"> <summary> <para>Default rendering of shader properties.</para> </summary> <param name="props">Array of material properties.</param> </member> <member name="M:UnityEditor.MaterialEditor.PropertiesGUI"> <summary> <para>Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI.</para> </summary> <returns> <para>Returns true if any value was changed.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.RangeProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a range slider for a range shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="prop">The property to edit.</param> <param name="position">Position and size of the range slider control.</param> </member> <member name="M:UnityEditor.MaterialEditor.RangeProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a range slider for a range shader property.</para> </summary> <param name="label">Label for the property.</param> <param name="prop">The property to edit.</param> <param name="position">Position and size of the range slider control.</param> </member> <member name="M:UnityEditor.MaterialEditor.RegisterPropertyChangeUndo(System.String)"> <summary> <para>Call this when you change a material property. It will add an undo for the action.</para> </summary> <param name="label">Undo Label.</param> </member> <member name="M:UnityEditor.MaterialEditor.RenderQueueField"> <summary> <para>Display UI for editing material's render queue setting.</para> </summary> <param name="r"></param> </member> <member name="M:UnityEditor.MaterialEditor.RenderQueueField(UnityEngine.Rect)"> <summary> <para>Display UI for editing material's render queue setting.</para> </summary> <param name="r"></param> </member> <member name="M:UnityEditor.MaterialEditor.RequiresConstantRepaint"> <summary> <para>Does this edit require to be repainted constantly in its current state?</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.SetDefaultGUIWidths"> <summary> <para>Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses.</para> </summary> </member> <member name="M:UnityEditor.MaterialEditor.SetShader(UnityEngine.Shader)"> <summary> <para>Set the shader of the material.</para> </summary> <param name="shader">Shader to set.</param> <param name="registerUndo">Should undo be registered.</param> <param name="newShader"></param> </member> <member name="M:UnityEditor.MaterialEditor.SetShader(UnityEngine.Shader,System.Boolean)"> <summary> <para>Set the shader of the material.</para> </summary> <param name="shader">Shader to set.</param> <param name="registerUndo">Should undo be registered.</param> <param name="newShader"></param> </member> <member name="M:UnityEditor.MaterialEditor.SetTextureOffset(System.String,UnityEngine.Vector2,System.Int32)"> <summary> <para>Set the offset of a given texture property.</para> </summary> <param name="propertyName">Name of the texture property that you wish to modify the offset of.</param> <param name="value">Scale to set.</param> <param name="coord">Set the x or y component of the offset (0 for x, 1 for y).</param> </member> <member name="M:UnityEditor.MaterialEditor.SetTextureScale(System.String,UnityEngine.Vector2,System.Int32)"> <summary> <para>Set the scale of a given texture property.</para> </summary> <param name="propertyName">Name of the texture property that you wish to modify the scale of.</param> <param name="value">Scale to set.</param> <param name="coord">Set the x or y component of the scale (0 for x, 1 for y).</param> </member> <member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Handes UI for one shader property.</para> </summary> <param name="prop"></param> <param name="label"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Handes UI for one shader property.</para> </summary> <param name="prop"></param> <param name="label"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureCompatibilityWarning(UnityEditor.MaterialProperty)"> <summary> <para>Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem.</para> </summary> <param name="prop">The texture property to check and display warning for, if necessary.</param> </member> <member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a texture shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="scaleOffset">Draw scale / offset.</param> <param name="prop"></param> <param name="position"></param> <param name="tooltip"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEditor.MaterialProperty,System.String,System.Boolean)"> <summary> <para>Draw a property field for a texture shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="scaleOffset">Draw scale / offset.</param> <param name="prop"></param> <param name="position"></param> <param name="tooltip"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a texture shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="scaleOffset">Draw scale / offset.</param> <param name="prop"></param> <param name="position"></param> <param name="tooltip"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.Boolean)"> <summary> <para>Draw a property field for a texture shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="scaleOffset">Draw scale / offset.</param> <param name="prop"></param> <param name="position"></param> <param name="tooltip"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.String,System.Boolean)"> <summary> <para>Draw a property field for a texture shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="scaleOffset">Draw scale / offset.</param> <param name="prop"></param> <param name="position"></param> <param name="tooltip"></param> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertyMiniThumbnail(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.String)"> <summary> <para>Draw a property field for a texture shader property that only takes up a single line height.</para> </summary> <param name="position">Rect that this control should be rendered in.</param> <param name="label">Label for the field.</param> <param name="prop"></param> <param name="tooltip"></param> <returns> <para>Returns total height used by this control.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty)"> <summary> <para>Method for showing a texture property control with additional inlined properites.</para> </summary> <param name="label">The label used for the texture property.</param> <param name="textureProp">The texture property.</param> <param name="extraProperty1">First optional property inlined after the texture property.</param> <param name="extraProperty2">Second optional property inlined after the extraProperty1.</param> <returns> <para>Returns the Rect used.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty)"> <summary> <para>Method for showing a texture property control with additional inlined properites.</para> </summary> <param name="label">The label used for the texture property.</param> <param name="textureProp">The texture property.</param> <param name="extraProperty1">First optional property inlined after the texture property.</param> <param name="extraProperty2">Second optional property inlined after the extraProperty1.</param> <returns> <para>Returns the Rect used.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty)"> <summary> <para>Method for showing a texture property control with additional inlined properites.</para> </summary> <param name="label">The label used for the texture property.</param> <param name="textureProp">The texture property.</param> <param name="extraProperty1">First optional property inlined after the texture property.</param> <param name="extraProperty2">Second optional property inlined after the extraProperty1.</param> <returns> <para>Returns the Rect used.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertyTwoLines(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty,UnityEngine.GUIContent,UnityEditor.MaterialProperty)"> <summary> <para>Method for showing a compact layout of properties.</para> </summary> <param name="label">The label used for the texture property.</param> <param name="textureProp">The texture property.</param> <param name="extraProperty1">First extra property inlined after the texture property.</param> <param name="label2">Label for the second extra property (on a new line and indented).</param> <param name="extraProperty2">Second property on a new line below the texture.</param> <returns> <para>Returns the Rect used.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TexturePropertyWithHDRColor(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty,UnityEditor.ColorPickerHDRConfig,System.Boolean)"> <summary> <para>Method for showing a texture property control with a HDR color field and its color brightness float field.</para> </summary> <param name="label">The label used for the texture property.</param> <param name="textureProp">The texture property.</param> <param name="colorProperty">The color property (will be treated as a HDR color).</param> <param name="hdrConfig">The HDR color configuration used by the HDR Color Picker.</param> <param name="showAlpha">If false then the alpha channel information will be hidden in the GUI.</param> <returns> <para>Return the Rect used.</para> </returns> </member> <member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEditor.MaterialProperty)"> <summary> <para>Draws tiling and offset properties for a texture.</para> </summary> <param name="position">Rect to draw this control in.</param> <param name="property">Property to draw.</param> <param name="partOfTexturePropertyControl">If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'.</param> </member> <member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.Boolean)"> <summary> <para>Draws tiling and offset properties for a texture.</para> </summary> <param name="position">Rect to draw this control in.</param> <param name="property">Property to draw.</param> <param name="partOfTexturePropertyControl">If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'.</param> </member> <member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEngine.Vector4)"> <summary> <para>TODO.</para> </summary> <param name="position"></param> <param name="scaleOffset"></param> <param name="partOfTexturePropertyControl"></param> </member> <member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEngine.Vector4,System.Boolean)"> <summary> <para>TODO.</para> </summary> <param name="position"></param> <param name="scaleOffset"></param> <param name="partOfTexturePropertyControl"></param> </member> <member name="M:UnityEditor.MaterialEditor.VectorProperty(UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a vector shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="prop"></param> <param name="position"></param> </member> <member name="M:UnityEditor.MaterialEditor.VectorProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)"> <summary> <para>Draw a property field for a vector shader property.</para> </summary> <param name="label">Label for the field.</param> <param name="prop"></param> <param name="position"></param> </member> <member name="T:UnityEditor.MaterialProperty"> <summary> <para>Describes information and value of a single shader property.</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.colorValue"> <summary> <para>Color value of the property.</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.displayName"> <summary> <para>Display name of the property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.flags"> <summary> <para>Flags that control how property is displayed (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.floatValue"> <summary> <para>Float vaue of the property.</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.hasMixedValue"> <summary> <para>Does this property have multiple different values? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.name"> <summary> <para>Name of the property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.rangeLimits"> <summary> <para>Min/max limits of a ranged float property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.targets"> <summary> <para>Material objects being edited by this property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.textureDimension"> <summary> <para>Texture dimension (2D, Cubemap etc.) of the property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.textureValue"> <summary> <para>Texture value of the property.</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.type"> <summary> <para>Type of the property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.MaterialProperty.vectorValue"> <summary> <para>Vector value of the property.</para> </summary> </member> <member name="T:UnityEditor.MaterialProperty.PropFlags"> <summary> <para>Flags that control how a MaterialProperty is displayed.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.HDR"> <summary> <para>Signifies that values of this property contain High Dynamic Range (HDR) data.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.HideInInspector"> <summary> <para>Do not show the property in the inspector.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.None"> <summary> <para>No flags are set.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.Normal"> <summary> <para>Signifies that values of this property contain Normal (normalized vector) data.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.NoScaleOffset"> <summary> <para>Do not show UV scale/offset fields next to a texture.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropFlags.PerRendererData"> <summary> <para>Texture value for this property will be queried from renderer's MaterialPropertyBlock, instead of from the material. This corresponds to the "[PerRendererData]" attribute in front of a property in the shader code.</para> </summary> </member> <member name="T:UnityEditor.MaterialProperty.PropType"> <summary> <para>Material property type.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropType.Color"> <summary> <para>Color property.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropType.Float"> <summary> <para>Float property.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropType.Range"> <summary> <para>Ranged float (with min/max values) property.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropType.Texture"> <summary> <para>Texture property.</para> </summary> </member> <member name="F:UnityEditor.MaterialProperty.PropType.Vector"> <summary> <para>Vector property.</para> </summary> </member> <member name="T:UnityEditor.MaterialPropertyDrawer"> <summary> <para>Base class to derive custom material property drawers from.</para> </summary> </member> <member name="M:UnityEditor.MaterialPropertyDrawer.Apply(UnityEditor.MaterialProperty)"> <summary> <para>Apply extra initial values to the material.</para> </summary> <param name="prop">The MaterialProperty to apply values for.</param> </member> <member name="M:UnityEditor.MaterialPropertyDrawer.GetPropertyHeight(UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)"> <summary> <para>Override this method to specify how tall the GUI for this property is in pixels.</para> </summary> <param name="prop">The MaterialProperty to make the custom GUI for.</param> <param name="label">The label of this property.</param> <param name="editor">Current material editor.</param> </member> <member name="M:UnityEditor.MaterialPropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)"> <summary> <para>Override this method to make your own GUI for the property.</para> </summary> <param name="position">Rectangle on the screen to use for the property GUI.</param> <param name="prop">The MaterialProperty to make the custom GUI for.</param> <param name="label">The label of this property.</param> <param name="editor">Current material editor.</param> </member> <member name="T:UnityEditor.MemoryProfiler.Connection"> <summary> <para>A pair of from and to indices describing what thing keeps what other thing alive.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.Connection.from"> <summary> <para>Index into a virtual list of all GC handles, followed by all native objects.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.Connection.to"> <summary> <para>Index into a virtual list of all GC handles, followed by all native objects.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.FieldDescription"> <summary> <para>Description of a field of a managed type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.FieldDescription.isStatic"> <summary> <para>Is this field static?</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.FieldDescription.name"> <summary> <para>Name of this field.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.FieldDescription.offset"> <summary> <para>Offset of this field.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.FieldDescription.typeIndex"> <summary> <para>The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.MemorySection"> <summary> <para>A dump of a piece of memory from the player that's being profiled.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.MemorySection.bytes"> <summary> <para>The actual bytes of the memory dump.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.MemorySection.startAddress"> <summary> <para>The start address of this piece of memory.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.MemorySnapshot"> <summary> <para>MemorySnapshot is a profiling tool to help diagnose memory usage.</para> </summary> </member> <member name="?:UnityEditor.MemoryProfiler.MemorySnapshot.OnSnapshotReceived(System.Action`1&lt;UnityEditor.MemoryProfiler.PackedMemorySnapshot&gt;)"> <summary> <para>Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEditor.MemoryProfiler.MemorySnapshot.RequestNewSnapshot"> <summary> <para>Requests a new snapshot from the currently connected target of the profiler. Currently only il2cpp-based players are able to provide memory snapshots.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.PackedGCHandle"> <summary> <para>A description of a GC handle used by the virtual machine.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedGCHandle.target"> <summary> <para>The address of the managed object that the GC handle is referencing.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.PackedMemorySnapshot"> <summary> <para>PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.connections"> <summary> <para>Connections is an array of from,to pairs that describe which things are keeping which other things alive.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.gcHandles"> <summary> <para>All GC handles in use in the memorysnapshot.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.managedHeapSections"> <summary> <para>Array of actual managed heap memory sections.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.nativeObjects"> <summary> <para>All native C++ objects that were loaded at time of the snapshot.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.nativeTypes"> <summary> <para>Descriptions of all the C++ unity types the profiled player knows about.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.typeDescriptions"> <summary> <para>Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedMemorySnapshot.virtualMachineInformation"> <summary> <para>Information about the virtual machine running executing the managade code inside the player.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.PackedNativeType"> <summary> <para>A description of a C++ unity type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeType.name"> <summary> <para>Name of this C++ unity type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeType.nativeBaseTypeArrayIndex"> <summary> <para>The index used to obtain the native C++ base class description from the PackedMemorySnapshot.nativeTypes array.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject"> <summary> <para>Description of a C++ unity object in memory.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.hideFlags"> <summary> <para>The hideFlags this native object has.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.instanceId"> <summary> <para>InstanceId of this object.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.isDontDestroyOnLoad"> <summary> <para>Has this object has been marked as DontDestroyOnLoad?</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.isManager"> <summary> <para>Is this native object an internal Unity manager object?</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.isPersistent"> <summary> <para>Is this object persistent? (Assets are persistent, objects stored in scenes are persistent, dynamically created objects are not)</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.name"> <summary> <para>Name of this object.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.nativeObjectAddress"> <summary> <para>The memory address of the native C++ object. This matches the "m_CachedPtr" field of UnityEngine.Object.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.nativeTypeArrayIndex"> <summary> <para>The index used to obtain the native C++ type description from the PackedMemorySnapshot.nativeTypes array.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.PackedNativeUnityEngineObject.size"> <summary> <para>Size in bytes of this object.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.TypeDescription"> <summary> <para>Description of a managed type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.arrayRank"> <summary> <para>If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc)</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.assembly"> <summary> <para>Name of the assembly this type was loaded from.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.baseOrElementTypeIndex"> <summary> <para>The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.fields"> <summary> <para>An array containing descriptions of all fields of this type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.isArray"> <summary> <para>Is this type an array?</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.isValueType"> <summary> <para>Is this type a value type? (if it's not a value type, it's a reference type)</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.name"> <summary> <para>Name of this type.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.size"> <summary> <para>Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.staticFieldBytes"> <summary> <para>The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.typeIndex"> <summary> <para>The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.TypeDescription.typeInfoAddress"> <summary> <para>The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description.</para> </summary> </member> <member name="T:UnityEditor.MemoryProfiler.VirtualMachineInformation"> <summary> <para>Information about a virtual machine that provided a memory snapshot.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.allocationGranularity"> <summary> <para>Allocation granularity in bytes used by the virtual machine allocator.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.arrayBoundsOffsetInHeader"> <summary> <para>Offset in bytes inside the object header of an array object where the bounds of the array is stored.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.arrayHeaderSize"> <summary> <para>Size in bytes of the header of an array object.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.arraySizeOffsetInHeader"> <summary> <para>Offset in bytes inside the object header of an array object where the size of the array is stored.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.heapFormatVersion"> <summary> <para>A version number that will change when the object layout inside the managed heap will change.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.objectHeaderSize"> <summary> <para>Size in bytes of the header of each managed object.</para> </summary> </member> <member name="P:UnityEditor.MemoryProfiler.VirtualMachineInformation.pointerSize"> <summary> <para>Size in bytes of a pointer.</para> </summary> </member> <member name="T:UnityEditor.Menu"> <summary> <para>Menu class to manipulate the menu item.</para> </summary> </member> <member name="M:UnityEditor.Menu.#ctor"> <summary> <para>Default constructor.</para> </summary> </member> <member name="M:UnityEditor.Menu.GetChecked(System.String)"> <summary> <para>Get the check status of the given menu.</para> </summary> <param name="menuPath"></param> </member> <member name="M:UnityEditor.Menu.SetChecked(System.String,System.Boolean)"> <summary> <para>Set the check status of the given menu.</para> </summary> <param name="menuPath"></param> <param name="isChecked"></param> </member> <member name="T:UnityEditor.MenuCommand"> <summary> <para>Used to extract the context for a MenuItem.</para> </summary> </member> <member name="F:UnityEditor.MenuCommand.context"> <summary> <para>Context is the object that is the target of a menu command.</para> </summary> </member> <member name="F:UnityEditor.MenuCommand.userData"> <summary> <para>An integer for passing custom information to a menu item.</para> </summary> </member> <member name="M:UnityEditor.MenuCommand.#ctor(UnityEngine.Object,System.Int32)"> <summary> <para>Creates a new MenuCommand object.</para> </summary> <param name="inContext"></param> <param name="inUserData"></param> </member> <member name="M:UnityEditor.MenuCommand.#ctor(UnityEngine.Object)"> <summary> <para>Creates a new MenuCommand object.</para> </summary> <param name="inContext"></param> </member> <member name="T:UnityEditor.MenuItem"> <summary> <para>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</para> </summary> </member> <member name="M:UnityEditor.MenuItem.#ctor(System.String)"> <summary> <para>Creates a menu item and invokes the static function following it, when the menu item is selected.</para> </summary> <param name="itemName">The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something".</param> <param name="isValidateFunction">If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName.</param> <param name="priority">The order by which the menu items are displayed.</param> </member> <member name="M:UnityEditor.MenuItem.#ctor(System.String,System.Boolean)"> <summary> <para>Creates a menu item and invokes the static function following it, when the menu item is selected.</para> </summary> <param name="itemName">The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something".</param> <param name="isValidateFunction">If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName.</param> <param name="priority">The order by which the menu items are displayed.</param> </member> <member name="M:UnityEditor.MenuItem.#ctor(System.String,System.Boolean,System.Int32)"> <summary> <para>Creates a menu item and invokes the static function following it, when the menu item is selected.</para> </summary> <param name="itemName">The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something".</param> <param name="isValidateFunction">If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName.</param> <param name="priority">The order by which the menu items are displayed.</param> </member> <member name="T:UnityEditor.MeshUtility"> <summary> <para>Various utilities for mesh manipulation.</para> </summary> </member> <member name="M:UnityEditor.MeshUtility.GetMeshCompression(UnityEngine.Mesh)"> <summary> <para>Returns the mesh compression setting for a Mesh.</para> </summary> <param name="mesh">The mesh to get information on.</param> </member> <member name="M:UnityEditor.MeshUtility.Optimize(UnityEngine.Mesh)"> <summary> <para>Optimizes the mesh for GPU access.</para> </summary> <param name="mesh"></param> </member> <member name="M:UnityEditor.MeshUtility.SetMeshCompression(UnityEngine.Mesh,UnityEditor.ModelImporterMeshCompression)"> <summary> <para>Change the mesh compression setting for a mesh.</para> </summary> <param name="mesh">The mesh to set the compression mode for.</param> <param name="compression">The compression mode to set.</param> </member> <member name="M:UnityEditor.MeshUtility.SetPerTriangleUV2(UnityEngine.Mesh,UnityEngine.Vector2[])"> <summary> <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para> </summary> <param name="src"></param> <param name="triUV"></param> </member> <member name="T:UnityEditor.MessageType"> <summary> <para>User message types.</para> </summary> </member> <member name="F:UnityEditor.MessageType.Error"> <summary> <para>Error message.</para> </summary> </member> <member name="F:UnityEditor.MessageType.Info"> <summary> <para>Info message.</para> </summary> </member> <member name="F:UnityEditor.MessageType.None"> <summary> <para>Neutral message.</para> </summary> </member> <member name="F:UnityEditor.MessageType.Warning"> <summary> <para>Warning message.</para> </summary> </member> <member name="T:UnityEditor.MobileTextureSubtarget"> <summary> <para>Compressed texture format for target build platform.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.ASTC"> <summary> <para>ASTC texture compression.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.ATC"> <summary> <para>ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.DXT"> <summary> <para>S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.ETC"> <summary> <para>ETC1 texture compression (or RGBA16 for textures with alpha), supported by all devices.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.ETC2"> <summary> <para>ETC2 texture compression.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.Generic"> <summary> <para>Don't override texture compression.</para> </summary> </member> <member name="F:UnityEditor.MobileTextureSubtarget.PVRTC"> <summary> <para>PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others.</para> </summary> </member> <member name="T:UnityEditor.ModelImporter"> <summary> <para>Model importer lets you modify import settings from editor scripts.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.addCollider"> <summary> <para>Add to imported meshes.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationCompression"> <summary> <para>Animation compression setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationPositionError"> <summary> <para>Allowed error of animation position compression.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationRotationError"> <summary> <para>Allowed error of animation rotation compression.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationScaleError"> <summary> <para>Allowed error of animation scale compression.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationType"> <summary> <para>Animator generation mode.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.animationWrapMode"> <summary> <para>The default wrap mode for the generated animation clips.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.bakeIK"> <summary> <para>Bake Inverse Kinematics (IK) when importing.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.clipAnimations"> <summary> <para>Animation clips to split animation into. See Also: ModelImporterClipAnimation.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.defaultClipAnimations"> <summary> <para>Generate a list of all default animation clip based on TakeInfo.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.extraExposedTransformPaths"> <summary> <para>Animation optimization setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.extraUserProperties"> <summary> <para>Additional properties to treat as user properties.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.generateAnimations"> <summary> <para>Animation generation options.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.generateMaterials"> <summary> <para>Material generation options.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.generateSecondaryUV"> <summary> <para>Generate secondary UV set for lightmapping.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.globalScale"> <summary> <para>Global scale factor for importing.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.humanDescription"> <summary> <para>The human description that is used to generate an Avatar during the import process.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.humanoidOversampling"> <summary> <para>Controls how much oversampling is used when importing humanoid animations for retargeting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importAnimation"> <summary> <para>Import animation from file.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importBlendShapes"> <summary> <para>Controls import of BlendShapes.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importCameras"> <summary> <para>Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importedTakeInfos"> <summary> <para>Generates the list of all imported take.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importLights"> <summary> <para>Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importMaterials"> <summary> <para>Import materials from file.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importNormals"> <summary> <para>Vertex normal import options.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importTangents"> <summary> <para>Vertex tangent import options.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.importVisibility"> <summary> <para>Use visibility properties to enable or disable MeshRenderer components.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.isBakeIKSupported"> <summary> <para>Is Bake Inverse Kinematics (IK) supported by this importer.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.isFileScaleUsed"> <summary> <para>Is FileScale used when importing.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.isReadable"> <summary> <para>Are mesh vertices and indices accessible from script?</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.isTangentImportSupported"> <summary> <para>Is import of tangents supported by this importer.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.isUseFileUnitsSupported"> <summary> <para>Is useFileUnits supported for this asset.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.keepQuads"> <summary> <para>If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.materialName"> <summary> <para>Material naming setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.materialSearch"> <summary> <para>Existing material search setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.meshCompression"> <summary> <para>Mesh compression setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.motionNodeName"> <summary> <para>The path of the transform used to generation the motion of the animation.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.normalCalculationMode"> <summary> <para>Normal generation options for ModelImporter.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.normalImportMode"> <summary> <para>Normals import mode.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.normalSmoothingAngle"> <summary> <para>Smoothing angle (in degrees) for calculating normals.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.optimizeGameObjects"> <summary> <para>Animation optimization setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.optimizeMesh"> <summary> <para>Vertex optimization setting.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.referencedClips"> <summary> <para>Generates the list of all imported Animations.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.resampleCurves"> <summary> <para>If set to false, the importer will not resample curves when possible. Read more about. Notes: - Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot. - This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. </para> </summary> </member> <member name="P:UnityEditor.ModelImporter.secondaryUVAngleDistortion"> <summary> <para>Threshold for angle distortion (in degrees) when generating secondary UV.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.secondaryUVAreaDistortion"> <summary> <para>Threshold for area distortion when generating secondary UV.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.secondaryUVHardAngle"> <summary> <para>Hard angle (in degrees) for generating secondary UV.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.secondaryUVPackMargin"> <summary> <para>Margin to be left between charts when packing secondary UV.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.sourceAvatar"> <summary> <para>Imports the HumanDescription from the given Avatar.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.splitTangentsAcrossSeams"> <summary> <para>Should tangents be split across UV seams.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.swapUVChannels"> <summary> <para>Swap primary and secondary UV channels when importing.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.tangentImportMode"> <summary> <para>Tangents import mode.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.transformPaths"> <summary> <para>Generates the list of all imported Transforms.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.useFileScale"> <summary> <para>Use FileScale when importing.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.useFileUnits"> <summary> <para>Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.</para> </summary> </member> <member name="P:UnityEditor.ModelImporter.weldVertices"> <summary> <para>Combine vertices that share the same position in space.</para> </summary> </member> <member name="M:UnityEditor.ModelImporter.CreateDefaultMaskForClip(UnityEditor.ModelImporterClipAnimation)"> <summary> <para>Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation.</para> </summary> <param name="clip">Clip to which the mask will be applied.</param> </member> <member name="T:UnityEditor.ModelImporterAnimationCompression"> <summary> <para>Animation compression options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationCompression.KeyframeReduction"> <summary> <para>Perform keyframe reduction.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationCompression.KeyframeReductionAndCompression"> <summary> <para>Perform keyframe reduction and compression.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationCompression.Off"> <summary> <para>No animation compression.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationCompression.Optimal"> <summary> <para>Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default).</para> </summary> </member> <member name="T:UnityEditor.ModelImporterAnimationType"> <summary> <para>Animation mode for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationType.Generic"> <summary> <para>Generate a generic animator.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationType.Human"> <summary> <para>Generate a human animator.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationType.Legacy"> <summary> <para>Generate a legacy animation type.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterAnimationType.None"> <summary> <para>Generate no animation data.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterClipAnimation"> <summary> <para>Animation clips to split animation into.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.additiveReferencePoseFrame"> <summary> <para>The additive reference pose frame.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.curves"> <summary> <para>Additionnal curves that will be that will be added during the import process.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.cycleOffset"> <summary> <para>Offset to the cycle of a looping animation, if a different time in it is desired to be the start.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.events"> <summary> <para>AnimationEvents that will be added during the import process.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.firstFrame"> <summary> <para>First frame of the clip.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.hasAdditiveReferencePose"> <summary> <para>Enable to defines an additive reference pose.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.heightFromFeet"> <summary> <para>Keeps the feet aligned with the root transform position.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.heightOffset"> <summary> <para>Offset to the vertical root position.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalOrientation"> <summary> <para>Keeps the vertical position as it is authored in the source file.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionXZ"> <summary> <para>Keeps the vertical position as it is authored in the source file.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionY"> <summary> <para>Keeps the vertical position as it is authored in the source file.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.lastFrame"> <summary> <para>Last frame of the clip.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.lockRootHeightY"> <summary> <para>Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.lockRootPositionXZ"> <summary> <para>Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.lockRootRotation"> <summary> <para>Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.loop"> <summary> <para>Is the clip a looping animation?</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.loopPose"> <summary> <para>Enable to make the motion loop seamlessly.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.loopTime"> <summary> <para>Enable to make the clip loop.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.maskNeedsUpdating"> <summary> <para>Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.maskSource"> <summary> <para>The AvatarMask used to mask transforms during the import process.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.maskType"> <summary> <para>Define mask type.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.mirror"> <summary> <para>Mirror left and right in this clip.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.name"> <summary> <para>Clip name.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.rotationOffset"> <summary> <para>Offset in degrees to the root rotation.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.takeName"> <summary> <para>Take name.</para> </summary> </member> <member name="P:UnityEditor.ModelImporterClipAnimation.wrapMode"> <summary> <para>The wrap mode of the animation.</para> </summary> </member> <member name="M:UnityEditor.ModelImporterClipAnimation.ConfigureClipFromMask(UnityEngine.AvatarMask)"> <summary> <para>Copy the mask settings from an AvatarMask to the clip configuration.</para> </summary> <param name="mask">AvatarMask from which the mask settings will be imported.</param> </member> <member name="M:UnityEditor.ModelImporterClipAnimation.ConfigureMaskFromClip(UnityEngine.AvatarMask&amp;)"> <summary> <para>Copy the current masking settings from the clip to an AvatarMask.</para> </summary> <param name="mask">AvatarMask to which the masking values will be saved.</param> </member> <member name="T:UnityEditor.ModelImporterGenerateAnimations"> <summary> <para>Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateAnimations.GenerateAnimations"> <summary> <para>Default animation import mode (All animations are stored in the root object).</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateAnimations.InNodes"> <summary> <para>Generate animations in the objects that animate.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateAnimations.InOriginalRoots"> <summary> <para>Generate animations in the root objects of the animation package.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateAnimations.InRoot"> <summary> <para>Generate animations in the transform root objects.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateAnimations.None"> <summary> <para>Do not generate animations.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterGenerateMaterials"> <summary> <para>Material generation options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateMaterials.None"> <summary> <para>Do not generate materials.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateMaterials.PerSourceMaterial"> <summary> <para>Generate a material for each material in the source asset.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterGenerateMaterials.PerTexture"> <summary> <para>Generate a material for each texture used.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterHumanoidOversampling"> <summary> <para>Humanoid Oversampling available multipliers.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterHumanoidOversampling.X1"> <summary> <para>Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterHumanoidOversampling.X2"> <summary> <para>Humanoid Oversampling samples at 2 times the sampling rate found in the imported file.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterHumanoidOversampling.X4"> <summary> <para>Humanoid Oversampling samples at 4 times the sampling rate found in the imported file.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterHumanoidOversampling.X8"> <summary> <para>Humanoid Oversampling samples at 8 times the sampling rate found in the imported file.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterMaterialName"> <summary> <para>Material naming options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialName.BasedOnMaterialName"> <summary> <para>Use a material name of the form &lt;materialName&gt;.mat.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialName.BasedOnModelNameAndMaterialName"> <summary> <para>Use material names in the form &lt;modelFileName&gt;-&lt;materialName&gt;.mat.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialName.BasedOnTextureName"> <summary> <para>Use material names in the form &lt;textureName&gt;.mat.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialName.BasedOnTextureName_Or_ModelNameAndMaterialName"> <summary> <para>&lt;textureName&gt;.mat or &lt;modelFileName&gt;-&lt;materialName&gt;.mat material name.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterMaterialSearch"> <summary> <para>Material search options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialSearch.Everywhere"> <summary> <para>Search in all project.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialSearch.Local"> <summary> <para>Search in local Materials folder.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMaterialSearch.RecursiveUp"> <summary> <para>Recursive-up search in Materials folders.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterMeshCompression"> <summary> <para>Mesh compression options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMeshCompression.High"> <summary> <para>High amount of mesh compression.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMeshCompression.Low"> <summary> <para>Low amount of mesh compression.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMeshCompression.Medium"> <summary> <para>Medium amount of mesh compression.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterMeshCompression.Off"> <summary> <para>No mesh compression (default).</para> </summary> </member> <member name="T:UnityEditor.ModelImporterNormalCalculationMode"> <summary> <para>Normal generation options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormalCalculationMode.AngleWeighted"> <summary> <para>The normals are weighted by the vertex angle on each face.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormalCalculationMode.AreaAndAngleWeighted"> <summary> <para>The normals are weighted by both the face area and the vertex angle on each face.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormalCalculationMode.AreaWeighted"> <summary> <para>The normals are weighted by the face area.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormalCalculationMode.Unweighted"> <summary> <para>The normals are not weighted.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormalCalculationMode.Unweighted_Legacy"> <summary> <para>The normals are unweighted. This option uses the legacy algorithm for handling hard edges.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterNormals"> <summary> <para>Vertex normal generation options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormals.Calculate"> <summary> <para>Calculate vertex normals.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormals.Import"> <summary> <para>Import vertex normals from model file (default).</para> </summary> </member> <member name="F:UnityEditor.ModelImporterNormals.None"> <summary> <para>Do not import vertex normals.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterTangents"> <summary> <para>Vertex tangent generation options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangents.CalculateLegacy"> <summary> <para>Calculate tangents with legacy algorithm.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangents.CalculateLegacyWithSplitTangents"> <summary> <para>Calculate tangents with legacy algorithm, with splits across UV charts.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangents.CalculateMikk"> <summary> <para>Calculate tangents using MikkTSpace (default).</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangents.Import"> <summary> <para>Import vertex tangents from model file.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangents.None"> <summary> <para>Do not import vertex tangents.</para> </summary> </member> <member name="T:UnityEditor.ModelImporterTangentSpaceMode"> <summary> <para>Tangent space generation options for ModelImporter.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangentSpaceMode.Calculate"> <summary> <para>Calculate tangents.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangentSpaceMode.Import"> <summary> <para>Import normals/tangents from file.</para> </summary> </member> <member name="F:UnityEditor.ModelImporterTangentSpaceMode.None"> <summary> <para>Strip normals/tangents.</para> </summary> </member> <member name="T:UnityEditor.MonoScript"> <summary> <para>Representation of Script assets.</para> </summary> </member> <member name="M:UnityEditor.MonoScript.FromMonoBehaviour(UnityEngine.MonoBehaviour)"> <summary> <para>Returns the MonoScript object containing specified MonoBehaviour.</para> </summary> <param name="behaviour">The MonoBehaviour whose MonoScript should be returned.</param> </member> <member name="M:UnityEditor.MonoScript.FromScriptableObject(UnityEngine.ScriptableObject)"> <summary> <para>Returns the MonoScript object containing specified ScriptableObject.</para> </summary> <param name="scriptableObject">The ScriptableObject whose MonoScript should be returned.</param> </member> <member name="M:UnityEditor.MonoScript.GetClass"> <summary> <para>Returns the System.Type object of the class implemented by this script.</para> </summary> </member> <member name="T:UnityEditor.MouseCursor"> <summary> <para>Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Arrow"> <summary> <para>Normal pointer arrow.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ArrowMinus"> <summary> <para>Arrow with the minus symbol next to it.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ArrowPlus"> <summary> <para>Arrow with the plus symbol next to it.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.CustomCursor"> <summary> <para>The current user defined cursor.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.FPS"> <summary> <para>Cursor with an eye and stylized arrow keys for FPS navigation.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Link"> <summary> <para>Arrow with a Link badge (for assigning pointers).</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.MoveArrow"> <summary> <para>Arrow with the move symbol next to it for the sceneview.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Orbit"> <summary> <para>Cursor with an eye for orbit.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Pan"> <summary> <para>Cursor with a dragging hand for pan.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ResizeHorizontal"> <summary> <para>Horizontal resize arrows.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ResizeUpLeft"> <summary> <para>Resize up-Left for window edges.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ResizeUpRight"> <summary> <para>Resize up-right for window edges.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ResizeVertical"> <summary> <para>Vertical resize arrows.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.RotateArrow"> <summary> <para>Arrow with the rotate symbol next to it for the sceneview.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.ScaleArrow"> <summary> <para>Arrow with the scale symbol next to it for the sceneview.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.SlideArrow"> <summary> <para>Arrow with small arrows for indicating sliding at number fields.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.SplitResizeLeftRight"> <summary> <para>Left-Right resize arrows for window splitters.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.SplitResizeUpDown"> <summary> <para>Up-Down resize arrows for window splitters.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Text"> <summary> <para>Text cursor.</para> </summary> </member> <member name="F:UnityEditor.MouseCursor.Zoom"> <summary> <para>Cursor with a magnifying glass for zoom.</para> </summary> </member> <member name="T:UnityEditor.MovieImporter"> <summary> <para>AssetImporter for importing MovieTextures.</para> </summary> </member> <member name="P:UnityEditor.MovieImporter.duration"> <summary> <para>Duration of the Movie to be imported in seconds.</para> </summary> </member> <member name="P:UnityEditor.MovieImporter.linearTexture"> <summary> <para>Is the movie texture storing non-color data?</para> </summary> </member> <member name="P:UnityEditor.MovieImporter.quality"> <summary> <para>Quality setting to use when importing the movie. This is a float value from 0 to 1.</para> </summary> </member> <member name="T:UnityEditor.Networking.PlayerConnection.ConnectedPlayer"> <summary> <para>Information of the connected player.</para> </summary> </member> <member name="P:UnityEditor.Networking.PlayerConnection.ConnectedPlayer.PlayerId"> <summary> <para>The Id of the player connected.</para> </summary> </member> <member name="T:UnityEditor.Networking.PlayerConnection.EditorConnection"> <summary> <para>Handles the connection from the Editor to the Player.</para> </summary> </member> <member name="P:UnityEditor.Networking.PlayerConnection.EditorConnection.ConnectedPlayers"> <summary> <para>A list of the connected players.</para> </summary> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.DisconnectAll"> <summary> <para>This disconnects all of the active connections.</para> </summary> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.Initialize"> <summary> <para>Initializes the EditorConnection.</para> </summary> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.Register(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)"> <summary> <para>Registers a callback on a certain message ID.</para> </summary> <param name="messageId">The message ID that invokes the callback when received by the Editor.</param> <param name="callback">Action that is executed when a message with ID messageId is received by the Editor. The callback includes the data that is sent from the Player, and the Player's ID. The Player ID is used to distinguish between multiple Players connected to the same Editor.</param> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.RegisterConnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)"> <summary> <para>Registers a callback, executed when a new Player connects to the Editor.</para> </summary> <param name="callback">Action called when a new Player connects, with the Player ID of the Player.</param> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.RegisterDisconnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)"> <summary> <para>Registers a callback on a Player when that Player disconnects.</para> </summary> <param name="callback">The Action that is called when the Player with the given Player ID disconnects.</param> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.Send(System.Guid,System.Byte[],System.Int32)"> <summary> <para>Sends data to multiple or single Player(s).</para> </summary> <param name="messageId">Type ID of the message to send to the Player(s).</param> <param name="playerId">If set, the message will only send to the Player with this ID.</param> <param name="data"></param> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.Send(System.Guid,System.Byte[])"> <summary> <para>Sends data to multiple or single Player(s).</para> </summary> <param name="messageId">Type ID of the message to send to the Player(s).</param> <param name="playerId">If set, the message will only send to the Player with this ID.</param> <param name="data"></param> </member> <member name="M:UnityEditor.Networking.PlayerConnection.EditorConnection.Unregister(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)"> <summary> <para>Deregisters a registered callback.</para> </summary> <param name="messageId">Message ID associated with the callback that you wish to deregister.</param> <param name="callback">The Action callback you wish to deregister.</param> </member> <member name="T:UnityEditor.ObjectNames"> <summary> <para>Helper class for constructing displayable names for objects.</para> </summary> </member> <member name="M:UnityEditor.ObjectNames.GetClassName(UnityEngine.Object)"> <summary> <para>Class name of an object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.ObjectNames.GetDragAndDropTitle(UnityEngine.Object)"> <summary> <para>Drag and drop title for an object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.ObjectNames.GetInspectorTitle(UnityEngine.Object)"> <summary> <para>Inspector title for an object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.ObjectNames.GetUniqueName(System.String[],System.String)"> <summary> <para>Make a unique name using the provided name as a base. If the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment.</para> </summary> <param name="existingNames">A list of pre-existing names.</param> <param name="name">Desired name to be used as is, or as a base.</param> <returns> <para>A name not found in the list of pre-existing names.</para> </returns> </member> <member name="M:UnityEditor.ObjectNames.NicifyVariableName(System.String)"> <summary> <para>Make a displayable name for a variable.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEditor.ObjectNames.SetNameSmart(UnityEngine.Object,System.String)"> <summary> <para>Sets the name of an Object.</para> </summary> <param name="obj"></param> <param name="name"></param> </member> <member name="T:UnityEditor.ObjectPreview"> <summary> <para>Base Class to derive from when creating Custom Previews.</para> </summary> </member> <member name="P:UnityEditor.ObjectPreview.target"> <summary> <para>The object currently being previewed.</para> </summary> </member> <member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEngine.Rect)"> <summary> <para>This is the first entry point for Preview Drawing.</para> </summary> <param name="previewArea">The available area to draw the preview.</param> </member> <member name="M:UnityEditor.ObjectPreview.GetInfoString"> <summary> <para>Implement this method to show object information on top of the object preview.</para> </summary> </member> <member name="M:UnityEditor.ObjectPreview.GetPreviewTitle"> <summary> <para>Override this method if you want to change the label of the Preview area.</para> </summary> </member> <member name="M:UnityEditor.ObjectPreview.HasPreviewGUI"> <summary> <para>Can this component be Previewed in its current state?</para> </summary> <returns> <para>True if this component can be Previewed in its current state.</para> </returns> </member> <member name="M:UnityEditor.ObjectPreview.Initialize(UnityEngine.Object[])"> <summary> <para>Called when the Preview gets created with the objects being previewed.</para> </summary> <param name="targets">The objects being previewed.</param> </member> <member name="M:UnityEditor.ObjectPreview.MoveNextTarget"> <summary> <para>Called to iterate through the targets, this will be used when previewing more than one target.</para> </summary> <returns> <para>True if there is another target available.</para> </returns> </member> <member name="M:UnityEditor.ObjectPreview.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</para> </summary> <param name="r">Rectangle in which to draw the preview.</param> <param name="background">Background image.</param> </member> <member name="M:UnityEditor.ObjectPreview.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</para> </summary> <param name="r">Rectangle in which to draw the preview.</param> <param name="background">Background image.</param> </member> <member name="M:UnityEditor.ObjectPreview.OnPreviewSettings"> <summary> <para>Override this method if you want to show custom controls in the preview header.</para> </summary> </member> <member name="M:UnityEditor.ObjectPreview.ResetTarget"> <summary> <para>Called to Reset the target before iterating through them.</para> </summary> </member> <member name="T:UnityEditor.PhysicsDebugWindow"> <summary> <para>Displays the Physics Debug Visualization options. The Physics Debug Visualization is only displayed if this window is visible. See Also: PhysicsVisualizationSettings.</para> </summary> </member> <member name="T:UnityEditor.PhysicsVisualizationSettings"> <summary> <para>This class contains the settings controlling the Physics Debug Visualization.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.baseAlpha"> <summary> <para>Alpha amount used for transparency blending.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.colorVariance"> <summary> <para>Used to disinguish neighboring Colliders.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.devOptions"> <summary> <para>Shows extra options used to develop and debug the physics visualization.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.dirtyCount"> <summary> <para>Dirty marker used for refreshing the GUI.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.enableMouseSelect"> <summary> <para>Enables the mouse-over highlighting and mouse selection modes.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.filterWorkflow"> <summary> <para>See PhysicsVisualizationSettings.FilterWorkflow.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.forceOverdraw"> <summary> <para>Forcing the drawing of Colliders on top of any other geometry, regardless of depth.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.kinematicColor"> <summary> <para>Color for kinematic Rigidbodies.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.rigidbodyColor"> <summary> <para>Color for Rigidbodies, primarily active ones.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.showCollisionGeometry"> <summary> <para>Should the PhysicsDebugWindow display the collision geometry.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.sleepingBodyColor"> <summary> <para>Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.staticColor"> <summary> <para>Color for Colliders that do not have a Rigidbody component.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.terrainTilesMax"> <summary> <para>Maximum number of mesh tiles available to draw all Terrain Colliders.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.triggerColor"> <summary> <para>Color for Colliders that are Triggers.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.useSceneCam"> <summary> <para>Controls whether the SceneView or the GameView camera is used. Not shown in the UI.</para> </summary> </member> <member name="P:UnityEditor.PhysicsVisualizationSettings.viewDistance"> <summary> <para>Colliders within this distance will be displayed.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.ClearMouseHighlight"> <summary> <para>Clears the highlighted Collider.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.DeinitDebugDraw"> <summary> <para>Deinitializes the physics debug visualization system and tracking of changes Colliders.</para> </summary> </member> <member name="T:UnityEditor.PhysicsVisualizationSettings.FilterWorkflow"> <summary> <para>Decides whether the Workflow in the Physics Debug window should be inclusive (&lt;a href="PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems.html"&gt;ShowSelectedItems&lt;a&gt;) or exclusive (&lt;a href="PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems.html"&gt;HideSelectedItems&lt;a&gt;).</para> </summary> </member> <member name="F:UnityEditor.PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems"> <summary> <para>With HideSelectedItems you can hide selected filter items in order to easily discard uninteresting Collider properties thereby making overview and navigation easier.</para> </summary> </member> <member name="F:UnityEditor.PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems"> <summary> <para>With ShowSelectedItems and the Select None button is it easy to monitor very specific Colliders.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowBoxColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should BoxColliders be shown.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowCapsuleColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should CapsuleColliders be shown.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowCollisionLayer(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Int32)"> <summary> <para>Should the given layer for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="layer"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowCollisionLayerMask(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should the mask representing the layers for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowKinematicBodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowMeshColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,UnityEditor.PhysicsVisualizationSettings/MeshColliderType)"> <summary> <para>Should MeshColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="colliderType"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowRigidbodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should any Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowSleepingBodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowSphereColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should SphereColliders be shown.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowStaticColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowTerrainColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should TerrainColliders be shown.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.GetShowTriggers(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow)"> <summary> <para>Should the triggers for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.HasMouseHighlight"> <summary> <para>Returns true if there currently is any kind of physics object highlighted.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.InitDebugDraw"> <summary> <para>Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It is normally initialized by the PhysicsDebugWindow.</para> </summary> </member> <member name="T:UnityEditor.PhysicsVisualizationSettings.MeshColliderType"> <summary> <para>Is a MeshCollider convex.</para> </summary> </member> <member name="F:UnityEditor.PhysicsVisualizationSettings.MeshColliderType.Convex"> <summary> <para>Corresponds to MeshCollider.convex is true.</para> </summary> </member> <member name="F:UnityEditor.PhysicsVisualizationSettings.MeshColliderType.NonConvex"> <summary> <para>Corresponds to MeshCollider.convex is false.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.Reset"> <summary> <para>Resets the visualization options to their default state.</para> </summary> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowBoxColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should BoxColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowCapsuleColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should CapsuleColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowCollisionLayer(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Int32,System.Boolean)"> <summary> <para>Should the given layer for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="layer"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowCollisionLayerMask(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Int32)"> <summary> <para>Should the mask representing the layers for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="mask"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowForAllFilters(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Enables or disables all filtering items for the current filterWorkflow.</para> </summary> <param name="filterWorkflow"></param> <param name="selected"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowKinematicBodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowMeshColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,UnityEditor.PhysicsVisualizationSettings/MeshColliderType,System.Boolean)"> <summary> <para>Should MeshColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="colliderType"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowRigidbodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should any Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowSleepingBodies(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowSphereColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should SphereColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowStaticColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowTerrainColliders(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should TerrainColliders be shown.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.SetShowTriggers(UnityEditor.PhysicsVisualizationSettings/FilterWorkflow,System.Boolean)"> <summary> <para>Should the triggers for the given filterWorkflow be considered by the display filter.</para> </summary> <param name="filterWorkflow"></param> <param name="show"></param> </member> <member name="M:UnityEditor.PhysicsVisualizationSettings.UpdateMouseHighlight(UnityEngine.Vector2)"> <summary> <para>Updates the mouse-over highlight at the given mouse position in screen space.</para> </summary> <param name="pos"></param> </member> <member name="T:UnityEditor.PivotMode"> <summary> <para>Where is the tool handle placed.</para> </summary> </member> <member name="F:UnityEditor.PivotMode.Center"> <summary> <para>The tool handle is at the graphical center of the selection.</para> </summary> </member> <member name="F:UnityEditor.PivotMode.Pivot"> <summary> <para>The tool handle is on the pivot point of the active object.</para> </summary> </member> <member name="T:UnityEditor.PivotRotation"> <summary> <para>How is the tool handle oriented.</para> </summary> </member> <member name="F:UnityEditor.PivotRotation.Global"> <summary> <para>The tool handle is aligned along the global axes.</para> </summary> </member> <member name="F:UnityEditor.PivotRotation.Local"> <summary> <para>The tool handle is oriented from the active object.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings"> <summary> <para>Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.accelerometerFrequency"> <summary> <para>Accelerometer update frequency.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.actionOnDotNetUnhandledException"> <summary> <para>Sets the crash behavior on .NET unhandled exception.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.advancedLicense"> <summary> <para>Is the advanced version being used?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeLeft"> <summary> <para>Is auto-rotation to landscape left supported?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeRight"> <summary> <para>Is auto-rotation to landscape right supported?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortrait"> <summary> <para>Is auto-rotation to portrait supported?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortraitUpsideDown"> <summary> <para>Is auto-rotation to portrait upside-down supported?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.allowFullscreenSwitch"> <summary> <para>If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.aotOptions"> <summary> <para>Additional AOT compilation options. Shared by AOT platforms.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.apiCompatibilityLevel"> <summary> <para>Deprecated. Use PlayerSettings.GetApiCompatibilityLevel and PlayerSettings.SetApiCompatibilityLevel instead.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.applicationIdentifier"> <summary> <para>The application identifier for the currently selected build target.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.bakeCollisionMeshes"> <summary> <para>Pre bake collision meshes on player build.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.bundleVersion"> <summary> <para>Application bundle version shared between iOS &amp; Android platforms.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.captureSingleScreen"> <summary> <para>Defines if fullscreen games should darken secondary displays.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.cloudProjectId"> <summary> <para>A unique cloud project identifier. It is unique for every project (Read Only).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.colorSpace"> <summary> <para>Set the rendering color space for the current project.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.companyName"> <summary> <para>The name of your company.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.cursorHotspot"> <summary> <para>Default cursor's click position in pixels from the top left corner of the cursor image.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.d3d11FullscreenMode"> <summary> <para>Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.d3d9FullscreenMode"> <summary> <para>Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultCursor"> <summary> <para>The default cursor for your application.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultInterfaceOrientation"> <summary> <para>Default screen orientation for mobiles.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultIsFullScreen"> <summary> <para>If enabled, the game will default to fullscreen mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultScreenHeight"> <summary> <para>Default vertical dimension of stand-alone player window.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultScreenWidth"> <summary> <para>Default horizontal dimension of stand-alone player window.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultWebScreenHeight"> <summary> <para>Default vertical dimension of web player window.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.defaultWebScreenWidth"> <summary> <para>Default horizontal dimension of web player window.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.displayResolutionDialog"> <summary> <para>Defines the behaviour of the Resolution Dialog on product launch.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.enableCrashReportAPI"> <summary> <para>Enables CrashReport API.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.enableInternalProfiler"> <summary> <para>Enables internal profiler.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.firstStreamedLevelWithResources"> <summary> <para>First level to have access to all Resources.Load assets in Streamed Web Players.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.forceSingleInstance"> <summary> <para>Restrict standalone players to a single concurrent running instance.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.gpuSkinning"> <summary> <para>Enable GPU skinning on capable platforms.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.graphicsJobMode"> <summary> <para>Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.graphicsJobs"> <summary> <para>Enable graphics jobs (multi threaded rendering).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iPhoneBundleIdentifier"> <summary> <para>The bundle identifier of the iPhone application.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.keyaliasPass"> <summary> <para>Password for the key used for signing an Android application.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.keystorePass"> <summary> <para>Password used for interacting with the Android Keystore.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.locationUsageDescription"> <summary> <para>Describes the reason for access to the user's location data.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.logObjCUncaughtExceptions"> <summary> <para>Are ObjC uncaught exceptions logged?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.macFullscreenMode"> <summary> <para>Define how to handle fullscreen mode in macOS standalones.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.muteOtherAudioSources"> <summary> <para>Stops or allows audio from other applications to play in the background while your Unity application is running.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.productName"> <summary> <para>The name of your product.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.protectGraphicsMemory"> <summary> <para>Protect graphics memory.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.renderingPath"> <summary> <para>Which rendering path is enabled?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.resizableWindow"> <summary> <para>Use resizable window in standalone player builds.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.resolutionDialogBanner"> <summary> <para>The image to display in the Resolution Dialog window.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.runInBackground"> <summary> <para>If enabled, your game will continue to run after lost focus.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.scriptingRuntimeVersion"> <summary> <para>The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.showUnitySplashScreen"> <summary> <para>Should the builtin Unity splash screen be shown?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.singlePassStereoRendering"> <summary> <para>Should Unity support single-pass stereo rendering?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.splashScreenStyle"> <summary> <para>The style to use for the builtin Unity splash screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.statusBarHidden"> <summary> <para>Should status bar be hidden. Shared between iOS &amp; Android platforms.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.stereoRenderingPath"> <summary> <para>Active stereo rendering path</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.stereoscopic3D"> <summary> <para>Should player render in stereoscopic 3d on supported hardware?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.stripEngineCode"> <summary> <para>Remove unused Engine code from your build (IL2CPP-only).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.strippingLevel"> <summary> <para>Managed code stripping level.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.stripUnusedMeshComponents"> <summary> <para>Should unused Mesh components be excluded from game build?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.use32BitDisplayBuffer"> <summary> <para>32-bit Display Buffer is used.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.useAnimatedAutorotation"> <summary> <para>Let the OS autorotate the screen as the device orientation changes.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.useDirect3D11"> <summary> <para>Should Direct3D 11 be used when available?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.useHDRDisplay"> <summary> <para>Switch display to HDR mode (if available).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.useMacAppStoreValidation"> <summary> <para>Enable receipt validation for the Mac App Store.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.usePlayerLog"> <summary> <para>Write a log file with debugging information.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.virtualRealitySplashScreen"> <summary> <para>Virtual Reality specific splash screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.virtualRealitySupported"> <summary> <para>Enable virtual reality support.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.visibleInBackground"> <summary> <para>On Windows, show the application in the background if Fullscreen Windowed mode is used.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.xboxEnableAvatar"> <summary> <para>Xbox 360 Avatars.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.Android"> <summary> <para>Android specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.androidIsGame"> <summary> <para>Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.androidTVCompatibility"> <summary> <para>Provide a build that is Android TV compatible.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.bundleVersionCode"> <summary> <para>Android bundle version code.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.disableDepthAndStencilBuffers"> <summary> <para>Disable Depth and Stencil Buffers.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.forceInternetPermission"> <summary> <para>Force internet permission flag.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.forceSDCardPermission"> <summary> <para>Force SD card permission.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.keyaliasName"> <summary> <para>Android key alias name.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.keyaliasPass"> <summary> <para>Android key alias password.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.keystoreName"> <summary> <para>Android keystore name.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.keystorePass"> <summary> <para>Android keystore password.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.licenseVerification"> <summary> <para>License verification flag.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.minSdkVersion"> <summary> <para>The minimum API level required for your application to run.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.preferredInstallLocation"> <summary> <para>Preferred application install location.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.showActivityIndicatorOnLoading"> <summary> <para>Application should show ActivityIndicator when loading.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.splashScreenScale"> <summary> <para>Android splash screen scale mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.targetDevice"> <summary> <para>Android target device.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.targetSdkVersion"> <summary> <para>The target API level of your application.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.use24BitDepthBuffer"> <summary> <para>24-bit Depth Buffer is used.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Android.useAPKExpansionFiles"> <summary> <para>Use APK Expansion Files.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.Facebook"> <summary> <para>Facebook specific Player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Facebook.sdkVersion"> <summary> <para>Version of Facebook SDK to use for this project.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.GetAdditionalIl2CppArgs"> <summary> <para>IL2CPP build arguments.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.GetApiCompatibilityLevel(UnityEditor.BuildTargetGroup)"> <summary> <para>Gets .NET API compatibility level for specified BuildTargetGroup.</para> </summary> <param name="buildTargetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetApplicationIdentifier(UnityEditor.BuildTargetGroup)"> <summary> <para>Get the application identifier for the specified platform.</para> </summary> <param name="targetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetArchitecture(UnityEditor.BuildTargetGroup)"> <summary> <para>Gets the BuildTargetPlatformGroup architecture.</para> </summary> <param name="targetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetGraphicsAPIs(UnityEditor.BuildTarget)"> <summary> <para>Get graphics APIs to be used on a build platform.</para> </summary> <param name="platform">Platform to get APIs for.</param> <returns> <para>Array of graphics APIs.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetIconsForTargetGroup(UnityEditor.BuildTargetGroup)"> <summary> <para>Returns the list of assigned icons for the specified platform.</para> </summary> <param name="platform"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetIconSizesForTargetGroup(UnityEditor.BuildTargetGroup)"> <summary> <para>Returns a list of icon sizes for the specified platform.</para> </summary> <param name="platform"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetIncrementalIl2CppBuild(UnityEditor.BuildTargetGroup)"> <summary> <para>Does IL2CPP platform use incremental build?</para> </summary> <param name="targetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyBool(System.String,UnityEditor.BuildTargetGroup)"> <summary> <para>Returns a PlayerSettings named bool property (with an optional build target it should apply to).</para> </summary> <param name="name">Name of the property.</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> <returns> <para>The current value of the property.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyInt(System.String,UnityEditor.BuildTargetGroup)"> <summary> <para>Returns a PlayerSettings named int property (with an optional build target it should apply to).</para> </summary> <param name="name">Name of the property.</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> <returns> <para>The current value of the property.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalBool(System.String,System.Boolean&amp;,UnityEditor.BuildTargetGroup)"> <summary> <para>Searches for property and assigns it's value to given variable.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Variable, to which to store the value of the property, if set.</param> <param name="target">An optional build target group, to which the property applies.</param> <returns> <para>True if property was set and it's value assigned to given variable.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalInt(System.String,System.Int32&amp;,UnityEditor.BuildTargetGroup)"> <summary> <para>Searches for property and assigns it's value to given variable.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Variable, to which to store the value of the property, if set.</param> <param name="target">An optional build target group, to which the property applies.</param> <returns> <para>True if property was set and it's value assigned to given variable.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalString(System.String,System.String&amp;,UnityEditor.BuildTargetGroup)"> <summary> <para>Searches for property and assigns it's value to given variable.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Variable, to which to store the value of the property, if set.</param> <param name="target">An optional build target group, to which the property applies.</param> <returns> <para>True if property was set and it's value assigned to given variable.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetPropertyString(System.String,UnityEditor.BuildTargetGroup)"> <summary> <para>Returns a PlayerSettings named string property (with an optional build target it should apply to).</para> </summary> <param name="name">Name of the property.</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> <returns> <para>The current value of the property.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.GetScriptingBackend(UnityEditor.BuildTargetGroup)"> <summary> <para>Gets the scripting framework for a BuildTargetPlatformGroup.</para> </summary> <param name="targetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup)"> <summary> <para>Get user-specified symbols for script compilation for the given build target group.</para> </summary> <param name="targetGroup"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetStackTraceLogType(UnityEngine.LogType)"> <summary> <para>Get stack trace logging options.</para> </summary> <param name="logType"></param> </member> <member name="M:UnityEditor.PlayerSettings.GetUseDefaultGraphicsAPIs(UnityEditor.BuildTarget)"> <summary> <para>Is a build platform using automatic graphics API choice?</para> </summary> <param name="platform">Platform to get the flag for.</param> <returns> <para>Should best available graphics API be used.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.HasAspectRatio(UnityEditor.AspectRatio)"> <summary> <para>Returns whether or not the specified aspect ratio is enabled.</para> </summary> <param name="aspectRatio"></param> </member> <member name="T:UnityEditor.PlayerSettings.iOS"> <summary> <para>iOS specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.allowHTTPDownload"> <summary> <para>Should insecure HTTP downloads be allowed?</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.appInBackgroundBehavior"> <summary> <para>Application behavior when entering background.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.appleDeveloperTeamID"> <summary> <para>Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under &lt;a href="https:developer.apple.comaccount#membership"&gt; Account &gt; Membership &lt;/a&gt; . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.appleEnableAutomaticSigning"> <summary> <para>Set this property to true for Xcode to attempt to automatically sign your app based on your appleDeveloperTeamID.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.applicationDisplayName"> <summary> <para>iOS application display name.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.backgroundModes"> <summary> <para>Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.buildNumber"> <summary> <para>The build number of the bundle</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.cameraUsageDescription"> <summary> <para>Describes the reason for access to the user's camera.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.exitOnSuspend"> <summary> <para>Application should exit when suspended to background.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.forceHardShadowsOnMetal"> <summary> <para>Should hard shadows be enforced when running on (mobile) Metal.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.iOSManualProvisioningProfileID"> <summary> <para>A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your iOS app in Manual Signing mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.locationUsageDescription"> <summary> <para>Describes the reason for access to the user's location data.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.microphoneUsageDescription"> <summary> <para>Describes the reason for access to the user's microphone.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.overrideIPodMusic"> <summary> <para>Determines iPod playing behavior.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.prerenderedIcon"> <summary> <para>Icon is prerendered.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.requiresFullScreen"> <summary> <para>RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.requiresPersistentWiFi"> <summary> <para>Application requires persistent WiFi.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.scriptCallOptimization"> <summary> <para>Script calling optimization.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.sdkVersion"> <summary> <para>Active iOS SDK version used for build.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.showActivityIndicatorOnLoading"> <summary> <para>Application should show ActivityIndicator when loading.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.statusBarStyle"> <summary> <para>Status bar style.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.targetDevice"> <summary> <para>Targeted device.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.targetOSVersion"> <summary> <para>Deployment minimal version of iOS.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.targetOSVersionString"> <summary> <para>Deployment minimal version of iOS.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.tvOSManualProvisioningProfileID"> <summary> <para>A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your tvOS app in Manual Signing mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.iOS.useOnDemandResources"> <summary> <para>Indicates whether application will use On Demand Resources (ODR) API.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.iOS.SetiPadLaunchScreenType(UnityEditor.iOSLaunchScreenType)"> <summary> <para>Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEditor.PlayerSettings.iOS.SetiPhoneLaunchScreenType(UnityEditor.iOSLaunchScreenType)"> <summary> <para>Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEditor.PlayerSettings.iOS.SetLaunchScreenImage(UnityEngine.Texture2D,UnityEditor.iOSLaunchScreenImageType)"> <summary> <para>Sets the image to display on screen when the game launches for the specified iOS device.</para> </summary> <param name="image"></param> <param name="type"></param> </member> <member name="P:UnityEditor.PlayerSettings.MTRendering"> <summary> <para>Is multi-threaded rendering enabled?</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.N3DS"> <summary> <para>Nintendo 3DS player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.applicationId"> <summary> <para>The unique ID of the application, issued by Nintendo. (0x00300 -&gt; 0xf7fff)</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.compressStaticMem"> <summary> <para>Specify true to enable static memory compression or false to disable it.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.disableDepthAndStencilBuffers"> <summary> <para>Disable depth/stencil buffers, to free up memory.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.disableStereoscopicView"> <summary> <para>Disable sterescopic (3D) view on the upper screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.enableSharedListOpt"> <summary> <para>Enable shared L/R command list, for increased performance with stereoscopic rendering.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.enableVSync"> <summary> <para>Enable vsync.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.extSaveDataNumber"> <summary> <para>Specify the expanded save data number using 20 bits.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.logoStyle"> <summary> <para>Application Logo Style.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.mediaSize"> <summary> <para>Distribution media size.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.productCode"> <summary> <para>Specifies the product code, or the add-on content code.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.region"> <summary> <para>Specifies the title region settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.stackSize"> <summary> <para>Specify the stack size of the main thread, in bytes.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.targetPlatform"> <summary> <para>The 3DS target platform.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.title"> <summary> <para>The title of the application.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.N3DS.useExtSaveData"> <summary> <para>Specify true when using expanded save data.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.N3DS.LogoStyle"> <summary> <para>Nintendo 3DS logo style specification.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.LogoStyle.iQue"> <summary> <para>For Chinese region titles.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.LogoStyle.Distributed"> <summary> <para>For titles for which Nintendo purchased the publishing license from the software manufacturer, etc.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.LogoStyle.Licensed"> <summary> <para>For all other titles.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.LogoStyle.Nintendo"> <summary> <para>For Nintendo first-party titles.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.N3DS.MediaSize"> <summary> <para>Nintendo 3DS distribution media size.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.MediaSize.128MB"> <summary> <para>128MB</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.MediaSize.1GB"> <summary> <para>1GB</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.MediaSize.256MB"> <summary> <para>256MB</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.MediaSize.2GB"> <summary> <para>2GB</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.MediaSize.512MB"> <summary> <para>512MB</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.N3DS.Region"> <summary> <para>Nintendo 3DS Title region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.All"> <summary> <para>For all regions.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.America"> <summary> <para>For the American region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.China"> <summary> <para>For the Chinese region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.Europe"> <summary> <para>For the European region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.Japan"> <summary> <para>For the Japanese region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.Korea"> <summary> <para>For the Korean region.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.Region.Taiwan"> <summary> <para>For the Taiwanese region.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.N3DS.TargetPlatform"> <summary> <para>Nintendo 3DS target platform.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.TargetPlatform.NewNintendo3DS"> <summary> <para>Target the New Nintendo 3DS platform.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.N3DS.TargetPlatform.Nintendo3DS"> <summary> <para>Target the Nintendo 3DS platform.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PS4.PS4AppCategory"> <summary> <para>PS4 application category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4AppCategory.Application"> <summary> <para>Application.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PS4.PS4EnterButtonAssignment"> <summary> <para>PS4 enter button assignment.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4EnterButtonAssignment.CircleButton"> <summary> <para>Circle button.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4EnterButtonAssignment.CrossButton"> <summary> <para>Cross button.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment"> <summary> <para>Remote Play key assignment.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.None"> <summary> <para>No Remote play key assignment.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternA"> <summary> <para>Remote Play key layout configuration A.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternB"> <summary> <para>Remote Play key layout configuration B.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternC"> <summary> <para>Remote Play key layout configuration C.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternD"> <summary> <para>Remote Play key layout configuration D.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternE"> <summary> <para>Remote Play key layout configuration E.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternF"> <summary> <para>Remote Play key layout configuration F.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternG"> <summary> <para>Remote Play key layout configuration G.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PS4.PS4RemotePlayKeyAssignment.PatternH"> <summary> <para>Remote Play key layout configuration H.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita"> <summary> <para>PS Vita specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.acquireBGM"> <summary> <para>Aquire PS Vita background music.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.appVersion"> <summary> <para>The PS Vita application version.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.category"> <summary> <para>The package build category.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.contentID"> <summary> <para>The applications content ID.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.drmType"> <summary> <para>PS Vita DRM Type.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.enterButtonAssignment"> <summary> <para>Specifies whether circle or cross will be used as the default enter button.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.healthWarning"> <summary> <para>Specifies whether or not a health warning will be added to the software manual.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.infoBarColor"> <summary> <para>Specifies the color of the PS Vita information bar, true = white, false = black.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.infoBarOnStartup"> <summary> <para>Specifies whether or not to show the PS Vita information bar when the application starts.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.keystoneFile"> <summary> <para>Keystone file.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.liveAreaBackroundPath"> <summary> <para>PS Vita Live area background image.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.liveAreaGatePath"> <summary> <para>PS Vita Live area gate image.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.liveAreaPath"> <summary> <para>PS Vita Live area path.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.liveAreaTrialPath"> <summary> <para>PS Vita Live area trial path.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.manualPath"> <summary> <para>PS Vita sofware manual.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.masterVersion"> <summary> <para>PS Vita content master version.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.mediaCapacity"> <summary> <para>Should always = 01.00.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.memoryExpansionMode"> <summary> <para>PS Vita memory expansion mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npAgeRating"> <summary> <para>PSN Age rating.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npCommsPassphrase"> <summary> <para>PS Vita NP Passphrase.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npCommsSig"> <summary> <para>PS Vita NP Signature.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npCommunicationsID"> <summary> <para>PS Vita NP Communications ID.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npSupportGBMorGJP"> <summary> <para>Support Game Boot Message or Game Joining Presence.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npTitleDatPath"> <summary> <para>PS Vita NP Title Data File.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.npTrophyPackPath"> <summary> <para>Path specifying wher to copy a trophy pack from.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.packagePassword"> <summary> <para>32 character password for use if you want to access the contents of a package.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.paramSfxPath"> <summary> <para>Path specifying where to copy the package parameter file (param.sfx) from.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.parentalLevel"> <summary> <para>PS Vita parental level.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.patchChangeInfoPath"> <summary> <para>For cumlative patch packages.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.patchOriginalPackage"> <summary> <para>For building cumulative patch packages.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.powerMode"> <summary> <para>PS Vita power mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.saveDataQuota"> <summary> <para>Save data quota.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.scriptOptimizationLevel"> <summary> <para>Indicates the IL2CPP scripts' optimization level in a range of 0 to 2. 0 indicates no optimization and 2 indicates maximum optimization.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.shortTitle"> <summary> <para>The applications short title.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.storageType"> <summary> <para>PS Vita media type.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.tvBootMode"> <summary> <para>PS Vita TV boot mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.tvDisableEmu"> <summary> <para>PS Vita TV Disable Emu flag.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.upgradable"> <summary> <para>Indicates that this is an upgradable (trial) type application which can be converted to a full application by purchasing an upgrade.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.useLibLocation"> <summary> <para>Support for the PS Vita location library was removed by SCE in SDK 3.570.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.PSVita.AllowTwitterDialog"> <summary> <para>Support for the PS Vita twitter dialog was removed by SCE in SDK 3.570.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaAppCategory"> <summary> <para>Application package category enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaAppCategory.Application"> <summary> <para>An application package.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaAppCategory.ApplicationPatch"> <summary> <para>Application patch package.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaDRMType"> <summary> <para>DRM type enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaDRMType.Free"> <summary> <para>Free content.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaDRMType.PaidFor"> <summary> <para>Paid for content.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaEnterButtonAssignment"> <summary> <para>Enter button assignment enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaEnterButtonAssignment.CircleButton"> <summary> <para>Circle button.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaEnterButtonAssignment.CrossButton"> <summary> <para>Cross button.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaEnterButtonAssignment.Default"> <summary> <para>Default.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaMemoryExpansionMode"> <summary> <para>Memory expansion mode enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaMemoryExpansionMode.ExpandBy109MB"> <summary> <para>Enable 109MB memory expansion mode.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaMemoryExpansionMode.ExpandBy29MB"> <summary> <para>Enable 29MB memory expansion mode.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaMemoryExpansionMode.ExpandBy77MB"> <summary> <para>Enable 77MB memory expansion mode.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaMemoryExpansionMode.None"> <summary> <para>Memory expansion disabled.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaPowerMode"> <summary> <para>Power mode enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaPowerMode.ModeA"> <summary> <para>Mode A - default.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaPowerMode.ModeB"> <summary> <para>Mode B - GPU High - No WLAN or COM.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaPowerMode.ModeC"> <summary> <para>Mode C - GPU High - No Camera, OLED Low brightness.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.PSVita.PSVitaTvBootMode"> <summary> <para>PS Vita TV boot mode enum.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaTvBootMode.Default"> <summary> <para>Default (Managed by System Software) (SCEE or SCEA).</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaTvBootMode.PSVitaBootablePSVitaTvBootable"> <summary> <para>PS Vita Bootable, PS Vita TV Bootable (SCEJ or SCE Asia).</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.PSVita.PSVitaTvBootMode.PSVitaBootablePSVitaTvNotBootable"> <summary> <para>PS Vita Bootable, PS Vita TV Not Bootable (SCEJ or SCE Asia).</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SamsungTV"> <summary> <para>Samsung Smart TV specific Player Settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.deviceAddress"> <summary> <para>The address used when accessing the device.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.productAuthor"> <summary> <para>Author of the created product.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.productAuthorEmail"> <summary> <para>Product author's e-mail.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.productCategory"> <summary> <para>The category of the created product.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.productDescription"> <summary> <para>The description of the created product.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SamsungTV.productLink"> <summary> <para>The author's website link.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories"> <summary> <para>Types of available product categories.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Education"> <summary> <para>The education category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Games"> <summary> <para>The games category (default).</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Information"> <summary> <para>The information category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Kids"> <summary> <para>The kids category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Lifestyle"> <summary> <para>The lifestyle category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Sports"> <summary> <para>The sports category.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SamsungTV.SamsungTVProductCategories.Videos"> <summary> <para>The videos category.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.SetAdditionalIl2CppArgs(System.String)"> <summary> <para>IL2CPP build arguments.</para> </summary> <param name="additionalArgs"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetApiCompatibilityLevel(UnityEditor.BuildTargetGroup,UnityEditor.ApiCompatibilityLevel)"> <summary> <para>Sets .NET API compatibility level for specified BuildTargetGroup.</para> </summary> <param name="buildTargetGroup"></param> <param name="value"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetApplicationIdentifier(UnityEditor.BuildTargetGroup,System.String)"> <summary> <para>Set the application identifier for the specified platform.</para> </summary> <param name="targetGroup"></param> <param name="identifier"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetArchitecture(UnityEditor.BuildTargetGroup,System.Int32)"> <summary> <para>Sets the BuildTargetPlatformGroup architecture.</para> </summary> <param name="targetGroup"></param> <param name="architecture"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio,System.Boolean)"> <summary> <para>Enables the specified aspect ratio.</para> </summary> <param name="aspectRatio"></param> <param name="enable"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetGraphicsAPIs(UnityEditor.BuildTarget,UnityEngine.Rendering.GraphicsDeviceType[])"> <summary> <para>Sets the graphics APIs used on a build platform.</para> </summary> <param name="platform">Platform to set APIs for.</param> <param name="apis">Array of graphics APIs.</param> </member> <member name="M:UnityEditor.PlayerSettings.SetIconsForTargetGroup(UnityEditor.BuildTargetGroup,UnityEngine.Texture2D[])"> <summary> <para>Assign a list of icons for the specified platform.</para> </summary> <param name="platform"></param> <param name="icons"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetIncrementalIl2CppBuild(UnityEditor.BuildTargetGroup,System.Boolean)"> <summary> <para>Sets incremental build flag.</para> </summary> <param name="targetGroup"></param> <param name="enabled"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetPropertyBool(System.String,System.Boolean,UnityEditor.BuildTargetGroup)"> <summary> <para>Sets a PlayerSettings named bool property.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Value of the property (bool).</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> </member> <member name="M:UnityEditor.PlayerSettings.SetPropertyInt(System.String,System.Int32,UnityEditor.BuildTargetGroup)"> <summary> <para>Sets a PlayerSettings named int property.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Value of the property (int).</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> </member> <member name="M:UnityEditor.PlayerSettings.SetPropertyString(System.String,System.String,UnityEditor.BuildTargetGroup)"> <summary> <para>Sets a PlayerSettings named string property.</para> </summary> <param name="name">Name of the property.</param> <param name="value">Value of the property (string).</param> <param name="target">BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets).</param> </member> <member name="M:UnityEditor.PlayerSettings.SetScriptingBackend(UnityEditor.BuildTargetGroup,UnityEditor.ScriptingImplementation)"> <summary> <para>Sets the scripting framework for a BuildTargetPlatformGroup.</para> </summary> <param name="targetGroup"></param> <param name="backend"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup,System.String)"> <summary> <para>Set user-specified symbols for script compilation for the given build target group.</para> </summary> <param name="targetGroup"></param> <param name="defines"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetStackTraceLogType(UnityEngine.LogType,UnityEngine.StackTraceLogType)"> <summary> <para>Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType.</para> </summary> <param name="logType"></param> <param name="stackTraceType"></param> </member> <member name="M:UnityEditor.PlayerSettings.SetUseDefaultGraphicsAPIs(UnityEditor.BuildTarget,System.Boolean)"> <summary> <para>Should a build platform use automatic graphics API choice.</para> </summary> <param name="platform">Platform to set the flag for.</param> <param name="automatic">Should best available graphics API be used?</param> </member> <member name="T:UnityEditor.PlayerSettings.SplashScreen"> <summary> <para>Interface to splash screen player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.animationBackgroundZoom"> <summary> <para>The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.animationLogoZoom"> <summary> <para>The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.animationMode"> <summary> <para>The type of animation applied during the splash screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.background"> <summary> <para>The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.backgroundColor"> <summary> <para>The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54).</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.backgroundPortrait"> <summary> <para>The background Sprite that is shown in portrait mode.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.drawMode"> <summary> <para>Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.logos"> <summary> <para>The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.overlayOpacity"> <summary> <para>In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.show"> <summary> <para>Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.showUnityLogo"> <summary> <para>Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreen.unityLogoStyle"> <summary> <para>The style to use for the Unity logo during the Splash Screen.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SplashScreen.AnimationMode"> <summary> <para>The type of animation applied during the Splash Screen.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.AnimationMode.Custom"> <summary> <para>Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.AnimationMode.Dolly"> <summary> <para>Animates the Splash Screen with a simulated dolly effect.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.AnimationMode.Static"> <summary> <para>No animation is applied to the Splash Screen logo or background.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SplashScreen.DrawMode"> <summary> <para>Determines how the Unity logo should be drawn, if it is enabled.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.DrawMode.AllSequential"> <summary> <para>The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow"> <summary> <para>The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SplashScreen.UnityLogoStyle"> <summary> <para>The style to use for the Unity logo during the Splash Screen.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.UnityLogoStyle.DarkOnLight"> <summary> <para>A dark Unity logo with a light background.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.SplashScreen.UnityLogoStyle.LightOnDark"> <summary> <para>A white Unity logo with a dark background.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.SplashScreenLogo"> <summary> <para>A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreenLogo.duration"> <summary> <para>The total time in seconds for which the logo is shown. The minimum duration is 2 seconds.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreenLogo.logo"> <summary> <para>The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.SplashScreenLogo.unityLogo"> <summary> <para>The Unity logo Sprite.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.SplashScreenLogo.Create(System.Single,UnityEngine.Sprite)"> <summary> <para>Creates a new Splash Screen logo with the provided duration and logo Sprite.</para> </summary> <param name="duration">The total time in seconds that the logo will be shown. Note minimum time is 2 seconds.</param> <param name="logo">The logo Sprite to display.</param> <returns> <para>The new logo.</para> </returns> </member> <member name="M:UnityEditor.PlayerSettings.SplashScreenLogo.CreateWithUnityLogo(System.Single)"> <summary> <para>Creates a new Splash Screen logo with the provided duration and the unity logo.</para> </summary> <param name="duration">The total time in seconds that the logo will be shown. Note minimum time is 2 seconds.</param> <returns> <para>The new logo.</para> </returns> </member> <member name="T:UnityEditor.PlayerSettings.Tizen"> <summary> <para>Tizen specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.deploymentTarget"> <summary> <para>Currently chosen Tizen deployment target.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.deploymentTargetType"> <summary> <para>Choose a type of Tizen target to deploy to. Options are Device or Emulator.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.minOSVersion"> <summary> <para>Minimum Tizen OS version that this application is compatible with. IMPORTANT: For example: if you choose Tizen 2.4 your application will only run on devices with Tizen 2.4 or later.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.productDescription"> <summary> <para>Description of your project to be displayed in the Tizen Store.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.productURL"> <summary> <para>URL of your project to be displayed in the Tizen Store.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.showActivityIndicatorOnLoading"> <summary> <para>Set or Get the style of application loading indicator. The available styles are TizenShowActivityIndicatorOnLoading.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.Tizen.signingProfileName"> <summary> <para>Name of the security profile to code sign Tizen applications with.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.TizenCapability"> <summary> <para>Tizen application capabilities.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.AccountRead"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.AccountWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.AlarmGet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.AlarmSet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.AppManagerLaunch"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Bluetooth"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.CalendarRead"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.CalendarWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Call"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.CallHistoryRead"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.CallHistoryWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Camera"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.ContactRead"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.ContactWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.ContentWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.DataSharing"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Display"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Download"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Email"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.ExternalStorage"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.ExternalStorageAppData"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Haptic"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Internet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.KeyManager"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.LED"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Location"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.MediaStorage"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.MessageRead"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.MessageWrite"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.NetworkGet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.NetworkProfile"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.NetworkSet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.NFC"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.NFCCardEmulation"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Notification"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.PackageManagerInfo"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Power"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Push"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Recorder"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Shortcut"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.SystemSettings"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.Telephony"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.VolumeSet"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.WifiDirect"> <summary> <para></para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.TizenCapability.WindowPrioritySet"> <summary> <para></para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.tvOS"> <summary> <para>tvOS specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.tvOS.buildNumber"> <summary> <para>The build number of the bundle</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.tvOS.requireExtendedGameController"> <summary> <para>Application requires extended game controller.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.tvOS.sdkVersion"> <summary> <para>Active tvOS SDK version used for build.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.tvOS.targetOSVersion"> <summary> <para>Deployment minimal version of tvOS.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.tvOS.targetOSVersionString"> <summary> <para>Deployment minimal version of tvOS.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.VRCardboard"> <summary> <para>Google Cardboard-specific Player Settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.VRCardboard.depthFormat"> <summary> <para>Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.VRDaydream"> <summary> <para>Google VR-specific Player Settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.VRDaydream.daydreamIcon"> <summary> <para>Foreground image for the Daydream Launcher Home Screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.VRDaydream.daydreamIconBackground"> <summary> <para>Background image for the Daydream Launcher Home Screen.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.VRDaydream.depthFormat"> <summary> <para>Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WebGL"> <summary> <para>WebGL specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.compressionFormat"> <summary> <para>CompressionFormat defines the compression type that the WebGL resources are encoded to.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.dataCaching"> <summary> <para>Enables automatic caching of asset data.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.debugSymbols"> <summary> <para>Enables generation of debug symbols file in the build output directory.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.exceptionSupport"> <summary> <para>Exception support for WebGL builds.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.memorySize"> <summary> <para>Memory size for WebGL builds in MB.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.nameFilesAsHashes"> <summary> <para>Enables using MD5 hash of the uncompressed file contents as a filename for each file in the build.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WebGL.template"> <summary> <para>Path to the WebGL template asset.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSA"> <summary> <para>Windows Store Apps specific player settings.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.compilationOverrides"> <summary> <para>Specify how to compile C# files when building to Windows Store Apps.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.enableIndependentInputSource"> <summary> <para>Enable/Disable independent input source feature.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.enableLowLatencyPresentationAPI"> <summary> <para>Enable/Disable low latency presentation API.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.inputSource"> <summary> <para>Where Unity gets input from.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSA.Declarations"> <summary> <para>Windows Store Apps declarations.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.Declarations.fileTypeAssociations"> <summary> <para>Set information for file type associations. For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:msdn.microsoft.comlibrarywindowsappshh779671.</para> </summary> </member> <member name="P:UnityEditor.PlayerSettings.WSA.Declarations.protocolName"> <summary> <para> Registers this application to be a default handler for specified URI scheme name. For example: if you specify myunitygame, your application can be run from other applications via the URI scheme myunitygame:. You can also test this using the Windows "Run" dialog box (invoked with Windows + R key). For more information https:msdn.microsoft.comlibrarywindowsappshh779670https:msdn.microsoft.comlibrarywindowsappshh779670.</para> </summary> </member> <member name="M:UnityEditor.PlayerSettings.WSA.GetVisualAssetsImage(UnityEditor.PlayerSettings/WSAImageType,UnityEditor.PlayerSettings/WSAImageScale)"> <summary> <para>Get path for image, that will be populated to the Visual Studio solution and the package manifest.</para> </summary> <param name="type"></param> <param name="scale"></param> </member> <member name="M:UnityEditor.PlayerSettings.WSA.SetVisualAssetsImage(System.String,UnityEditor.PlayerSettings/WSAImageType,UnityEditor.PlayerSettings/WSAImageScale)"> <summary> <para>Set path for image, that will be populated to the Visual Studio solution and the package manifest.</para> </summary> <param name="image"></param> <param name="type"></param> <param name="scale"></param> </member> <member name="T:UnityEditor.PlayerSettings.WSACompilationOverrides"> <summary> <para>Compilation overrides for C# files.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSACompilationOverrides.None"> <summary> <para>C# files are compiled using Mono compiler.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSACompilationOverrides.UseNetCore"> <summary> <para>C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSACompilationOverrides.UseNetCorePartially"> <summary> <para>C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSAFileTypeAssociations"> <summary> <para>Describes File Type Association declaration.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSAFileTypeAssociations.name"> <summary> <para>Localizable string that will be displayed to the user as associated file handler.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSAFileTypeAssociations.supportedFileTypes"> <summary> <para>Supported file types for this association.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSAImageScale"> <summary> <para>Various image scales, supported by Windows Store Apps.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSAImageType"> <summary> <para>Image types, supported by Windows Store Apps.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSAInputSource"> <summary> <para>Where Unity takes input from (subscripbes to events).</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSAInputSource.CoreWindow"> <summary> <para>Subscribe to CoreWindow events.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSAInputSource.IndependentInputSource"> <summary> <para>Create Independent Input Source and receive input from it.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSAInputSource.SwapChainPanel"> <summary> <para>Subscribe to SwapChainPanel events.</para> </summary> </member> <member name="T:UnityEditor.PlayerSettings.WSASupportedFileType"> <summary> <para>Describes supported file type for File Type Association declaration.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSASupportedFileType.contentType"> <summary> <para>The 'Content Type' value for the file type's MIME content type. For example: 'image/jpeg'. Can also be left blank.</para> </summary> </member> <member name="F:UnityEditor.PlayerSettings.WSASupportedFileType.fileType"> <summary> <para>File type extension. For ex., .myUnityGame</para> </summary> </member> <member name="T:UnityEditor.PluginImporter"> <summary> <para>Represents plugin importer.</para> </summary> </member> <member name="P:UnityEditor.PluginImporter.isNativePlugin"> <summary> <para>Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.ClearSettings"> <summary> <para>Clear all plugin settings and set the compatability with Any Platform to true.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetAllImporters"> <summary> <para>Returns all plugin importers for all platforms.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetCompatibleWithAnyPlatform"> <summary> <para>Is plugin comptabile with any platform.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetCompatibleWithEditor"> <summary> <para>Is plugin compatible with editor.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetCompatibleWithPlatform(UnityEditor.BuildTarget)"> <summary> <para>Is plugin compatible with specified platform.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.GetCompatibleWithPlatform(System.String)"> <summary> <para>Is plugin compatible with specified platform.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.GetEditorData(System.String)"> <summary> <para>Returns editor specific data for specified key.</para> </summary> <param name="key">Key value for data.</param> </member> <member name="M:UnityEditor.PluginImporter.GetExcludeEditorFromAnyPlatform"> <summary> <para>Is Editor excluded when Any Platform is set to true.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetExcludeFromAnyPlatform(System.String)"> <summary> <para>Is platform excluded when Any Platform set to true.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.GetExcludeFromAnyPlatform(UnityEditor.BuildTarget)"> <summary> <para>Is platform excluded when Any Platform set to true.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.GetImporters(UnityEditor.BuildTarget)"> <summary> <para>Returns all plugin importers for specfied platform.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName">Name of the target platform.</param> </member> <member name="M:UnityEditor.PluginImporter.GetImporters(System.String)"> <summary> <para>Returns all plugin importers for specfied platform.</para> </summary> <param name="platform">Target platform.</param> <param name="platformName">Name of the target platform.</param> </member> <member name="M:UnityEditor.PluginImporter.GetIsOverridable"> <summary> <para>Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder.</para> </summary> </member> <member name="M:UnityEditor.PluginImporter.GetPlatformData(UnityEditor.BuildTarget,System.String)"> <summary> <para>Get platform specific data.</para> </summary> <param name="platform">Target platform.</param> <param name="key">Key value for data.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.GetPlatformData(System.String,System.String)"> <summary> <para>Get platform specific data.</para> </summary> <param name="platform">Target platform.</param> <param name="key">Key value for data.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.SetCompatibleWithAnyPlatform(System.Boolean)"> <summary> <para>Set compatiblity with any platform.</para> </summary> <param name="enable">Is plugin compatible with any platform.</param> </member> <member name="M:UnityEditor.PluginImporter.SetCompatibleWithEditor(System.Boolean)"> <summary> <para>Set compatiblity with any editor.</para> </summary> <param name="enable">Is plugin compatible with editor.</param> </member> <member name="M:UnityEditor.PluginImporter.SetCompatibleWithPlatform(UnityEditor.BuildTarget,System.Boolean)"> <summary> <para>Set compatiblity with specified platform.</para> </summary> <param name="platform">Target platform.</param> <param name="enable">Is plugin compatible with specified platform.</param> <param name="platformName">Target platform.</param> </member> <member name="M:UnityEditor.PluginImporter.SetCompatibleWithPlatform(System.String,System.Boolean)"> <summary> <para>Set compatiblity with specified platform.</para> </summary> <param name="platform">Target platform.</param> <param name="enable">Is plugin compatible with specified platform.</param> <param name="platformName">Target platform.</param> </member> <member name="M:UnityEditor.PluginImporter.SetEditorData(System.String,System.String)"> <summary> <para>Set editor specific data.</para> </summary> <param name="key">Key value for data.</param> <param name="value">Data.</param> </member> <member name="M:UnityEditor.PluginImporter.SetExcludeEditorFromAnyPlatform(System.Boolean)"> <summary> <para>Exclude Editor from compatible platforms when Any Platform is set to true.</para> </summary> <param name="excludedFromAny"></param> </member> <member name="M:UnityEditor.PluginImporter.SetExcludeFromAnyPlatform(System.String,System.Boolean)"> <summary> <para>Exclude platform from compatible platforms when Any Platform is set to true.</para> </summary> <param name="platformName">Target platform.</param> <param name="excludedFromAny"></param> <param name="platform"></param> </member> <member name="M:UnityEditor.PluginImporter.SetExcludeFromAnyPlatform(UnityEditor.BuildTarget,System.Boolean)"> <summary> <para>Exclude platform from compatible platforms when Any Platform is set to true.</para> </summary> <param name="platformName">Target platform.</param> <param name="excludedFromAny"></param> <param name="platform"></param> </member> <member name="M:UnityEditor.PluginImporter.SetPlatformData(UnityEditor.BuildTarget,System.String,System.String)"> <summary> <para>Set platform specific data.</para> </summary> <param name="platform">Target platform.</param> <param name="key">Key value for data.</param> <param name="value">Data.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.SetPlatformData(System.String,System.String,System.String)"> <summary> <para>Set platform specific data.</para> </summary> <param name="platform">Target platform.</param> <param name="key">Key value for data.</param> <param name="value">Data.</param> <param name="platformName"></param> </member> <member name="M:UnityEditor.PluginImporter.ShouldIncludeInBuild"> <summary> <para>Identifies whether or not this plugin should be included in the current build target.</para> </summary> </member> <member name="T:UnityEditor.PopupWindow"> <summary> <para>Class used to display popup windows that inherit from PopupWindowContent.</para> </summary> </member> <member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent)"> <summary> <para>Show a popup with the given PopupWindowContent.</para> </summary> <param name="activatorRect">The rect of the button that opens the popup.</param> <param name="windowContent">The content to show in the popup window.</param> </member> <member name="T:UnityEditor.PopupWindowContent"> <summary> <para>Class used to implement content for a popup window.</para> </summary> </member> <member name="P:UnityEditor.PopupWindowContent.editorWindow"> <summary> <para>The EditorWindow that contains the popup content.</para> </summary> </member> <member name="M:UnityEditor.PopupWindowContent.GetWindowSize"> <summary> <para>The size of the popup window.</para> </summary> <returns> <para>The size of the Popup window.</para> </returns> </member> <member name="M:UnityEditor.PopupWindowContent.OnClose"> <summary> <para>Callback when the popup window is closed.</para> </summary> </member> <member name="M:UnityEditor.PopupWindowContent.OnGUI(UnityEngine.Rect)"> <summary> <para>Callback for drawing GUI controls for the popup window.</para> </summary> <param name="rect">The rectangle to draw the GUI inside.</param> </member> <member name="M:UnityEditor.PopupWindowContent.OnOpen"> <summary> <para>Callback when the popup window is opened.</para> </summary> </member> <member name="T:UnityEditor.PrefabType"> <summary> <para>The type of a prefab object as returned by PrefabUtility.GetPrefabType.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.DisconnectedModelPrefabInstance"> <summary> <para>The object is an instance of an imported 3D model, but the connection is broken.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.DisconnectedPrefabInstance"> <summary> <para>The object is an instance of a user created prefab, but the connection is broken.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.MissingPrefabInstance"> <summary> <para>The object was an instance of a prefab, but the original prefab could not be found.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.ModelPrefab"> <summary> <para>The object is an imported 3D model asset.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.ModelPrefabInstance"> <summary> <para>The object is an instance of an imported 3D model.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.None"> <summary> <para>The object is not a prefab nor an instance of a prefab.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.Prefab"> <summary> <para>The object is a user created prefab asset.</para> </summary> </member> <member name="F:UnityEditor.PrefabType.PrefabInstance"> <summary> <para>The object is an instance of a user created prefab.</para> </summary> </member> <member name="T:UnityEditor.PrefabUtility"> <summary> <para>Utility class for any prefab related operations.</para> </summary> </member> <member name="F:UnityEditor.PrefabUtility.prefabInstanceUpdated"> <summary> <para>Called after prefab instances in the scene have been updated.</para> </summary> </member> <member name="M:UnityEditor.PrefabUtility.ConnectGameObjectToPrefab(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>Connects the source prefab to the game object.</para> </summary> <param name="go"></param> <param name="sourcePrefab"></param> </member> <member name="M:UnityEditor.PrefabUtility.CreateEmptyPrefab(System.String)"> <summary> <para>Creates an empty prefab at given path.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject)"> <summary> <para>Creates a prefab from a game object hierarchy.</para> </summary> <param name="path"></param> <param name="go"></param> <param name="options"></param> </member> <member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject,UnityEditor.ReplacePrefabOptions)"> <summary> <para>Creates a prefab from a game object hierarchy.</para> </summary> <param name="path"></param> <param name="go"></param> <param name="options"></param> </member> <member name="M:UnityEditor.PrefabUtility.DisconnectPrefabInstance(UnityEngine.Object)"> <summary> <para>Disconnects the prefab instance from its parent prefab.</para> </summary> <param name="targetObject"></param> </member> <member name="M:UnityEditor.PrefabUtility.FindPrefabRoot(UnityEngine.GameObject)"> <summary> <para>Helper function to find the prefab root of an object (used for picking niceness).</para> </summary> <param name="source">The object to check.</param> <returns> <para>The prefab root.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.FindRootGameObjectWithSameParentPrefab(UnityEngine.GameObject)"> <summary> <para>Returns the topmost game object that has the same prefab parent as target.</para> </summary> <param name="destinationScene">Scene to instantiate the prefab in.</param> <param name="target"></param> <returns> <para>The GameObject at the root of the prefab.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.FindValidUploadPrefabInstanceRoot(UnityEngine.GameObject)"> <summary> <para>Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab.</para> </summary> <param name="target">GameObject to process.</param> <returns> <para>Return the root game object of the prefab asset.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.GetPrefabObject(UnityEngine.Object)"> <summary> <para>Retrieves the enclosing prefab for any object contained within.</para> </summary> <param name="targetObject">An object contained within a prefab object.</param> <returns> <para>The prefab the object is contained in.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.GetPrefabParent(UnityEngine.Object)"> <summary> <para>Returns the parent asset object of source, or null if it can't be found.</para> </summary> <param name="source"></param> </member> <member name="M:UnityEditor.PrefabUtility.GetPrefabType(UnityEngine.Object)"> <summary> <para>Given an object, returns its prefab type (None, if it's not a prefab).</para> </summary> <param name="target"></param> </member> <member name="M:UnityEditor.PrefabUtility.GetPropertyModifications(UnityEngine.Object)"> <summary> <para>Extract all modifications that are applied to the prefab instance compared to the parent prefab.</para> </summary> <param name="targetPrefab"></param> </member> <member name="M:UnityEditor.PrefabUtility.InstantiateAttachedAsset(UnityEngine.Object)"> <summary> <para>Instantiate an asset that is referenced by a prefab and use it on the prefab instance.</para> </summary> <param name="targetObject"></param> </member> <member name="M:UnityEditor.PrefabUtility.InstantiatePrefab(UnityEngine.Object)"> <summary> <para>Instantiates the given prefab in a given scene.</para> </summary> <param name="target">Prefab asset to instantiate.</param> <param name="destinationScene">Scene to instantiate the prefab in.</param> <returns> <para>The GameObject at the root of the prefab.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.InstantiatePrefab(UnityEngine.Object,UnityEngine.SceneManagement.Scene)"> <summary> <para>Instantiates the given prefab in a given scene.</para> </summary> <param name="target">Prefab asset to instantiate.</param> <param name="destinationScene">Scene to instantiate the prefab in.</param> <returns> <para>The GameObject at the root of the prefab.</para> </returns> </member> <member name="M:UnityEditor.PrefabUtility.MergeAllPrefabInstances(UnityEngine.Object)"> <summary> <para>Force re-merging all prefab instances of this prefab.</para> </summary> <param name="targetObject"></param> </member> <member name="T:UnityEditor.PrefabUtility.PrefabInstanceUpdated"> <summary> <para>Delegate for method that is called after prefab instances in the scene have been updated.</para> </summary> <param name="instance"></param> </member> <member name="M:UnityEditor.PrefabUtility.ReconnectToLastPrefab(UnityEngine.GameObject)"> <summary> <para>Connects the game object to the prefab that it was last connected to.</para> </summary> <param name="go"></param> </member> <member name="M:UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(UnityEngine.Object)"> <summary> <para>Causes modifications made to the Prefab instance to be recorded.</para> </summary> <param name="targetObject">Object to process.</param> </member> <member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object)"> <summary> <para>Replaces the targetPrefab with a copy of the game object hierarchy go.</para> </summary> <param name="go"></param> <param name="targetPrefab"></param> <param name="options"></param> </member> <member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object,UnityEditor.ReplacePrefabOptions)"> <summary> <para>Replaces the targetPrefab with a copy of the game object hierarchy go.</para> </summary> <param name="go"></param> <param name="targetPrefab"></param> <param name="options"></param> </member> <member name="M:UnityEditor.PrefabUtility.ResetToPrefabState(UnityEngine.Object)"> <summary> <para>Resets the properties of the component or game object to the parent prefab state.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.PrefabUtility.RevertPrefabInstance(UnityEngine.GameObject)"> <summary> <para>Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance.</para> </summary> <param name="go"></param> </member> <member name="M:UnityEditor.PrefabUtility.SetPropertyModifications(UnityEngine.Object,UnityEditor.PropertyModification[])"> <summary> <para>Assigns all modifications that are applied to the prefab instance compared to the parent prefab.</para> </summary> <param name="targetPrefab"></param> <param name="modifications"></param> </member> <member name="T:UnityEditor.PreferenceItem"> <summary> <para>The PreferenceItem attribute allows you to add preferences sections to the Preferences Window.</para> </summary> </member> <member name="M:UnityEditor.PreferenceItem.#ctor(System.String)"> <summary> <para>Creates a section in the Preferences Window called name and invokes the static function following it for the section's GUI.</para> </summary> <param name="name"></param> </member> <member name="T:UnityEditor.PropertyDrawer"> <summary> <para>Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes.</para> </summary> </member> <member name="P:UnityEditor.PropertyDrawer.attribute"> <summary> <para>The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.PropertyDrawer.fieldInfo"> <summary> <para>The reflection FieldInfo for the member this property represents. (Read Only)</para> </summary> </member> <member name="M:UnityEditor.PropertyDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Override this method to specify how tall the GUI for this field is in pixels.</para> </summary> <param name="property">The SerializedProperty to make the custom GUI for.</param> <param name="label">The label of this property.</param> <returns> <para>The height in pixels.</para> </returns> </member> <member name="M:UnityEditor.PropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"> <summary> <para>Override this method to make your own GUI for the property.</para> </summary> <param name="position">Rectangle on the screen to use for the property GUI.</param> <param name="property">The SerializedProperty to make the custom GUI for.</param> <param name="label">The label of this property.</param> </member> <member name="T:UnityEditor.PropertyModification"> <summary> <para>Defines a single modified property.</para> </summary> </member> <member name="F:UnityEditor.PropertyModification.objectReference"> <summary> <para>The value being applied when it is a object reference (which can not be represented as a string).</para> </summary> </member> <member name="F:UnityEditor.PropertyModification.propertyPath"> <summary> <para>Property path of the property being modified (Matches as SerializedProperty.propertyPath).</para> </summary> </member> <member name="F:UnityEditor.PropertyModification.target"> <summary> <para>Object that will be modified.</para> </summary> </member> <member name="F:UnityEditor.PropertyModification.value"> <summary> <para>The value being applied.</para> </summary> </member> <member name="T:UnityEditor.PS4BuildSubtarget"> <summary> <para>Type of build to generate.</para> </summary> </member> <member name="F:UnityEditor.PS4BuildSubtarget.Package"> <summary> <para>Package build for installation on either a dev or test kit.</para> </summary> </member> <member name="F:UnityEditor.PS4BuildSubtarget.PCHosted"> <summary> <para>Build hosted on a PC, for file serving to a dev or test kit.</para> </summary> </member> <member name="T:UnityEditor.PSP2BuildSubtarget"> <summary> <para>Target PS Vita build type.</para> </summary> </member> <member name="F:UnityEditor.PSP2BuildSubtarget.Package"> <summary> <para>For building a PS Vita package that can be installed on a PS Vita memory card.</para> </summary> </member> <member name="F:UnityEditor.PSP2BuildSubtarget.PCHosted"> <summary> <para>For general development, creates a build stored on the host PC which the Vita reads from.</para> </summary> </member> <member name="T:UnityEditor.Purchasing.PurchasingSettings"> <summary> <para>Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used.</para> </summary> </member> <member name="P:UnityEditor.Purchasing.PurchasingSettings.enabled"> <summary> <para>This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false.</para> </summary> </member> <member name="T:UnityEditor.RemoveAssetOptions"> <summary> <para>Options for removing assets</para> </summary> </member> <member name="F:UnityEditor.RemoveAssetOptions.DeleteAssets"> <summary> <para>Delete the asset without moving it to the trash.</para> </summary> </member> <member name="F:UnityEditor.RemoveAssetOptions.MoveAssetToTrash"> <summary> <para>The asset should be moved to trash.</para> </summary> </member> <member name="T:UnityEditor.Rendering.AlbedoSwatchInfo"> <summary> <para>Contains the custom albedo swatch data.</para> </summary> </member> <member name="F:UnityEditor.Rendering.AlbedoSwatchInfo.color"> <summary> <para>Color of the albedo swatch that is shown in the physically based rendering validator user interface.</para> </summary> </member> <member name="F:UnityEditor.Rendering.AlbedoSwatchInfo.maxLuminance"> <summary> <para>The maximum luminance value used to validate the albedo for the physically based rendering albedo validator.</para> </summary> </member> <member name="F:UnityEditor.Rendering.AlbedoSwatchInfo.minLuminance"> <summary> <para>The minimum luminance value used to validate the albedo for the physically based rendering albedo validator.</para> </summary> </member> <member name="F:UnityEditor.Rendering.AlbedoSwatchInfo.name"> <summary> <para>Name of the albedo swatch to show in the physically based renderer validator user interface.</para> </summary> </member> <member name="T:UnityEditor.Rendering.EditorGraphicsSettings"> <summary> <para>Editor-specific script interface for.</para> </summary> </member> <member name="P:UnityEditor.Rendering.EditorGraphicsSettings.albedoSwatches"> <summary> <para>Will return an array of Rendering.AlbedoSwatchInfo.</para> </summary> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.GetShaderSettingsForPlatform(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.ShaderHardwareTier)"> <summary> <para>Will return PlatformShaderSettings for given platform and shader hardware tier.</para> </summary> <param name="target"></param> <param name="tier"></param> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.GraphicsTier)"> <summary> <para>Will return TierSettings for given platform and shader hardware tier.</para> </summary> <param name="target"></param> <param name="tier"></param> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.ShaderHardwareTier)"> <summary> <para>TODO.</para> </summary> <param name="target"></param> <param name="tier"></param> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.SetShaderSettingsForPlatform(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.ShaderHardwareTier,UnityEditor.Rendering.PlatformShaderSettings)"> <summary> <para>Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier.</para> </summary> <param name="target"></param> <param name="tier"></param> <param name="settings"></param> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.SetTierSettings(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.GraphicsTier,UnityEditor.Rendering.TierSettings)"> <summary> <para>Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier.</para> </summary> <param name="target"></param> <param name="tier"></param> <param name="settings"></param> </member> <member name="M:UnityEditor.Rendering.EditorGraphicsSettings.SetTierSettings(UnityEditor.BuildTargetGroup,UnityEngine.Rendering.ShaderHardwareTier,UnityEditor.Rendering.TierSettings)"> <summary> <para>TODO.</para> </summary> <param name="target"></param> <param name="tier"></param> <param name="settings"></param> </member> <member name="T:UnityEditor.Rendering.PlatformShaderSettings"> <summary> <para>Used to set up shader settings, per-platform and per-shader-hardware-tier.</para> </summary> </member> <member name="F:UnityEditor.Rendering.PlatformShaderSettings.cascadedShadowMaps"> <summary> <para>Allows you to specify whether cascaded shadow maps should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.PlatformShaderSettings.reflectionProbeBlending"> <summary> <para>Allows you to specify whether Reflection Probes Blending should be enabled.</para> </summary> </member> <member name="F:UnityEditor.Rendering.PlatformShaderSettings.reflectionProbeBoxProjection"> <summary> <para>Allows you to specify whether Reflection Probes Box Projection should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.PlatformShaderSettings.standardShaderQuality"> <summary> <para>Allows you to select Standard Shader Quality.</para> </summary> </member> <member name="T:UnityEditor.Rendering.ShaderQuality"> <summary> <para>Shader quality preset.</para> </summary> </member> <member name="F:UnityEditor.Rendering.ShaderQuality.High"> <summary> <para>High quality shader preset.</para> </summary> </member> <member name="F:UnityEditor.Rendering.ShaderQuality.Low"> <summary> <para>Low quality shader preset.</para> </summary> </member> <member name="F:UnityEditor.Rendering.ShaderQuality.Medium"> <summary> <para>Medium quality shader preset.</para> </summary> </member> <member name="T:UnityEditor.Rendering.TierSettings"> <summary> <para>Used to set up per-platorm per-shader-hardware-tier graphics settings.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.cascadedShadowMaps"> <summary> <para>Allows you to specify whether cascaded shadow maps should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.detailNormalMap"> <summary> <para>Allows you to specify whether Detail Normal Map should be sampled if assigned.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.enableLPPV"> <summary> <para>Allows you to specify whether Light Probe Proxy Volume should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.hdr"> <summary> <para>Setting this field to true enables HDR rendering for this tier. Setting it to false disables HDR rendering for this tier. See Also:</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.hdrMode"> <summary> <para>The CameraHDRMode to use for this tier.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.prefer32BitShadowMaps"> <summary> <para>Allows you to specify whether Unity should try to use 32-bit shadow maps, where possible.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.realtimeGICPUUsage"> <summary> <para>The RealtimeGICPUUsage to use for this tier.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.reflectionProbeBlending"> <summary> <para>Allows you to specify whether Reflection Probes Blending should be enabled.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.reflectionProbeBoxProjection"> <summary> <para>Allows you to specify whether Reflection Probes Box Projection should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.renderingPath"> <summary> <para>The rendering path that should be used.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.semitransparentShadows"> <summary> <para>Allows you to specify whether Semitransparent Shadows should be enabled.</para> </summary> </member> <member name="F:UnityEditor.Rendering.TierSettings.standardShaderQuality"> <summary> <para>Allows you to select Standard Shader Quality.</para> </summary> </member> <member name="T:UnityEditor.ReplacePrefabOptions"> <summary> <para>Flags for the PrefabUtility.ReplacePrefab function.</para> </summary> </member> <member name="F:UnityEditor.ReplacePrefabOptions.ConnectToPrefab"> <summary> <para>Connects the passed objects to the prefab after uploading the prefab.</para> </summary> </member> <member name="F:UnityEditor.ReplacePrefabOptions.Default"> <summary> <para>Replaces prefabs by matching pre-existing connections to the prefab.</para> </summary> </member> <member name="F:UnityEditor.ReplacePrefabOptions.ReplaceNameBased"> <summary> <para>Replaces the prefab using name based lookup in the transform hierarchy.</para> </summary> </member> <member name="T:UnityEditor.ResolutionDialogSetting"> <summary> <para>Resolution dialog setting.</para> </summary> </member> <member name="F:UnityEditor.ResolutionDialogSetting.Disabled"> <summary> <para>Never show the resolution dialog.</para> </summary> </member> <member name="F:UnityEditor.ResolutionDialogSetting.Enabled"> <summary> <para>Show the resolution dialog on first launch.</para> </summary> </member> <member name="F:UnityEditor.ResolutionDialogSetting.HiddenByDefault"> <summary> <para>Hide the resolution dialog on first launch.</para> </summary> </member> <member name="T:UnityEditor.SceneAsset"> <summary> <para>SceneAsset is used to reference scene objects in the Editor.</para> </summary> </member> <member name="M:UnityEditor.SceneAsset.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager"> <summary> <para>Scene management in the Editor.</para> </summary> </member> <member name="P:UnityEditor.SceneManagement.EditorSceneManager.loadedSceneCount"> <summary> <para>The number of loaded Scenes.</para> </summary> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.newSceneCreated(UnityEditor.SceneManagement.EditorSceneManager/NewSceneCreatedCallback)"> <summary> <para>This event is called after a new Scene has been created.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEditor.SceneManagement.EditorSceneManager.playModeStartScene"> <summary> <para>Loads this SceneAsset when you start Play Mode.</para> </summary> </member> <member name="P:UnityEditor.SceneManagement.EditorSceneManager.preventCrossSceneReferences"> <summary> <para>Controls whether cross-Scene references are allowed in the Editor.</para> </summary> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneClosed(UnityEditor.SceneManagement.EditorSceneManager/SceneClosedCallback)"> <summary> <para>This event is called after a Scene has been closed in the editor.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneClosing(UnityEditor.SceneManagement.EditorSceneManager/SceneClosingCallback)"> <summary> <para>This event is called before closing an open Scene after you have requested that the Scene is closed.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneOpened(UnityEditor.SceneManagement.EditorSceneManager/SceneOpenedCallback)"> <summary> <para>This event is called after a Scene has been opened in the editor.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneOpening(UnityEditor.SceneManagement.EditorSceneManager/SceneOpeningCallback)"> <summary> <para>This event is called before opening an existing Scene.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneSaved(UnityEditor.SceneManagement.EditorSceneManager/SceneSavedCallback)"> <summary> <para>This event is called after a Scene has been saved.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEditor.SceneManagement.EditorSceneManager.sceneSaving(UnityEditor.SceneManagement.EditorSceneManager/SceneSavingCallback)"> <summary> <para>This event is called before a Scene is saved disk after you have requested the Scene to be saved.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.ClosePreviewScene(UnityEngine.SceneManagement.Scene)"> <summary> <para>Closes a preview scene created by NewPreviewScene.</para> </summary> <param name="scene">The preview scene to close.</param> <returns> <para>True if the scene was successfully closed.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.CloseScene(UnityEngine.SceneManagement.Scene,System.Boolean)"> <summary> <para>Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager.</para> </summary> <param name="scene">The Scene to be closed/removed.</param> <param name="removeScene">Bool flag to indicate if the Scene should be removed after closing.</param> <returns> <para>Returns true if the Scene is closed/removed.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.DetectCrossSceneReferences(UnityEngine.SceneManagement.Scene)"> <summary> <para>Detects cross-scene references in a Scene.</para> </summary> <param name="scene">Scene to check for cross-scene references.</param> <returns> <para>Was any cross-scene references found.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.EnsureUntitledSceneHasBeenSaved(System.String)"> <summary> <para>Shows a save dialog if an Untitled scene exists in the current scene manager setup.</para> </summary> <param name="dialogContent">Text shown in the save dialog.</param> <returns> <para>True if the scene is saved or if there is no Untitled scene.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.GetSceneManagerSetup"> <summary> <para>Returns the current setup of the SceneManager.</para> </summary> <returns> <para>An array of SceneSetup classes - one item for each Scene.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty"> <summary> <para>Mark all the loaded Scenes as modified.</para> </summary> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.Scene)"> <summary> <para>Mark the specified Scene as modified.</para> </summary> <param name="scene">The Scene to be marked as modified.</param> <returns> <para>Whether the Scene was successfully marked as dirty.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.MoveSceneAfter(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)"> <summary> <para>Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene.</para> </summary> <param name="src">The Scene to move.</param> <param name="dst">The Scene which should come directly before the source Scene in the hierarchy.</param> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.MoveSceneBefore(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)"> <summary> <para>Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene.</para> </summary> <param name="src">The Scene to move.</param> <param name="dst">The Scene which should come directly after the source Scene in the hierarchy.</param> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.NewPreviewScene"> <summary> <para>Creates a new preview scene. Any object added to a preview scene will only be rendered in that scene.</para> </summary> <returns> <para>The new preview scene.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup,UnityEditor.SceneManagement.NewSceneMode)"> <summary> <para>Create a new Scene.</para> </summary> <param name="setup">Whether the new Scene should use the default set of GameObjects.</param> <param name="mode">Whether to keep existing Scenes open.</param> <returns> <para>A reference to the new Scene.</para> </returns> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.NewSceneCreatedCallback"> <summary> <para>Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created.</para> </summary> <param name="scene">The Scene that was created.</param> <param name="setup">The setup mode used when creating the Scene.</param> <param name="mode">The mode used for creating the Scene.</param> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.OpenScene(System.String,UnityEditor.SceneManagement.OpenSceneMode)"> <summary> <para>Open a Scene in the Editor.</para> </summary> <param name="scenePath">The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity".</param> <param name="mode">Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options.</param> <returns> <para>A reference to the opened Scene.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.RestoreSceneManagerSetup(UnityEditor.SceneManagement.SceneSetup[])"> <summary> <para>Restore the setup of the SceneManager.</para> </summary> <param name="value">In this array, at least one Scene should be loaded, and there must be one active Scene.</param> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo"> <summary> <para>Asks you if you want to save the modified Scene or Scenes.</para> </summary> <returns> <para>This returns true if you chose to save the Scene or Scenes, and returns false if you pressed Cancel.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.SaveModifiedScenesIfUserWantsTo(UnityEngine.SceneManagement.Scene[])"> <summary> <para>Asks whether the modfied input Scenes should be saved.</para> </summary> <param name="scenes">Scenes that should be saved if they are modified.</param> <returns> <para>Your choice of whether to save or not save the Scenes.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.SaveOpenScenes"> <summary> <para>Save all open Scenes.</para> </summary> <returns> <para>Returns true if all open Scenes are successfully saved.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.SaveScene(UnityEngine.SceneManagement.Scene,System.String,System.Boolean)"> <summary> <para>Save a Scene.</para> </summary> <param name="scene">The Scene to be saved.</param> <param name="dstScenePath">The file path to save the Scene to. If the path is empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown.</param> <param name="saveAsCopy">If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker.</param> <returns> <para>True if the save succeeded, otherwise false.</para> </returns> </member> <member name="M:UnityEditor.SceneManagement.EditorSceneManager.SaveScenes(UnityEngine.SceneManagement.Scene[])"> <summary> <para>Save a list of Scenes.</para> </summary> <param name="scenes">List of Scenes that should be saved.</param> <returns> <para>True if the save succeeded. Otherwise false.</para> </returns> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneClosedCallback"> <summary> <para>Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed.</para> </summary> <param name="scene">The Scene that was closed.</param> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneClosingCallback"> <summary> <para>Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed.</para> </summary> <param name="scene">The Scene that is going to be closed.</param> <param name="removingScene">Whether or not the Scene is also going to be removed from the Scene Manager after closing. If true the Scene is removed after closing.</param> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneOpenedCallback"> <summary> <para>Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened.</para> </summary> <param name="scene">The Scene that was opened.</param> <param name="mode">The mode used to open the Scene.</param> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneOpeningCallback"> <summary> <para>Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene.</para> </summary> <param name="path">Path of the Scene to be opened. This is relative to the Project path.</param> <param name="mode">Mode that is used when opening the Scene.</param> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneSavedCallback"> <summary> <para>Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved.</para> </summary> <param name="scene">The Scene that was saved.</param> </member> <member name="T:UnityEditor.SceneManagement.EditorSceneManager.SceneSavingCallback"> <summary> <para>Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved.</para> </summary> <param name="scene">The Scene to be saved.</param> <param name="path">The path to which the Scene is saved.</param> </member> <member name="T:UnityEditor.SceneManagement.NewSceneMode"> <summary> <para>Used when creating a new scene in the Editor.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.NewSceneMode.Additive"> <summary> <para>The newly created scene is added to the current open scenes.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.NewSceneMode.Single"> <summary> <para>All current open scenes are closed and the newly created scene are opened.</para> </summary> </member> <member name="T:UnityEditor.SceneManagement.NewSceneSetup"> <summary> <para>Used when creating a new scene in the Editor.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects"> <summary> <para>Adds default game objects to the new scene (a light and camera).</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.NewSceneSetup.EmptyScene"> <summary> <para>No game objects are added to the new scene.</para> </summary> </member> <member name="T:UnityEditor.SceneManagement.OpenSceneMode"> <summary> <para>Used when opening a scene in the Editor to specify how a scene should be opened.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.OpenSceneMode.Additive"> <summary> <para>Adds a scene to the current open scenes and loads it.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.OpenSceneMode.AdditiveWithoutLoading"> <summary> <para>Adds a scene to the current open scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window.</para> </summary> </member> <member name="F:UnityEditor.SceneManagement.OpenSceneMode.Single"> <summary> <para>Closes all current open scenes and loads a scene.</para> </summary> </member> <member name="T:UnityEditor.SceneManagement.SceneSetup"> <summary> <para>The setup information for a scene in the SceneManager.</para> </summary> </member> <member name="P:UnityEditor.SceneManagement.SceneSetup.isActive"> <summary> <para>If the scene is active.</para> </summary> </member> <member name="P:UnityEditor.SceneManagement.SceneSetup.isLoaded"> <summary> <para>If the scene is loaded.</para> </summary> </member> <member name="P:UnityEditor.SceneManagement.SceneSetup.path"> <summary> <para>Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity".</para> </summary> </member> <member name="T:UnityEditor.ScriptableWizard"> <summary> <para>Derive from this class to create an editor wizard.</para> </summary> </member> <member name="P:UnityEditor.ScriptableWizard.createButtonName"> <summary> <para>Allows you to set the text shown on the create button of the wizard.</para> </summary> </member> <member name="P:UnityEditor.ScriptableWizard.errorString"> <summary> <para>Allows you to set the error text of the wizard.</para> </summary> </member> <member name="P:UnityEditor.ScriptableWizard.helpString"> <summary> <para>Allows you to set the help text of the wizard.</para> </summary> </member> <member name="P:UnityEditor.ScriptableWizard.isValid"> <summary> <para>Allows you to enable and disable the wizard create button, so that the user can not click it.</para> </summary> </member> <member name="P:UnityEditor.ScriptableWizard.otherButtonName"> <summary> <para>Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out.</para> </summary> </member> <member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String)"> <summary> <para>Creates a wizard.</para> </summary> <param name="title">The title shown at the top of the wizard window.</param> <returns> <para>The wizard.</para> </returns> </member> <member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String)"> <summary> <para>Creates a wizard.</para> </summary> <param name="title">The title shown at the top of the wizard window.</param> <param name="createButtonName">The text shown on the create button.</param> <param name="otherButtonName">The text shown on the optional other button. Leave this parameter out to leave the button out.</param> <returns> <para>The wizard.</para> </returns> </member> <member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String,System.String)"> <summary> <para>Creates a wizard.</para> </summary> <param name="title">The title shown at the top of the wizard window.</param> <param name="createButtonName">The text shown on the create button.</param> <param name="otherButtonName">The text shown on the optional other button. Leave this parameter out to leave the button out.</param> <returns> <para>The wizard.</para> </returns> </member> <member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String,System.String)"> <summary> <para>Creates a wizard.</para> </summary> <param name="title">The title shown at the top of the wizard window.</param> <param name="klass">The class implementing the wizard. It has to derive from ScriptableWizard.</param> <param name="createButtonName">The text shown on the create button.</param> <param name="otherButtonName">The text shown on the optional other button. Leave this parameter out to leave the button out.</param> <returns> <para>The wizard.</para> </returns> </member> <member name="M:UnityEditor.ScriptableWizard.DrawWizardGUI"> <summary> <para>Will be called for drawing contents when the ScriptableWizard needs to update its GUI.</para> </summary> <returns> <para>Returns true if any property has been modified.</para> </returns> </member> <member name="T:UnityEditor.ScriptCallOptimizationLevel"> <summary> <para>Script call optimization level.</para> </summary> </member> <member name="F:UnityEditor.ScriptCallOptimizationLevel.FastButNoExceptions"> <summary> <para>Script method call overhead decreased at the expense of limited compatibility.</para> </summary> </member> <member name="F:UnityEditor.ScriptCallOptimizationLevel.SlowAndSafe"> <summary> <para>Default setting.</para> </summary> </member> <member name="T:UnityEditor.ScriptCompiler"> <summary> <para>Represents different C# compilers that can be used to compile C# scripts.</para> </summary> </member> <member name="F:UnityEditor.ScriptCompiler.Mono"> <summary> <para>Mono C# Compiler.</para> </summary> </member> <member name="F:UnityEditor.ScriptCompiler.Roslyn"> <summary> <para>Roslyn C# Compiler.</para> </summary> </member> <member name="T:UnityEditor.ScriptingImplementation"> <summary> <para>Scripting implementation (backend).</para> </summary> </member> <member name="F:UnityEditor.ScriptingImplementation.IL2CPP"> <summary> <para>Unity's .NET runtime.</para> </summary> </member> <member name="F:UnityEditor.ScriptingImplementation.Mono2x"> <summary> <para>The standard Mono 2.6 runtime.</para> </summary> </member> <member name="F:UnityEditor.ScriptingImplementation.WinRTDotNET"> <summary> <para>Microsoft's .NET runtime.</para> </summary> </member> <member name="T:UnityEditor.ScriptingRuntimeVersion"> <summary> <para>Available scripting runtimes to be used by the Editor and Players.</para> </summary> </member> <member name="F:UnityEditor.ScriptingRuntimeVersion.Latest"> <summary> <para>Use the most recent version of the scripting runtime available.</para> </summary> </member> <member name="F:UnityEditor.ScriptingRuntimeVersion.Legacy"> <summary> <para>Use the stable version of the scripting runtime.</para> </summary> </member> <member name="T:UnityEditor.Selection"> <summary> <para>Access to the selection in the editor.</para> </summary> </member> <member name="P:UnityEditor.Selection.activeContext"> <summary> <para>Returns the current context object, as was set via SetActiveObjectWithContext.</para> </summary> </member> <member name="P:UnityEditor.Selection.activeGameObject"> <summary> <para>Returns the active game object. (The one shown in the inspector).</para> </summary> </member> <member name="P:UnityEditor.Selection.activeInstanceID"> <summary> <para>Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects.</para> </summary> </member> <member name="P:UnityEditor.Selection.activeObject"> <summary> <para>Returns the actual object selection. Includes prefabs, non-modifyable objects.</para> </summary> </member> <member name="P:UnityEditor.Selection.activeTransform"> <summary> <para>Returns the active transform. (The one shown in the inspector).</para> </summary> </member> <member name="P:UnityEditor.Selection.assetGUIDs"> <summary> <para>Returns the guids of the selected assets.</para> </summary> </member> <member name="P:UnityEditor.Selection.gameObjects"> <summary> <para>Returns the actual game object selection. Includes prefabs, non-modifyable objects.</para> </summary> </member> <member name="P:UnityEditor.Selection.instanceIDs"> <summary> <para>The actual unfiltered selection from the Scene returned as instance ids instead of objects.</para> </summary> </member> <member name="P:UnityEditor.Selection.objects"> <summary> <para>The actual unfiltered selection from the Scene.</para> </summary> </member> <member name="F:UnityEditor.Selection.selectionChanged"> <summary> <para>Delegate callback triggered when currently active/selected item has changed.</para> </summary> </member> <member name="P:UnityEditor.Selection.transforms"> <summary> <para>Returns the top level selection, excluding prefabs.</para> </summary> </member> <member name="M:UnityEditor.Selection.Contains(System.Int32)"> <summary> <para>Returns whether an object is contained in the current selection.</para> </summary> <param name="instanceID"></param> <param name="obj"></param> </member> <member name="M:UnityEditor.Selection.Contains(UnityEngine.Object)"> <summary> <para>Returns whether an object is contained in the current selection.</para> </summary> <param name="instanceID"></param> <param name="obj"></param> </member> <member name="M:UnityEditor.Selection.GetFiltered(System.Type,UnityEditor.SelectionMode)"> <summary> <para>Returns the current selection filtered by type and mode.</para> </summary> <param name="type">Only objects of this type will be retrieved.</param> <param name="mode">Further options to refine the selection.</param> </member> <member name="M:UnityEditor.Selection.GetTransforms(UnityEditor.SelectionMode)"> <summary> <para>Allows for fine grained control of the selection type using the SelectionMode bitmask.</para> </summary> <param name="mode">Options for refining the selection.</param> </member> <member name="M:UnityEditor.Selection.SetActiveObjectWithContext(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Selects an object with a context.</para> </summary> <param name="obj">Object being selected (will be equal activeObject).</param> <param name="context">Context object.</param> </member> <member name="T:UnityEditor.SelectionMode"> <summary> <para>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.Assets"> <summary> <para>Only return objects that are assets in the Asset directory.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.Deep"> <summary> <para>Return the selection and all child transforms of the selection.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.DeepAssets"> <summary> <para>If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.Editable"> <summary> <para>Excludes any objects which shall not be modified.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.ExcludePrefab"> <summary> <para>Excludes any prefabs from the selection.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.TopLevel"> <summary> <para>Only return the topmost selected transform. A selected child of another selected transform will be filtered out.</para> </summary> </member> <member name="F:UnityEditor.SelectionMode.Unfiltered"> <summary> <para>Return the whole selection.</para> </summary> </member> <member name="T:UnityEditor.SemanticMergeMode"> <summary> <para>Behavior of semantic merge.</para> </summary> </member> <member name="F:UnityEditor.SemanticMergeMode.Off"> <summary> <para>Disable use of semantic merging.</para> </summary> </member> <member name="T:UnityEditor.SerializedObject"> <summary> <para>SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</para> </summary> </member> <member name="P:UnityEditor.SerializedObject.context"> <summary> <para>The context used to store and resolve ExposedReference types. This is set by the SerializedObject constructor.</para> </summary> </member> <member name="P:UnityEditor.SerializedObject.isEditingMultipleObjects"> <summary> <para>Does the serialized object represents multiple objects due to multi-object editing? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedObject.maxArraySizeForMultiEditing"> <summary> <para>Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected.</para> </summary> </member> <member name="P:UnityEditor.SerializedObject.targetObject"> <summary> <para>The inspected object (Read Only).</para> </summary> </member> <member name="P:UnityEditor.SerializedObject.targetObjects"> <summary> <para>The inspected objects (Read Only).</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.ApplyModifiedProperties"> <summary> <para>Apply property modifications.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.ApplyModifiedPropertiesWithoutUndo"> <summary> <para>Applies property modifications without registering an undo operation.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.CopyFromSerializedProperty(UnityEditor.SerializedProperty)"> <summary> <para>Copies a value from a SerializedProperty to the same serialized property on this serialized object.</para> </summary> <param name="prop"></param> </member> <member name="M:UnityEditor.SerializedObject.#ctor(UnityEngine.Object)"> <summary> <para>Create SerializedObject for inspected object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEditor.SerializedObject.#ctor(UnityEngine.Object[])"> <summary> <para>Create SerializedObject for inspected object.</para> </summary> <param name="objs"></param> </member> <member name="M:UnityEditor.SerializedObject.#ctor(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types.</para> </summary> <param name="obj"></param> <param name="context"></param> </member> <member name="M:UnityEditor.SerializedObject.#ctor(UnityEngine.Object[],UnityEngine.Object)"> <summary> <para>Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types.</para> </summary> <param name="objs"></param> <param name="context"></param> </member> <member name="M:UnityEditor.SerializedObject.FindProperty(System.String)"> <summary> <para>Find serialized property by name.</para> </summary> <param name="propertyPath"></param> </member> <member name="M:UnityEditor.SerializedObject.GetIterator"> <summary> <para>Get the first serialized property.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.SetIsDifferentCacheDirty"> <summary> <para>Update hasMultipleDifferentValues cache on the next Update() call.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.Update"> <summary> <para>Update serialized object's representation.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.UpdateIfDirtyOrScript"> <summary> <para>This has been made obsolete. See SerializedObject.UpdateIfRequiredOrScript instead.</para> </summary> </member> <member name="M:UnityEditor.SerializedObject.UpdateIfRequiredOrScript"> <summary> <para>Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script.</para> </summary> </member> <member name="T:UnityEditor.SerializedProperty"> <summary> <para>SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.animationCurveValue"> <summary> <para>Value of a animation curve property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.arrayElementType"> <summary> <para>Type name of the element in an array property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.arraySize"> <summary> <para>The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.boolValue"> <summary> <para>Value of a boolean property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.boundsValue"> <summary> <para>Value of bounds property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.colorValue"> <summary> <para>Value of a color property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.depth"> <summary> <para>Nesting depth of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.displayName"> <summary> <para>Nice display name of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.doubleValue"> <summary> <para>Value of a float property as a double.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.editable"> <summary> <para>Is this property editable? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.enumDisplayNames"> <summary> <para>Display-friendly names of enumeration of an enum property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.enumNames"> <summary> <para>Names of enumeration of an enum property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.enumValueIndex"> <summary> <para>Enum index of an enum property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.exposedReferenceValue"> <summary> <para>A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.fixedBufferSize"> <summary> <para>The number of elements in the fixed buffer. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.floatValue"> <summary> <para>Value of a float property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.hasChildren"> <summary> <para>Does it have child properties? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.hasMultipleDifferentValues"> <summary> <para>Does this property represent multiple different values due to multi-object editing? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.hasVisibleChildren"> <summary> <para>Does it have visible child properties? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.intValue"> <summary> <para>Value of an integer property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.isArray"> <summary> <para>Is this property an array? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.isExpanded"> <summary> <para>Is this property expanded in the inspector?</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.isFixedBuffer"> <summary> <para>Is this property a fixed buffer? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.isInstantiatedPrefab"> <summary> <para>Is property part of a prefab instance? (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.longValue"> <summary> <para>Value of a integer property as a long.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.name"> <summary> <para>Name of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.objectReferenceValue"> <summary> <para>Value of an object reference property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.prefabOverride"> <summary> <para>Is property's value different from the prefab it belongs to?</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.propertyPath"> <summary> <para>Full path of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.propertyType"> <summary> <para>Type of this property (Read Only).</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.quaternionValue"> <summary> <para>Value of a quaternion property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.rectValue"> <summary> <para>Value of a rectangle property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.serializedObject"> <summary> <para>SerializedObject this property belongs to (Read Only).</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.stringValue"> <summary> <para>Value of a string property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.tooltip"> <summary> <para>Tooltip of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.type"> <summary> <para>Type name of the property. (Read Only)</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.vector2Value"> <summary> <para>Value of a 2D vector property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.vector3Value"> <summary> <para>Value of a 3D vector property.</para> </summary> </member> <member name="P:UnityEditor.SerializedProperty.vector4Value"> <summary> <para>Value of a 4D vector property.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.ClearArray"> <summary> <para>Remove all elements from the array.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.Copy"> <summary> <para>Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.CountInProperty"> <summary> <para>Count visible children of this property, including this property itself.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.CountRemaining"> <summary> <para>Count remaining visible properties.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.DeleteArrayElementAtIndex(System.Int32)"> <summary> <para>Delete the element at the specified index in the array.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEditor.SerializedProperty.DeleteCommand"> <summary> <para>Deletes the serialized property.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.DuplicateCommand"> <summary> <para>Duplicates the serialized property.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.EqualContents(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)"> <summary> <para>See if contained serialized properties are equal.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEditor.SerializedProperty.FindPropertyRelative(System.String)"> <summary> <para>Retrieves the SerializedProperty at a relative path to the current property.</para> </summary> <param name="relativePropertyPath"></param> </member> <member name="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)"> <summary> <para>Returns the element at the specified index in the array.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEditor.SerializedProperty.GetEndProperty()"> <summary> <para>Retrieves the SerializedProperty that defines the end range of this property.</para> </summary> <param name="includeInvisible"></param> </member> <member name="M:UnityEditor.SerializedProperty.GetEndProperty(System.Boolean)"> <summary> <para>Retrieves the SerializedProperty that defines the end range of this property.</para> </summary> <param name="includeInvisible"></param> </member> <member name="M:UnityEditor.SerializedProperty.GetEnumerator"> <summary> <para>Retrieves an iterator that allows you to iterator over the current nexting of a serialized property.</para> </summary> </member> <member name="M:UnityEditor.SerializedProperty.GetFixedBufferElementAtIndex(System.Int32)"> <summary> <para>Returns the element at the specified index in the fixed buffer.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEditor.SerializedProperty.InsertArrayElementAtIndex(System.Int32)"> <summary> <para>Insert an empty element at the specified index in the array.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEditor.SerializedProperty.MoveArrayElement(System.Int32,System.Int32)"> <summary> <para>Move an array element from srcIndex to dstIndex.</para> </summary> <param name="srcIndex"></param> <param name="dstIndex"></param> </member> <member name="M:UnityEditor.SerializedProperty.Next(System.Boolean)"> <summary> <para>Move to next property.</para> </summary> <param name="enterChildren"></param> </member> <member name="M:UnityEditor.SerializedProperty.NextVisible(System.Boolean)"> <summary> <para>Move to next visible property.</para> </summary> <param name="enterChildren"></param> </member> <member name="M:UnityEditor.SerializedProperty.Reset"> <summary> <para>Move to first property of the object.</para> </summary> </member> <member name="T:UnityEditor.SerializedPropertyType"> <summary> <para>Type of a SerializedProperty.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.AnimationCurve"> <summary> <para>AnimationCurve property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.ArraySize"> <summary> <para>Array size property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Boolean"> <summary> <para>Boolean property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Bounds"> <summary> <para>Bounds property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Character"> <summary> <para>Character property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Color"> <summary> <para>Color property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Enum"> <summary> <para>Enumeration property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.ExposedReference"> <summary> <para>A reference to another Object in the Scene. This is done via an ExposedReference type and resolves to a reference to an Object that exists in the context of the SerializedObject containing the SerializedProperty.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.FixedBufferSize"> <summary> <para>Fixed buffer size property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Float"> <summary> <para>Float property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Gradient"> <summary> <para>Gradient property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Integer"> <summary> <para>Integer property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.LayerMask"> <summary> <para>LayerMask property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.ObjectReference"> <summary> <para>Reference to another object.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Quaternion"> <summary> <para>Quaternion property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Rect"> <summary> <para>Rectangle property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.String"> <summary> <para>String property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Vector2"> <summary> <para>2D vector property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Vector3"> <summary> <para>3D vector property.</para> </summary> </member> <member name="F:UnityEditor.SerializedPropertyType.Vector4"> <summary> <para>4D vector property.</para> </summary> </member> <member name="T:UnityEditor.SessionState"> <summary> <para>SessionState is a Key-Value Store intended for storing and retrieving Editor session state that should survive assembly reloading.</para> </summary> </member> <member name="M:UnityEditor.SessionState.EraseBool(System.String)"> <summary> <para>Erase a Boolean entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.EraseFloat(System.String)"> <summary> <para>Erase a Float entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.EraseInt(System.String)"> <summary> <para>Erase an Integer entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.EraseIntArray(System.String)"> <summary> <para>Erase an Integer array entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.EraseString(System.String)"> <summary> <para>Erase a String entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.EraseVector3(System.String)"> <summary> <para>Erase a Vector3 entry in the key-value store.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEditor.SessionState.GetBool(System.String,System.Boolean)"> <summary> <para>Retrieve a Boolean value.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.GetFloat(System.String,System.Single)"> <summary> <para>Retrieve a Float value.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.GetInt(System.String,System.Int32)"> <summary> <para>Retrieve an Integer value.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.GetIntArray(System.String,System.Int32[])"> <summary> <para>Retrieve an Integer array.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.GetString(System.String,System.String)"> <summary> <para>Retrieve a String value.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.GetVector3(System.String,UnityEngine.Vector3)"> <summary> <para>Retrieve a Vector3.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEditor.SessionState.SetBool(System.String,System.Boolean)"> <summary> <para>Store a Boolean value.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.SessionState.SetFloat(System.String,System.Single)"> <summary> <para>Store a Float value.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.SessionState.SetInt(System.String,System.Int32)"> <summary> <para>Store an Integer value.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.SessionState.SetIntArray(System.String,System.Int32[])"> <summary> <para>Store an Integer array.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.SessionState.SetString(System.String,System.String)"> <summary> <para>Store a String value.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEditor.SessionState.SetVector3(System.String,UnityEngine.Vector3)"> <summary> <para>Store a Vector3.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="T:UnityEditor.ShaderGUI"> <summary> <para>Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview.</para> </summary> </member> <member name="M:UnityEditor.ShaderGUI.AssignNewShaderToMaterial(UnityEngine.Material,UnityEngine.Shader,UnityEngine.Shader)"> <summary> <para>This method is called when a new shader has been selected for a Material.</para> </summary> <param name="material">The material the newShader should be assigned to.</param> <param name="oldShader">Previous shader.</param> <param name="newShader">New shader to assign to the material.</param> </member> <member name="M:UnityEditor.ShaderGUI.FindProperty(System.String,UnityEditor.MaterialProperty[])"> <summary> <para>Find shader properties.</para> </summary> <param name="propertyName">Name of the material property.</param> <param name="properties">The array of available properties.</param> <param name="propertyIsMandatory">If true then this method will throw an exception if a property with propertyName was not found.</param> <returns> <para>The material property found, otherwise null.</para> </returns> </member> <member name="M:UnityEditor.ShaderGUI.FindProperty(System.String,UnityEditor.MaterialProperty[],System.Boolean)"> <summary> <para>Find shader properties.</para> </summary> <param name="propertyName">Name of the material property.</param> <param name="properties">The array of available properties.</param> <param name="propertyIsMandatory">If true then this method will throw an exception if a property with propertyName was not found.</param> <returns> <para>The material property found, otherwise null.</para> </returns> </member> <member name="M:UnityEditor.ShaderGUI.OnGUI(UnityEditor.MaterialEditor,UnityEditor.MaterialProperty[])"> <summary> <para>To define a custom shader GUI use the methods of materialEditor to render controls for the properties array.</para> </summary> <param name="materialEditor">The MaterialEditor that are calling this OnGUI (the 'owner').</param> <param name="properties">Material properties of the current selected shader.</param> </member> <member name="M:UnityEditor.ShaderGUI.OnMaterialPreviewGUI(UnityEditor.MaterialEditor,UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI).</para> </summary> <param name="materialEditor">The MaterialEditor that are calling this method (the 'owner').</param> <param name="r">Preview rect.</param> <param name="background">Style for the background.</param> </member> <member name="M:UnityEditor.ShaderGUI.OnMaterialPreviewSettingsGUI(UnityEditor.MaterialEditor)"> <summary> <para>Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI.</para> </summary> <param name="materialEditor">The MaterialEditor that are calling this method (the 'owner').</param> </member> <member name="T:UnityEditor.ShaderUtil"> <summary> <para>Utility functions to assist with working with shaders from the editor.</para> </summary> </member> <member name="P:UnityEditor.ShaderUtil.hardwareSupportsRectRenderTexture"> <summary> <para>Does the current hardware support render textues.</para> </summary> </member> <member name="M:UnityEditor.ShaderUtil.GetPropertyCount(UnityEngine.Shader)"> <summary> <para>Get the number of properties in Shader s.</para> </summary> <param name="s">The shader to check against.</param> </member> <member name="M:UnityEditor.ShaderUtil.GetPropertyDescription(UnityEngine.Shader,System.Int32)"> <summary> <para>Get the description of the shader propery at index propertyIdx of Shader s.</para> </summary> <param name="s">The shader to check against.</param> <param name="propertyIdx">The property index to use.</param> </member> <member name="M:UnityEditor.ShaderUtil.GetPropertyName(UnityEngine.Shader,System.Int32)"> <summary> <para>Get the name of the shader propery at index propertyIdx of Shader s.</para> </summary> <param name="s">The shader to check against.</param> <param name="propertyIdx">The property index to use.</param> </member> <member name="M:UnityEditor.ShaderUtil.GetPropertyType(UnityEngine.Shader,System.Int32)"> <summary> <para>Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s.</para> </summary> <param name="s">The shader to check against.</param> <param name="propertyIdx">The property index to use.</param> </member> <member name="M:UnityEditor.ShaderUtil.GetRangeLimits(UnityEngine.Shader,System.Int32,System.Int32)"> <summary> <para>Get Limits for a range property at index propertyIdx of Shader s.</para> </summary> <param name="defminmax">Which value to get: 0 = default, 1 = min, 2 = max.</param> <param name="s">The shader to check against.</param> <param name="propertyIdx">The property index to use.</param> </member> <member name="M:UnityEditor.ShaderUtil.GetTexDim(UnityEngine.Shader,System.Int32)"> <summary> <para>Gets texture dimension of a shader property.</para> </summary> <param name="s">The shader to get the property from.</param> <param name="propertyIdx">The property index to use.</param> <returns> <para>Texture dimension.</para> </returns> </member> <member name="M:UnityEditor.ShaderUtil.IsShaderPropertyHidden(UnityEngine.Shader,System.Int32)"> <summary> <para>Is the shader propery at index propertyIdx of Shader s hidden?</para> </summary> <param name="s">The shader to check against.</param> <param name="propertyIdx">The property index to use.</param> </member> <member name="T:UnityEditor.ShaderUtil.ShaderPropertyType"> <summary> <para>Type of a given texture property.</para> </summary> </member> <member name="F:UnityEditor.ShaderUtil.ShaderPropertyType.Color"> <summary> <para>Color Property.</para> </summary> </member> <member name="F:UnityEditor.ShaderUtil.ShaderPropertyType.Float"> <summary> <para>Float Property.</para> </summary> </member> <member name="F:UnityEditor.ShaderUtil.ShaderPropertyType.Range"> <summary> <para>Range Property.</para> </summary> </member> <member name="F:UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv"> <summary> <para>Texture Property.</para> </summary> </member> <member name="F:UnityEditor.ShaderUtil.ShaderPropertyType.Vector"> <summary> <para>Vector Property.</para> </summary> </member> <member name="T:UnityEditor.SketchUpImportCamera"> <summary> <para>Structure to hold camera data extracted from a SketchUp file.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.aspectRatio"> <summary> <para>Aspect ratio of the camera.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.fieldOfView"> <summary> <para>Field of view of the camera.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.isPerspective"> <summary> <para>Indicate if the camera is using a perspective or orthogonal projection.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.lookAt"> <summary> <para>The position the camera is looking at.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.orthoSize"> <summary> <para>The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.position"> <summary> <para>The position of the camera.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportCamera.up"> <summary> <para>Up vector of the camera.</para> </summary> </member> <member name="T:UnityEditor.SketchUpImporter"> <summary> <para>Derives from AssetImporter to handle importing of SketchUp files.</para> </summary> </member> <member name="P:UnityEditor.SketchUpImporter.latitude"> <summary> <para>Retrieves the latitude Geo Coordinate imported from the SketchUp file.</para> </summary> </member> <member name="P:UnityEditor.SketchUpImporter.longitude"> <summary> <para>Retrieves the longitude Geo Coordinate imported from the SketchUp file.</para> </summary> </member> <member name="P:UnityEditor.SketchUpImporter.northCorrection"> <summary> <para>Retrieves the north correction value imported from the SketchUp file.</para> </summary> </member> <member name="M:UnityEditor.SketchUpImporter.GetDefaultCamera"> <summary> <para>The default camera or the camera of the active scene which the SketchUp file was saved with.</para> </summary> <returns> <para>The default camera.</para> </returns> </member> <member name="M:UnityEditor.SketchUpImporter.GetScenes"> <summary> <para>The method returns an array of SketchUpImportScene which represents SketchUp scenes.</para> </summary> <returns> <para>Array of scenes extracted from a SketchUp file.</para> </returns> </member> <member name="T:UnityEditor.SketchUpImportScene"> <summary> <para>Structure to hold scene data extracted from a SketchUp file.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportScene.camera"> <summary> <para>The camera data of the SketchUp scene.</para> </summary> </member> <member name="F:UnityEditor.SketchUpImportScene.name"> <summary> <para>The name of the SketchUp scene.</para> </summary> </member> <member name="T:UnityEditor.SpeedTreeImporter"> <summary> <para>AssetImportor for importing SpeedTree model assets.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.alphaTestRef"> <summary> <para>Gets and sets a default alpha test reference values.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.animateCrossFading"> <summary> <para>Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.bestWindQuality"> <summary> <para>Returns the best-possible wind quality on this asset (configured in SpeedTree modeler).</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.billboardTransitionCrossFadeWidth"> <summary> <para>Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.castShadows"> <summary> <para>Gets and sets an array of booleans to enable shadow casting for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.enableBump"> <summary> <para>Gets and sets an array of booleans to enable normal mapping for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.enableHue"> <summary> <para>Gets and sets an array of booleans to enable Hue variation effect for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.enableSmoothLODTransition"> <summary> <para>Enables smooth LOD transitions.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.fadeOutWidth"> <summary> <para>Proportion of the billboard LOD region width which is used for fading out the billboard.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.hasBillboard"> <summary> <para>Tells if there is a billboard LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.hasImported"> <summary> <para>Tells if the SPM file has been previously imported.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.hueVariation"> <summary> <para>Gets and sets a default Hue variation color and amount (in alpha).</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.mainColor"> <summary> <para>Gets and sets a default main color.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.materialFolderPath"> <summary> <para>Returns the folder path where generated materials will be placed in.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.receiveShadows"> <summary> <para>Gets and sets an array of booleans to enable shadow receiving for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.reflectionProbeUsages"> <summary> <para>Gets and sets an array of Reflection Probe usages for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.scaleFactor"> <summary> <para>How much to scale the tree model compared to what is in the .spm file.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.shininess"> <summary> <para>Gets and sets a default Shininess value.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.specColor"> <summary> <para>Gets and sets a default specular color.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.useLightProbes"> <summary> <para>Gets and sets an array of booleans to enable Light Probe lighting for each LOD.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.windQualities"> <summary> <para>Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally.</para> </summary> </member> <member name="F:UnityEditor.SpeedTreeImporter.windQualityNames"> <summary> <para>Gets an array of name strings for wind quality value.</para> </summary> </member> <member name="M:UnityEditor.SpeedTreeImporter.#ctor"> <summary> <para>Construct a new SpeedTreeImporter object.</para> </summary> </member> <member name="M:UnityEditor.SpeedTreeImporter.GenerateMaterials"> <summary> <para>Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder.</para> </summary> </member> <member name="P:UnityEditor.SpeedTreeImporter.LODHeights"> <summary> <para>Gets and sets an array of floats of each LOD's screen height value.</para> </summary> </member> <member name="T:UnityEditor.SplashScreenStyle"> <summary> <para>The style of builtin splash screen to use.</para> </summary> </member> <member name="F:UnityEditor.SplashScreenStyle.Dark"> <summary> <para>Dark background with light logo and text.</para> </summary> </member> <member name="F:UnityEditor.SplashScreenStyle.Light"> <summary> <para>White background with dark logo and text.</para> </summary> </member> <member name="T:UnityEditor.SpriteImportMode"> <summary> <para>Texture importer modes for Sprite import.</para> </summary> </member> <member name="F:UnityEditor.SpriteImportMode.Multiple"> <summary> <para>Sprites are multiple image sections extracted from the texture.</para> </summary> </member> <member name="F:UnityEditor.SpriteImportMode.None"> <summary> <para>Graphic is not a Sprite.</para> </summary> </member> <member name="F:UnityEditor.SpriteImportMode.Polygon"> <summary> <para>Sprite has it own mesh outline defined.</para> </summary> </member> <member name="F:UnityEditor.SpriteImportMode.Single"> <summary> <para>Sprite is a single image section extracted automatically from the texture.</para> </summary> </member> <member name="T:UnityEditor.SpriteMetaData"> <summary> <para>Editor data used in producing a Sprite.</para> </summary> </member> <member name="F:UnityEditor.SpriteMetaData.alignment"> <summary> <para>Edge-relative alignment of the sprite graphic.</para> </summary> </member> <member name="F:UnityEditor.SpriteMetaData.border"> <summary> <para>Edge border size for a sprite (in pixels).</para> </summary> </member> <member name="F:UnityEditor.SpriteMetaData.name"> <summary> <para>Name of the Sprite.</para> </summary> </member> <member name="F:UnityEditor.SpriteMetaData.pivot"> <summary> <para>The pivot point of the Sprite, relative to its bounding rectangle.</para> </summary> </member> <member name="F:UnityEditor.SpriteMetaData.rect"> <summary> <para>Bounding rectangle of the sprite's graphic within the atlas image.</para> </summary> </member> <member name="T:UnityEditor.SpritePackerMode"> <summary> <para>Sprite Packer mode for the current project.</para> </summary> </member> <member name="F:UnityEditor.SpritePackerMode.AlwaysOn"> <summary> <para>Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy).</para> </summary> </member> <member name="F:UnityEditor.SpritePackerMode.AlwaysOnAtlas"> <summary> <para>Always pack all the SpriteAtlas.</para> </summary> </member> <member name="F:UnityEditor.SpritePackerMode.BuildTimeOnly"> <summary> <para>Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag.</para> </summary> </member> <member name="F:UnityEditor.SpritePackerMode.BuildTimeOnlyAtlas"> <summary> <para>Pack all the SpriteAtlas when building player/bundles.</para> </summary> </member> <member name="F:UnityEditor.SpritePackerMode.Disabled"> <summary> <para>Doesn't pack sprites.</para> </summary> </member> <member name="T:UnityEditor.Sprites.AtlasSettings"> <summary> <para>Describes the final atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.allowsAlphaSplitting"> <summary> <para>Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency).</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.anisoLevel"> <summary> <para>Anisotropic filtering level of the atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.colorSpace"> <summary> <para>Desired color space of the atlas.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.compressionQuality"> <summary> <para>Quality of atlas texture compression in the range [0..100].</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.enableRotation"> <summary> <para>Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.filterMode"> <summary> <para>Filtering mode of the atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.format"> <summary> <para>The format of the atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.generateMipMaps"> <summary> <para>Should sprite atlas textures generate mip maps?</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.maxHeight"> <summary> <para>Maximum height of the atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.maxWidth"> <summary> <para>Maximum width of the atlas texture.</para> </summary> </member> <member name="F:UnityEditor.Sprites.AtlasSettings.paddingPower"> <summary> <para>The amount of extra padding between packed sprites.</para> </summary> </member> <member name="?:UnityEditor.Sprites.IPackerPolicy"> <summary> <para>Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases.</para> </summary> </member> <member name="M:UnityEditor.Sprites.IPackerPolicy.GetVersion"> <summary> <para>Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed.</para> </summary> </member> <member name="M:UnityEditor.Sprites.IPackerPolicy.OnGroupAtlases(UnityEditor.BuildTarget,UnityEditor.Sprites.PackerJob,System.Int32[])"> <summary> <para>Implement custom atlas grouping here.</para> </summary> <param name="target"></param> <param name="job"></param> <param name="textureImporterInstanceIDs"></param> </member> <member name="T:UnityEditor.Sprites.Packer"> <summary> <para>Sprite Packer helpers.</para> </summary> </member> <member name="P:UnityEditor.Sprites.Packer.atlasNames"> <summary> <para>Array of Sprite atlas names found in the current atlas cache.</para> </summary> </member> <member name="F:UnityEditor.Sprites.Packer.kDefaultPolicy"> <summary> <para>Name of the default Sprite Packer policy.</para> </summary> </member> <member name="T:UnityEditor.Sprites.Packer.Execution"> <summary> <para>Sprite Packer execution mode.</para> </summary> </member> <member name="F:UnityEditor.Sprites.Packer.Execution.ForceRegroup"> <summary> <para>Will always trigger IPackerPolicy.OnGroupAtlases.</para> </summary> </member> <member name="F:UnityEditor.Sprites.Packer.Execution.Normal"> <summary> <para>Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed.</para> </summary> </member> <member name="M:UnityEditor.Sprites.Packer.GetAlphaTexturesForAtlas(System.String)"> <summary> <para>Returns all alpha atlas textures generated for the specified atlas.</para> </summary> <param name="atlasName">Name of the atlas.</param> </member> <member name="M:UnityEditor.Sprites.Packer.GetAtlasDataForSprite(UnityEngine.Sprite,System.String&amp;,UnityEngine.Texture2D&amp;)"> <summary> <para>Returns atlasing data for the specified Sprite.</para> </summary> <param name="sprite">Sprite to query.</param> <param name="atlasName">Gets set to the name of the atlas containing the specified Sprite.</param> <param name="atlasTexture">Gets set to the Texture containing the specified Sprite.</param> </member> <member name="M:UnityEditor.Sprites.Packer.GetTexturesForAtlas(System.String)"> <summary> <para>Returns all atlas textures generated for the specified atlas.</para> </summary> <param name="atlasName">Atlas name.</param> </member> <member name="P:UnityEditor.Sprites.Packer.Policies"> <summary> <para>Available Sprite Packer policies for this project.</para> </summary> </member> <member name="M:UnityEditor.Sprites.Packer.RebuildAtlasCacheIfNeeded(UnityEditor.BuildTarget,System.Boolean,UnityEditor.Sprites.Packer/Execution)"> <summary> <para>Rebuilds the Sprite atlas cache.</para> </summary> <param name="target"></param> <param name="displayProgressBar"></param> <param name="execution"></param> </member> <member name="P:UnityEditor.Sprites.Packer.SelectedPolicy"> <summary> <para>The active Sprite Packer policy for this project.</para> </summary> </member> <member name="T:UnityEditor.Sprites.PackerJob"> <summary> <para>Current Sprite Packer job definition.</para> </summary> </member> <member name="M:UnityEditor.Sprites.PackerJob.AddAtlas(System.String,UnityEditor.Sprites.AtlasSettings)"> <summary> <para>Registers a new atlas.</para> </summary> <param name="atlasName"></param> <param name="settings"></param> </member> <member name="M:UnityEditor.Sprites.PackerJob.AssignToAtlas(System.String,UnityEngine.Sprite,UnityEngine.SpritePackingMode,UnityEngine.SpritePackingRotation)"> <summary> <para>Assigns a Sprite to an already registered atlas.</para> </summary> <param name="atlasName"></param> <param name="sprite"></param> <param name="packingMode"></param> <param name="packingRotation"></param> </member> <member name="T:UnityEditor.Sprites.SpriteUtility"> <summary> <para>Helper utilities for accessing Sprite data.</para> </summary> </member> <member name="M:UnityEditor.Sprites.SpriteUtility.GetSpriteIndices(UnityEngine.Sprite,System.Boolean)"> <summary> <para>Returns the generated Sprite mesh indices.</para> </summary> <param name="sprite">If Sprite is packed, it is possible to access data as if it was on the atlas texture.</param> <param name="getAtlasData"></param> </member> <member name="M:UnityEditor.Sprites.SpriteUtility.GetSpriteMesh(UnityEngine.Sprite,System.Boolean)"> <summary> <para>Returns the generated Sprite mesh positions.</para> </summary> <param name="getAtlasData">If Sprite is packed, it is possible to access data as if it was on the atlas texture.</param> <param name="sprite"></param> </member> <member name="M:UnityEditor.Sprites.SpriteUtility.GetSpriteTexture(UnityEngine.Sprite,System.Boolean)"> <summary> <para>Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures.</para> </summary> <param name="getAtlasData">If Sprite is packed, it is possible to access data as if it was on the atlas texture.</param> <param name="sprite"></param> </member> <member name="M:UnityEditor.Sprites.SpriteUtility.GetSpriteUVs(UnityEngine.Sprite,System.Boolean)"> <summary> <para>Returns the generated Sprite mesh uvs.</para> </summary> <param name="sprite">If Sprite is packed, it is possible to access data as if it was on the atlas texture.</param> <param name="getAtlasData"></param> </member> <member name="T:UnityEditor.StaticEditorFlags"> <summary> <para>Static Editor Flags.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.BatchingStatic"> <summary> <para>Consider for static batching.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.LightmapStatic"> <summary> <para>Considered static for lightmapping.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.NavigationStatic"> <summary> <para>Considered static for navigation.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.OccludeeStatic"> <summary> <para>Considered static for occlusion.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.OccluderStatic"> <summary> <para>Considered static for occlusion.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.OffMeshLinkGeneration"> <summary> <para>Auto-generate OffMeshLink.</para> </summary> </member> <member name="F:UnityEditor.StaticEditorFlags.ReflectionProbeStatic"> <summary> <para>Consider static for reflection probe.</para> </summary> </member> <member name="T:UnityEditor.StaticOcclusionCulling"> <summary> <para>StaticOcclusionCulling lets you perform static occlusion culling operations.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCulling.doesSceneHaveManualPortals"> <summary> <para>Does the scene contain any occlusion portals that were added manually rather than automatically?</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCulling.isRunning"> <summary> <para>Used to check if asynchronous generation of static occlusion culling data is still running.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCulling.umbraDataSize"> <summary> <para>Returns the size in bytes that the PVS data is currently taking up in this scene on disk.</para> </summary> </member> <member name="M:UnityEditor.StaticOcclusionCulling.Cancel"> <summary> <para>Used to cancel asynchronous generation of static occlusion culling data.</para> </summary> </member> <member name="M:UnityEditor.StaticOcclusionCulling.Clear"> <summary> <para>Clears the PVS of the opened scene.</para> </summary> </member> <member name="M:UnityEditor.StaticOcclusionCulling.Compute"> <summary> <para>Used to generate static occlusion culling data.</para> </summary> </member> <member name="M:UnityEditor.StaticOcclusionCulling.GenerateInBackground"> <summary> <para>Used to compute static occlusion culling data asynchronously.</para> </summary> </member> <member name="M:UnityEditor.StaticOcclusionCulling.GenerateInBackground"> <summary> <para>Used to compute static occlusion culling data asynchronously.</para> </summary> </member> <member name="T:UnityEditor.StaticOcclusionCullingVisualization"> <summary> <para>Used to visualize static occlusion culling at development time in scene view.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showGeometryCulling"> <summary> <para>If set to true, culling of geometry is enabled.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showOcclusionCulling"> <summary> <para>If set to true, visualization of target volumes is enabled.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPortals"> <summary> <para>If set to true, visualization of portals is enabled.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPreVisualization"> <summary> <para>If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showViewVolumes"> <summary> <para>If set to true, visualization of view volumes is enabled.</para> </summary> </member> <member name="P:UnityEditor.StaticOcclusionCullingVisualization.showVisibilityLines"> <summary> <para>If set to true, visualization of portals is enabled.</para> </summary> </member> <member name="T:UnityEditor.StatusQueryOptions"> <summary> <para>Options for querying the version control system status of a file.</para> </summary> </member> <member name="F:UnityEditor.StatusQueryOptions.ForceUpdate"> <summary> <para>Force a refresh of the version control system status of the file. This is slow but accurate. See Also: AssetDatabase.IsOpenForEdit, AssetDatabase.IsMetaFileOpenForEdit.</para> </summary> </member> <member name="F:UnityEditor.StatusQueryOptions.UseCachedIfPossible"> <summary> <para>Use the last known version control system status of the file. This is faster on average but less accurate than forcing an update, as it will cache the status of the file for a period of time. See Also: AssetDatabase.IsOpenForEdit, AssetDatabase.IsMetaFileOpenForEdit.</para> </summary> </member> <member name="T:UnityEditor.StereoRenderingPath"> <summary> <para>Enum used to specify what stereo rendering path to use.</para> </summary> </member> <member name="F:UnityEditor.StereoRenderingPath.Instancing"> <summary> <para>Single pass VR rendering ( via instanced rendering ).</para> </summary> </member> <member name="F:UnityEditor.StereoRenderingPath.MultiPass"> <summary> <para>Multiple pass VR rendering.</para> </summary> </member> <member name="F:UnityEditor.StereoRenderingPath.SinglePass"> <summary> <para>Single pass VR rendering ( via double-wide render texture ).</para> </summary> </member> <member name="T:UnityEditor.StrippingLevel"> <summary> <para>Managed code stripping level.</para> </summary> </member> <member name="F:UnityEditor.StrippingLevel.Disabled"> <summary> <para>Managed code stripping is disabled.</para> </summary> </member> <member name="F:UnityEditor.StrippingLevel.StripAssemblies"> <summary> <para>Unused parts of managed code are stripped away.</para> </summary> </member> <member name="F:UnityEditor.StrippingLevel.StripByteCode"> <summary> <para>Managed method bodies are stripped away. AOT platforms only.</para> </summary> </member> <member name="F:UnityEditor.StrippingLevel.UseMicroMSCorlib"> <summary> <para>Lightweight mscorlib version will be used at expense of limited compatibility.</para> </summary> </member> <member name="T:UnityEditor.SubstanceArchive"> <summary> <para>Class for Substance Archive handling.</para> </summary> </member> <member name="T:UnityEditor.SubstanceImporter"> <summary> <para>The SubstanceImporter class lets you access the imported ProceduralMaterial instances.</para> </summary> </member> <member name="M:UnityEditor.SubstanceImporter.CloneMaterial(UnityEngine.ProceduralMaterial)"> <summary> <para>Clone an existing ProceduralMaterial instance.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.DestroyMaterial(UnityEngine.ProceduralMaterial)"> <summary> <para>Destroy an existing ProceduralMaterial instance.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.ExportBitmaps(UnityEngine.ProceduralMaterial,System.String,System.Boolean)"> <summary> <para>Export the bitmaps generated by a ProceduralMaterial as TGA files.</para> </summary> <param name="material">The ProceduralMaterial whose output textures will be saved.</param> <param name="exportPath">Path to a folder where the output bitmaps will be saved. The folder will be created if it doesn't already exist.</param> <param name="alphaRemap">Indicates whether alpha channel remapping should be performed.</param> </member> <member name="M:UnityEditor.SubstanceImporter.ExportPreset(UnityEngine.ProceduralMaterial,System.String)"> <summary> <para>Export a XML preset string with the value of all parameters of a given ProceduralMaterial to the specified folder.</para> </summary> <param name="material">The ProceduralMaterial whose preset string will be saved.</param> <param name="exportPath">Path to a folder where the preset file will be saved. The folder will be created if it doesn't already exist.</param> </member> <member name="M:UnityEditor.SubstanceImporter.GetAnimationUpdateRate(UnityEngine.ProceduralMaterial)"> <summary> <para>Get the ProceduralMaterial animation update rate in millisecond.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.GetGenerateAllOutputs(UnityEngine.ProceduralMaterial)"> <summary> <para>Check if the ProceduralMaterial needs to force generation of all its outputs.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.GetGenerateMipMaps(UnityEngine.ProceduralMaterial)"> <summary> <para>Return true if the mipmaps are generated for this ProceduralMaterial.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.GetMaterialCount"> <summary> <para>Get the number of ProceduralMaterial instances.</para> </summary> </member> <member name="M:UnityEditor.SubstanceImporter.GetMaterialOffset(UnityEngine.ProceduralMaterial)"> <summary> <para>Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.GetMaterials"> <summary> <para>Get an array with the ProceduralMaterial instances.</para> </summary> </member> <member name="M:UnityEditor.SubstanceImporter.GetMaterialScale(UnityEngine.ProceduralMaterial)"> <summary> <para>Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.GetPlatformTextureSettings(System.String,System.String,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior).</para> </summary> <param name="materialName">The name of the ProceduralMaterial.</param> <param name="platform">The name of the platform (can be empty).</param> <param name="maxTextureWidth">The maximum texture width for this ProceduralMaterial (output value).</param> <param name="maxTextureHeight">The maximum texture height for this ProceduralMaterial (output value).</param> <param name="textureFormat">The texture format (0=Compressed, 1=RAW) for this ProceduralMaterial (output value).</param> <param name="loadBehavior">The load behavior for this ProceduralMaterial (output value). Values match the ProceduralMaterial::ProceduralLoadingBehavior enum.</param> </member> <member name="M:UnityEditor.SubstanceImporter.GetPrototypeNames"> <summary> <para>Get a list of the names of the ProceduralMaterial prototypes in the package.</para> </summary> </member> <member name="M:UnityEditor.SubstanceImporter.GetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String)"> <summary> <para>Get the alpha source of the given texture in the ProceduralMaterial.</para> </summary> <param name="material"></param> <param name="textureName"></param> </member> <member name="M:UnityEditor.SubstanceImporter.InstantiateMaterial(System.String)"> <summary> <para>Instantiate a new ProceduralMaterial instance from a prototype.</para> </summary> <param name="prototypeName"></param> </member> <member name="M:UnityEditor.SubstanceImporter.OnShaderModified(UnityEngine.ProceduralMaterial)"> <summary> <para>After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.RenameMaterial(UnityEngine.ProceduralMaterial,System.String)"> <summary> <para>Rename an existing ProceduralMaterial instance.</para> </summary> <param name="material"></param> <param name="name"></param> </member> <member name="M:UnityEditor.SubstanceImporter.ResetMaterial(UnityEngine.ProceduralMaterial)"> <summary> <para>Reset the ProceduralMaterial to its default values.</para> </summary> <param name="material"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetAnimationUpdateRate(UnityEngine.ProceduralMaterial,System.Int32)"> <summary> <para>Set the ProceduralMaterial animation update rate in millisecond.</para> </summary> <param name="material"></param> <param name="animation_update_rate"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetGenerateAllOutputs(UnityEngine.ProceduralMaterial,System.Boolean)"> <summary> <para>Specify if the ProceduralMaterial needs to force generation of all its outputs.</para> </summary> <param name="material"></param> <param name="generated"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetGenerateMipMaps(UnityEngine.ProceduralMaterial,System.Boolean)"> <summary> <para>Force the generation of mipmaps for this ProceduralMaterial.</para> </summary> <param name="material"></param> <param name="mode"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetMaterialOffset(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)"> <summary> <para>Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.</para> </summary> <param name="material"></param> <param name="offset"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetMaterialScale(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)"> <summary> <para>Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.</para> </summary> <param name="material"></param> <param name="scale"></param> </member> <member name="M:UnityEditor.SubstanceImporter.SetPlatformTextureSettings(UnityEngine.ProceduralMaterial,System.String,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Set the import settings for the input ProceduralMaterial for the input platform.</para> </summary> <param name="material">The name of the Procedural Material.</param> <param name="platform">The name of the platform (can be empty).</param> <param name="maxTextureWidth">The maximum texture width for this Procedural Material.</param> <param name="maxTextureHeight">The maximum texture height for this Procedural Material.</param> <param name="textureFormat">The texture format (0=Compressed, 1=RAW) for this Procedural Material.</param> <param name="loadBehavior">The load behavior for this Procedural Material. Values match the ProceduralMaterial::ProceduralLoadingBehavior enum.</param> </member> <member name="M:UnityEditor.SubstanceImporter.SetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String,UnityEngine.ProceduralOutputType)"> <summary> <para>Set the alpha source of the given texture in the ProceduralMaterial.</para> </summary> <param name="material"></param> <param name="textureName"></param> <param name="alphaSource"></param> </member> <member name="T:UnityEditor.SupportedRenderingFeatures"> <summary> <para>Describes the rendering features supported by a given renderloop.</para> </summary> </member> <member name="P:UnityEditor.SupportedRenderingFeatures.active"> <summary> <para>The rendering features supported by the active renderloop.</para> </summary> </member> <member name="F:UnityEditor.SupportedRenderingFeatures.reflectionProbe"> <summary> <para>Supported reflection probe rendering features.</para> </summary> </member> <member name="P:UnityEditor.SupportedRenderingFeatures.Default"> <summary> <para>Default rendering features (Read Only).</para> </summary> </member> <member name="T:UnityEditor.SupportedRenderingFeatures.ReflectionProbe"> <summary> <para>Reflection probe features.</para> </summary> </member> <member name="F:UnityEditor.SupportedRenderingFeatures.ReflectionProbe.None"> <summary> <para>No additional reflection probe features.</para> </summary> </member> <member name="F:UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation"> <summary> <para>Reflection probes support rotation.</para> </summary> </member> <member name="T:UnityEditor.TakeInfo"> <summary> <para>A Takeinfo object contains all the information needed to describe a take.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.bakeStartTime"> <summary> <para>Start time in second.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.bakeStopTime"> <summary> <para>Stop time in second.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.defaultClipName"> <summary> <para>This is the default clip name for the clip generated for this take.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.name"> <summary> <para>Take name as define from imported file.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.sampleRate"> <summary> <para>Sample rate of the take.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.startTime"> <summary> <para>Start time in second.</para> </summary> </member> <member name="F:UnityEditor.TakeInfo.stopTime"> <summary> <para>Stop time in second.</para> </summary> </member> <member name="T:UnityEditor.TextureImporter"> <summary> <para>Texture importer lets you modify Texture2D import settings from editor scripts.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.allowAlphaSplitting"> <summary> <para>Allows alpha splitting on relevant platforms for this texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.alphaIsTransparency"> <summary> <para>If the provided alpha channel is transparency, enable this to prefilter the color to avoid filtering artifacts.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.alphaSource"> <summary> <para>Select how the alpha of the imported texture is generated.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.alphaTestReferenceValue"> <summary> <para>Returns or assigns the alpha test reference value.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.anisoLevel"> <summary> <para>Anisotropic filtering level of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.borderMipmap"> <summary> <para>Keep texture borders the same when generating mipmaps?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.compressionQuality"> <summary> <para>Quality of Texture Compression in the range [0..100].</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.convertToNormalmap"> <summary> <para>Convert heightmap to normal map?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.crunchedCompression"> <summary> <para>Use crunched compression when available.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.fadeout"> <summary> <para>Fade out mip levels to gray color?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.filterMode"> <summary> <para>Filtering mode of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.generateCubemap"> <summary> <para>Cubemap generation mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.generateMipsInLinearSpace"> <summary> <para>Should mip maps be generated with gamma correction?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.grayscaleToAlpha"> <summary> <para>Generate alpha channel from intensity?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.heightmapScale"> <summary> <para>Amount of bumpyness in the heightmap.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.isReadable"> <summary> <para>Set this to true if you want texture data to be readable from scripts. Set it to false to prevent scripts from reading texture data.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.lightmap"> <summary> <para>Is this texture a lightmap?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.linearTexture"> <summary> <para>Is texture storing non-color data?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.maxTextureSize"> <summary> <para>Maximum texture size.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipMapBias"> <summary> <para>Mip map bias of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipmapEnabled"> <summary> <para>Generate Mip Maps.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceEnd"> <summary> <para>Mip level where texture is faded out completely.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceStart"> <summary> <para>Mip level where texture begins to fade out.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipmapFilter"> <summary> <para>Mipmap filtering mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.mipMapsPreserveCoverage"> <summary> <para>Enables or disables coverage-preserving alpha MIP mapping.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.normalmap"> <summary> <para>Is this texture a normal map?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.normalmapFilter"> <summary> <para>Normal map filtering mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.npotScale"> <summary> <para>Scaling mode for non power of two textures.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.qualifiesForSpritePacking"> <summary> <para>Returns true if this TextureImporter is setup for Sprite packing.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spriteBorder"> <summary> <para>Border sizes of the generated sprites.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spriteImportMode"> <summary> <para>Selects Single or Manual import mode for Sprite textures.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spritePackingTag"> <summary> <para>Selects the Sprite packing tag.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spritePivot"> <summary> <para>The point in the Sprite object's coordinate space where the graphic is located.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spritePixelsPerUnit"> <summary> <para>The number of pixels in the sprite that correspond to one unit in world space.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spritePixelsToUnits"> <summary> <para>Scale factor for mapping pixels in the graphic to units in world space.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.spritesheet"> <summary> <para>Array representing the sections of the atlas corresponding to individual sprite graphics.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.sRGBTexture"> <summary> <para>Is texture storing color data?</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.textureCompression"> <summary> <para>Compression of imported texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.textureFormat"> <summary> <para>Format of imported texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.textureShape"> <summary> <para>Shape of imported texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.textureType"> <summary> <para>Which type of texture are we dealing with here.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.wrapMode"> <summary> <para>Texture coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.wrapModeU"> <summary> <para>Texture U coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.wrapModeV"> <summary> <para>Texture V coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporter.wrapModeW"> <summary> <para>Texture W coordinate wrapping mode for Texture3D.</para> </summary> </member> <member name="M:UnityEditor.TextureImporter.ClearPlatformTextureSettings(System.String)"> <summary> <para>Clear specific target platform settings.</para> </summary> <param name="platform">The platform whose settings are to be cleared (see below).</param> </member> <member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveAlpha"> <summary> <para>Does textures source image have alpha channel.</para> </summary> </member> <member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveColor"> <summary> <para>Does textures source image have RGB channels.</para> </summary> </member> <member name="M:UnityEditor.TextureImporter.GetAllowsAlphaSplitting"> <summary> <para>Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).</para> </summary> <returns> <para>True if the importer allows alpha split on the imported texture, False otherwise.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetAutomaticFormat(System.String)"> <summary> <para>Returns the TextureImporterFormat that would be automatically chosen for this platform.</para> </summary> <param name="platform"></param> <returns> <para>Format chosen by the system for the provided platform, TextureImporterFormat.Automatic if the platform does not exist.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetDefaultPlatformTextureSettings"> <summary> <para>Get the default platform specific texture settings.</para> </summary> <returns> <para>A TextureImporterPlatformSettings structure containing the default platform parameters.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&amp;,UnityEditor.TextureImporterFormat&amp;,System.Int32&amp;,System.Boolean&amp;)"> <summary> <para>Get platform specific texture settings.</para> </summary> <param name="platform">The platform for which settings are required (see options below).</param> <param name="maxTextureSize">Maximum texture width/height in pixels.</param> <param name="textureFormat">Format of the texture for the given platform.</param> <param name="compressionQuality">Value from 0..100, equivalent to the standard JPEG quality setting.</param> <param name="etc1AlphaSplitEnabled">Status of the ETC1 and alpha split flag.</param> <returns> <para>True if the platform override was found, false if no override was found.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&amp;,UnityEditor.TextureImporterFormat&amp;,System.Int32&amp;)"> <summary> <para>Get platform specific texture settings.</para> </summary> <param name="platform">The platform whose settings are required (see below).</param> <param name="maxTextureSize">Maximum texture width/height in pixels.</param> <param name="textureFormat">Format of the texture.</param> <param name="compressionQuality">Value from 0..100, equivalent to the standard JPEG quality setting.</param> <returns> <para>True if the platform override was found, false if no override was found.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&amp;,UnityEditor.TextureImporterFormat&amp;)"> <summary> <para>Get platform specific texture settings.</para> </summary> <param name="platform">The platform whose settings are required (see below).</param> <param name="maxTextureSize">Maximum texture width/height in pixels.</param> <param name="textureFormat">Format of the texture.</param> <returns> <para>True if the platform override was found, false if no override was found.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String)"> <summary> <para>Get platform specific texture settings.</para> </summary> <param name="platform">The platform whose settings are required (see below).</param> <returns> <para>A TextureImporterPlatformSettings structure containing the platform parameters.</para> </returns> </member> <member name="M:UnityEditor.TextureImporter.ReadTextureImportInstructions"> <summary> <para>Reads the active texture output instructions of this TextureImporter.</para> </summary> </member> <member name="M:UnityEditor.TextureImporter.ReadTextureSettings(UnityEditor.TextureImporterSettings)"> <summary> <para>Read texture settings into TextureImporterSettings class.</para> </summary> <param name="dest"></param> </member> <member name="M:UnityEditor.TextureImporter.SetAllowsAlphaSplitting(System.Boolean)"> <summary> <para>Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).</para> </summary> <param name="flag"></param> </member> <member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat,System.Boolean)"> <summary> <para>Set specific target platform settings.</para> </summary> <param name="platform">The platforms whose settings are to be changed (see below).</param> <param name="maxTextureSize">Maximum texture width/height in pixels.</param> <param name="textureFormat">Data format for the texture.</param> <param name="compressionQuality">Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels.</param> <param name="allowsAlphaSplit">Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas).</param> </member> <member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat,System.Int32,System.Boolean)"> <summary> <para>Set specific target platform settings.</para> </summary> <param name="platform">The platforms whose settings are to be changed (see below).</param> <param name="maxTextureSize">Maximum texture width/height in pixels.</param> <param name="textureFormat">Data format for the texture.</param> <param name="compressionQuality">Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels.</param> <param name="allowsAlphaSplit">Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas).</param> </member> <member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(UnityEditor.TextureImporterPlatformSettings)"> <summary> <para>Set specific target platform settings.</para> </summary> <param name="platformSettings">Structure containing the platform settings.</param> </member> <member name="M:UnityEditor.TextureImporter.SetTextureSettings(UnityEditor.TextureImporterSettings)"> <summary> <para>Set texture importers settings from TextureImporterSettings class.</para> </summary> <param name="src"></param> </member> <member name="T:UnityEditor.TextureImporterAlphaSource"> <summary> <para>Select how the alpha of the imported texture is generated.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterAlphaSource.FromGrayScale"> <summary> <para>Generate Alpha from image gray scale.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterAlphaSource.FromInput"> <summary> <para>Use Alpha from the input texture if one is provided.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterAlphaSource.None"> <summary> <para>No Alpha will be used.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterCompression"> <summary> <para>Select the kind of compression you want for your texture.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCompression.Compressed"> <summary> <para>Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...).</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCompression.CompressedHQ"> <summary> <para>Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...).</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCompression.CompressedLQ"> <summary> <para>Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...).</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCompression.Uncompressed"> <summary> <para>Texture will not be compressed.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterCubemapConvolution"> <summary> <para>Defines Cubemap convolution mode.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCubemapConvolution.Diffuse"> <summary> <para>Diffuse convolution (aka irradiance Cubemap).</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCubemapConvolution.None"> <summary> <para>No convolution needed. This Cubemap texture represents mirror reflection or Skybox.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterCubemapConvolution.Specular"> <summary> <para>Specular convolution (aka Prefiltered Environment Map).</para> </summary> </member> <member name="T:UnityEditor.TextureImporterFormat"> <summary> <para>Imported texture format for TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.Alpha8"> <summary> <para>TextureFormat.Alpha8 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ARGB16"> <summary> <para>TextureFormat.ARGB4444 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ARGB32"> <summary> <para>TextureFormat.ARGB32 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_10x10"> <summary> <para>ASTC compressed RGB texture format, 10x10 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_12x12"> <summary> <para>ASTC compressed RGB texture format, 12x12 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_4x4"> <summary> <para>ASTC compressed RGB texture format, 4x4 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_5x5"> <summary> <para>ASTC compressed RGB texture format, 5x5 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_6x6"> <summary> <para>ASTC compressed RGB texture format, 6x6 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGB_8x8"> <summary> <para>ASTC compressed RGB texture format, 8x8 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_10x10"> <summary> <para>ASTC compressed RGBA texture format, 10x10 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_12x12"> <summary> <para>ASTC compressed RGBA texture format, 12x12 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_4x4"> <summary> <para>ASTC compressed RGBA texture format, 4x4 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_5x5"> <summary> <para>ASTC compressed RGBA texture format, 5x5 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_6x6"> <summary> <para>ASTC compressed RGBA texture format, 6x6 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ASTC_RGBA_8x8"> <summary> <para>ASTC compressed RGBA texture format, 8x8 block size.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ATC_RGB4"> <summary> <para>ATC (Android) 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ATC_RGBA8"> <summary> <para>ATC (Android) 8 bits/pixel compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.Automatic"> <summary> <para>Choose texture format automatically based on the texture parameters.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.Automatic16bit"> <summary> <para>Choose a 16 bit format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.AutomaticCompressed"> <summary> <para>Choose a compressed format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.AutomaticCompressedHDR"> <summary> <para>Choose a compressed HDR format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.AutomaticCrunched"> <summary> <para>Choose a crunched format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.AutomaticHDR"> <summary> <para>Choose an HDR format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.AutomaticTruecolor"> <summary> <para>Choose a Truecolor format automatically.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.BC4"> <summary> <para>TextureFormat.BC4 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.BC5"> <summary> <para>TextureFormat.BC5 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.BC6H"> <summary> <para>TextureFormat.BC6H compressed HDR texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.BC7"> <summary> <para>TextureFormat.BC7 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.DXT1"> <summary> <para>TextureFormat.DXT1 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.DXT1Crunched"> <summary> <para>DXT1 compressed texture format with Crunch compression for small storage sizes.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.DXT5"> <summary> <para>TextureFormat.DXT5 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.DXT5Crunched"> <summary> <para>DXT5 compressed texture format with Crunch compression for small storage sizes.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.EAC_R"> <summary> <para>ETC2EAC compressed 4 bits pixel unsigned R texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.EAC_R_SIGNED"> <summary> <para>ETC2EAC compressed 4 bits pixel signed R texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.EAC_RG"> <summary> <para>ETC2EAC compressed 8 bits pixel unsigned RG texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.EAC_RG_SIGNED"> <summary> <para>ETC2EAC compressed 4 bits pixel signed RG texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ETC_RGB4"> <summary> <para>ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ETC2_RGB4"> <summary> <para>ETC2 compressed 4 bits / pixel RGB texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ETC2_RGB4_PUNCHTHROUGH_ALPHA"> <summary> <para>ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.ETC2_RGBA8"> <summary> <para>ETC2 compressed 8 bits / pixel RGBA texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.PVRTC_RGB2"> <summary> <para>PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.PVRTC_RGB4"> <summary> <para>PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.PVRTC_RGBA2"> <summary> <para>PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.PVRTC_RGBA4"> <summary> <para>PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.RGB16"> <summary> <para>TextureFormat.RGB565 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.RGB24"> <summary> <para>TextureFormat.RGB24 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.RGBA16"> <summary> <para>TextureFormat.RGBA4444 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.RGBA32"> <summary> <para>TextureFormat.RGBA32 texture format.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterFormat.RGBAHalf"> <summary> <para>TextureFormat.RGBAHalf floating point texture format.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterGenerateCubemap"> <summary> <para>Cubemap generation mode for TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterGenerateCubemap.AutoCubemap"> <summary> <para>Automatically determine type of cubemap generation from the source image.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterGenerateCubemap.Cylindrical"> <summary> <para>Generate cubemap from cylindrical texture.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterGenerateCubemap.FullCubemap"> <summary> <para>Generate cubemap from vertical or horizontal cross texture.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterGenerateCubemap.None"> <summary> <para>Do not generate cubemap (default).</para> </summary> </member> <member name="F:UnityEditor.TextureImporterGenerateCubemap.Spheremap"> <summary> <para>Generate cubemap from spheremap texture.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterMipFilter"> <summary> <para>Mip map filter for TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterMipFilter.BoxFilter"> <summary> <para>Box mipmap filter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterMipFilter.KaiserFilter"> <summary> <para>Kaiser mipmap filter.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterNormalFilter"> <summary> <para>Normal map filtering mode for TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNormalFilter.Sobel"> <summary> <para>Sobel normal map filter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNormalFilter.Standard"> <summary> <para>Standard normal map filter.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterNPOTScale"> <summary> <para>Scaling mode for non power of two textures in TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNPOTScale.None"> <summary> <para>Keep non power of two textures as is.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNPOTScale.ToLarger"> <summary> <para>Scale to larger power of two.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNPOTScale.ToNearest"> <summary> <para>Scale to nearest power of two.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterNPOTScale.ToSmaller"> <summary> <para>Scale to smaller power of two.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterPlatformSettings"> <summary> <para>Stores platform specifics settings of a TextureImporter.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.allowsAlphaSplitting"> <summary> <para>Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.compressionQuality"> <summary> <para>Quality of texture compression in the range [0..100].</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.crunchedCompression"> <summary> <para>Use crunch compression when available.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.format"> <summary> <para>Format of imported texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.maxTextureSize"> <summary> <para>Maximum texture size.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.name"> <summary> <para>Name of the build target.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.overridden"> <summary> <para>Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterPlatformSettings.textureCompression"> <summary> <para>Compression of imported texture.</para> </summary> </member> <member name="M:UnityEditor.TextureImporterPlatformSettings.CopyTo(UnityEditor.TextureImporterPlatformSettings)"> <summary> <para>Copy parameters into another TextureImporterPlatformSettings object.</para> </summary> <param name="target">TextureImporterPlatformSettings object to copy settings to.</param> </member> <member name="T:UnityEditor.TextureImporterRGBMMode"> <summary> <para>RGBM encoding mode for HDR textures in TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterRGBMMode.Auto"> <summary> <para>Do RGBM encoding when source data is HDR in TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterRGBMMode.Encoded"> <summary> <para>Source texture is already RGBM encoded in TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterRGBMMode.Off"> <summary> <para>Do not perform RGBM encoding in TextureImporter.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterRGBMMode.On"> <summary> <para>Do RGBM encoding in TextureImporter.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterSettings"> <summary> <para>Stores settings of a TextureImporter.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.alphaIsTransparency"> <summary> <para>If the provided alpha channel is transparency, enable this to dilate the color to avoid filtering artifacts on the edges.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.alphaSource"> <summary> <para>Select how the alpha of the imported texture is generated.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.alphaTestReferenceValue"> <summary> <para>Returns or assigns the alpha test reference value.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.aniso"> <summary> <para>Anisotropic filtering level of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.borderMipmap"> <summary> <para>Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.convertToNormalMap"> <summary> <para>Convert heightmap to normal map?</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.cubemapConvolution"> <summary> <para>Convolution mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.cubemapConvolutionExponent"> <summary> <para>Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.cubemapConvolutionSteps"> <summary> <para>Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.fadeOut"> <summary> <para>Fade out mip levels to gray color?</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.filterMode"> <summary> <para>Filtering mode of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.generateCubemap"> <summary> <para>Cubemap generation mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.grayscaleToAlpha"> <summary> <para>Generate alpha channel from intensity?</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.heightmapScale"> <summary> <para>Amount of bumpyness in the heightmap.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipmapBias"> <summary> <para>Mip map bias of the texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipmapEnabled"> <summary> <para>Generate mip maps for the texture?</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceEnd"> <summary> <para>Mip level where texture is faded out to gray completely.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceStart"> <summary> <para>Mip level where texture begins to fade out to gray.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipmapFilter"> <summary> <para>Mipmap filtering mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.mipMapsPreserveCoverage"> <summary> <para>Enables or disables coverage-preserving alpha MIP mapping.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.normalMapFilter"> <summary> <para>Normal map filtering mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.npotScale"> <summary> <para>Scaling mode for non power of two textures.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.readable"> <summary> <para>Is texture data readable from scripts.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.rgbm"> <summary> <para>RGBM encoding mode for HDR textures in TextureImporter.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spriteAlignment"> <summary> <para>Edge-relative alignment of the sprite graphic.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spriteBorder"> <summary> <para>Border sizes of the generated sprites.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spriteExtrude"> <summary> <para>The number of blank pixels to leave between the edge of the graphic and the mesh.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spriteMode"> <summary> <para>Sprite texture import mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spritePivot"> <summary> <para>Pivot point of the Sprite relative to its graphic's rectangle.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spritePixelsPerUnit"> <summary> <para>The number of pixels in the sprite that correspond to one unit in world space.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spritePixelsToUnits"> <summary> <para>Scale factor between pixels in the sprite graphic and world space units.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.spriteTessellationDetail"> <summary> <para>The tessellation detail to be used for generating the mesh for the associated sprite if the SpriteMode is set to Single. For Multiple sprites, use the SpriteEditor to specify the value per sprite. Valid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.sRGBTexture"> <summary> <para>Is texture storing color data?</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.textureShape"> <summary> <para>Shape of imported texture.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.textureType"> <summary> <para>Which type of texture are we dealing with here.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.wrapMode"> <summary> <para>Texture coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.wrapModeU"> <summary> <para>Texture U coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.wrapModeV"> <summary> <para>Texture V coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEditor.TextureImporterSettings.wrapModeW"> <summary> <para>Texture W coordinate wrapping mode for Texture3D.</para> </summary> </member> <member name="M:UnityEditor.TextureImporterSettings.ApplyTextureType(UnityEditor.TextureImporterType,System.Boolean)"> <summary> <para>Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here.</para> </summary> <param name="type">Texture type. See TextureImporterType.</param> <param name="applyAll">If false, change only specific properties. Exactly which, depends on type.</param> </member> <member name="M:UnityEditor.TextureImporterSettings.CopyTo(UnityEditor.TextureImporterSettings)"> <summary> <para>Copy parameters into another TextureImporterSettings object.</para> </summary> <param name="target">TextureImporterSettings object to copy settings to.</param> </member> <member name="M:UnityEditor.TextureImporterSettings.Equal(UnityEditor.TextureImporterSettings,UnityEditor.TextureImporterSettings)"> <summary> <para>Test texture importer settings for equality.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="T:UnityEditor.TextureImporterShape"> <summary> <para>Select the kind of shape of your texture.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterShape.Texture2D"> <summary> <para>Texture is 2D.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterShape.TextureCube"> <summary> <para>Texture is a Cubemap.</para> </summary> </member> <member name="T:UnityEditor.TextureImporterType"> <summary> <para>Select this to set basic parameters depending on the purpose of your texture.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Cookie"> <summary> <para>This sets up your texture with the basic parameters used for the Cookies of your lights.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Cursor"> <summary> <para>Use this if your texture is going to be used as a cursor.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Default"> <summary> <para>This is the most common setting used for all the textures in general.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.GUI"> <summary> <para>Use this if your texture is going to be used on any HUD/GUI Controls.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Image"> <summary> <para>This is the most common setting used for all the textures in general.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Lightmap"> <summary> <para>This sets up your texture with the parameters used by the lightmap.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.NormalMap"> <summary> <para>Select this to turn the color channels into a format suitable for real-time normal mapping.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.SingleChannel"> <summary> <para>Use this for texture containing a single channel.</para> </summary> </member> <member name="F:UnityEditor.TextureImporterType.Sprite"> <summary> <para>Select this if you will be using your texture for Sprite graphics.</para> </summary> </member> <member name="T:UnityEditor.TizenOSVersion"> <summary> <para>Tizen OS compatibility.</para> </summary> </member> <member name="F:UnityEditor.TizenOSVersion.Version24"> <summary> <para></para> </summary> </member> <member name="T:UnityEditor.TizenShowActivityIndicatorOnLoading"> <summary> <para>Enumerator list of different activity indicators your game can show when loading.</para> </summary> </member> <member name="F:UnityEditor.TizenShowActivityIndicatorOnLoading.DontShow"> <summary> <para>Sets your game not to show any indicator while loading.</para> </summary> </member> <member name="F:UnityEditor.TizenShowActivityIndicatorOnLoading.InversedLarge"> <summary> <para>The loading indicator size is large and rotates counterclockwise.</para> </summary> </member> <member name="F:UnityEditor.TizenShowActivityIndicatorOnLoading.InversedSmall"> <summary> <para>The loading indicator size is small and rotates counterclockwise.</para> </summary> </member> <member name="F:UnityEditor.TizenShowActivityIndicatorOnLoading.Large"> <summary> <para>The loading indicator size is large and rotates clockwise.</para> </summary> </member> <member name="F:UnityEditor.TizenShowActivityIndicatorOnLoading.Small"> <summary> <para>The loading indicator size is small and rotates clockwise.</para> </summary> </member> <member name="T:UnityEditor.Tool"> <summary> <para>Which tool is active in the editor.</para> </summary> </member> <member name="F:UnityEditor.Tool.Move"> <summary> <para>The move tool is active.</para> </summary> </member> <member name="F:UnityEditor.Tool.None"> <summary> <para>No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does).</para> </summary> </member> <member name="F:UnityEditor.Tool.Rect"> <summary> <para>The rect tool is active.</para> </summary> </member> <member name="F:UnityEditor.Tool.Rotate"> <summary> <para>The rotate tool is active.</para> </summary> </member> <member name="F:UnityEditor.Tool.Scale"> <summary> <para>The scale tool is active.</para> </summary> </member> <member name="F:UnityEditor.Tool.View"> <summary> <para>The view tool is active - Use Tools.viewTool to find out which view tool we're talking about.</para> </summary> </member> <member name="T:UnityEditor.Tools"> <summary> <para>Class used to manipulate the tools used in Unity's Scene View.</para> </summary> </member> <member name="P:UnityEditor.Tools.current"> <summary> <para>The tool that is currently selected for the Scene View.</para> </summary> </member> <member name="P:UnityEditor.Tools.handlePosition"> <summary> <para>The position of the tool handle in world space.</para> </summary> </member> <member name="P:UnityEditor.Tools.handleRect"> <summary> <para>The rectangle used for the rect tool.</para> </summary> </member> <member name="P:UnityEditor.Tools.handleRectRotation"> <summary> <para>The rotation of the rect tool handle in world space.</para> </summary> </member> <member name="P:UnityEditor.Tools.handleRotation"> <summary> <para>The rotation of the tool handle in world space.</para> </summary> </member> <member name="P:UnityEditor.Tools.hidden"> <summary> <para>Hides the Tools(Move, Rotate, Resize) on the Scene view.</para> </summary> </member> <member name="P:UnityEditor.Tools.pivotMode"> <summary> <para>Are we in Center or Pivot mode.</para> </summary> </member> <member name="P:UnityEditor.Tools.pivotRotation"> <summary> <para>What's the rotation of the tool handle.</para> </summary> </member> <member name="P:UnityEditor.Tools.rectBlueprintMode"> <summary> <para>Is the rect handle in blueprint mode?</para> </summary> </member> <member name="P:UnityEditor.Tools.viewTool"> <summary> <para>The option that is currently active for the View tool in the Scene view.</para> </summary> </member> <member name="P:UnityEditor.Tools.visibleLayers"> <summary> <para>Which layers are visible in the scene view.</para> </summary> </member> <member name="T:UnityEditor.TransformSort"> <summary> <para>Is the default sorting method used by the hierarchy.</para> </summary> </member> <member name="P:UnityEditor.TransformSort.content"> <summary> <para>Content to visualize the transform sorting method.</para> </summary> </member> <member name="T:UnityEditor.TrueTypeFontImporter"> <summary> <para>AssetImporter for importing Fonts.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.ascentCalculationMode"> <summary> <para>Calculation mode for determining font's ascent.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.characterPadding"> <summary> <para>Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.characterSpacing"> <summary> <para>Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.customCharacters"> <summary> <para>A custom set of characters to be included in the Font Texture.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontNames"> <summary> <para>An array of font names, to be used when includeFontData is set to false.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontReferences"> <summary> <para>References to other fonts to be used looking for fallbacks.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontRenderingMode"> <summary> <para>Font rendering mode to use for this font.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontSize"> <summary> <para>Font size to use for importing the characters.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontTextureCase"> <summary> <para>Use this to adjust which characters should be imported.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.fontTTFName"> <summary> <para>The internal font name of the TTF file.</para> </summary> </member> <member name="P:UnityEditor.TrueTypeFontImporter.includeFontData"> <summary> <para>If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.</para> </summary> </member> <member name="M:UnityEditor.TrueTypeFontImporter.GenerateEditableFont(System.String)"> <summary> <para>Create an editable copy of the font asset at path.</para> </summary> <param name="path"></param> </member> <member name="T:UnityEditor.tvOSSdkVersion"> <summary> <para>Supported tvOS SDK versions.</para> </summary> </member> <member name="F:UnityEditor.tvOSSdkVersion.Device"> <summary> <para>Device SDK.</para> </summary> </member> <member name="F:UnityEditor.tvOSSdkVersion.Simulator"> <summary> <para>Simulator SDK.</para> </summary> </member> <member name="T:UnityEditor.tvOSTargetOSVersion"> <summary> <para>Supported tvOS deployment versions.</para> </summary> </member> <member name="F:UnityEditor.tvOSTargetOSVersion.tvOS_9_0"> <summary> <para>Target tvOS 9.0.</para> </summary> </member> <member name="F:UnityEditor.tvOSTargetOSVersion.tvOS_9_1"> <summary> <para>Target tvOS 9.1.</para> </summary> </member> <member name="F:UnityEditor.tvOSTargetOSVersion.Unknown"> <summary> <para>Unknown tvOS version, managed by user.</para> </summary> </member> <member name="T:UnityEditor.UIOrientation"> <summary> <para>Default mobile device orientation.</para> </summary> </member> <member name="F:UnityEditor.UIOrientation.AutoRotation"> <summary> <para>Auto Rotation Enabled.</para> </summary> </member> <member name="F:UnityEditor.UIOrientation.LandscapeLeft"> <summary> <para>Landscape : counter-clockwise from Portrait.</para> </summary> </member> <member name="F:UnityEditor.UIOrientation.LandscapeRight"> <summary> <para>Landscape: clockwise from Portrait.</para> </summary> </member> <member name="F:UnityEditor.UIOrientation.Portrait"> <summary> <para>Portrait.</para> </summary> </member> <member name="F:UnityEditor.UIOrientation.PortraitUpsideDown"> <summary> <para>Portrait upside down.</para> </summary> </member> <member name="T:UnityEditor.Undo"> <summary> <para>Lets you register undo operations on specific objects you are about to perform changes on.</para> </summary> </member> <member name="F:UnityEditor.Undo.undoRedoPerformed"> <summary> <para>Callback that is triggered after an undo or redo was executed.</para> </summary> </member> <member name="F:UnityEditor.Undo.willFlushUndoRecord"> <summary> <para>Invoked before the Undo system performs a flush.</para> </summary> </member> <member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject,System.Type)"> <summary> <para>Adds a component to the game object and registers an undo operation for this action.</para> </summary> <param name="gameObject">The game object you want to add the component to.</param> <param name="type">The type of component you want to add.</param> <returns> <para>The newly added component.</para> </returns> </member> <member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject)"> <summary> <para>Generic version.</para> </summary> <param name="gameObject">The game object you want to add the component to.</param> <returns> <para>The newly added component.</para> </returns> </member> <member name="M:UnityEditor.Undo.ClearUndo(UnityEngine.Object)"> <summary> <para>Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack.</para> </summary> <param name="identifier"></param> </member> <member name="M:UnityEditor.Undo.CollapseUndoOperations(System.Int32)"> <summary> <para>Collapses all undo operation up to group index together into one step.</para> </summary> <param name="groupIndex"></param> </member> <member name="M:UnityEditor.Undo.DestroyObjectImmediate(UnityEngine.Object)"> <summary> <para>Destroys the object and records an undo operation so that it can be recreated.</para> </summary> <param name="objectToUndo">The object that will be destroyed.</param> </member> <member name="M:UnityEditor.Undo.FlushUndoRecordObjects"> <summary> <para>Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action.</para> </summary> </member> <member name="M:UnityEditor.Undo.GetCurrentGroup"> <summary> <para>Unity automatically groups undo operations by the current group index.</para> </summary> </member> <member name="M:UnityEditor.Undo.GetCurrentGroupName"> <summary> <para>Get the name that will be shown in the UI for the current undo group.</para> </summary> <returns> <para>Name of the current group or an empty string if the current group is empty.</para> </returns> </member> <member name="M:UnityEditor.Undo.IncrementCurrentGroup"> <summary> <para>Unity automatically groups undo operations by the current group index.</para> </summary> </member> <member name="M:UnityEditor.Undo.MoveGameObjectToScene(UnityEngine.GameObject,UnityEngine.SceneManagement.Scene,System.String)"> <summary> <para>Move a GameObject from its current scene to a new scene. It is required that the GameObject is at the root of its current scene.</para> </summary> <param name="go">GameObject to move.</param> <param name="scene">Scene to move the GameObject into.</param> <param name="name">Name of the undo action.</param> </member> <member name="M:UnityEditor.Undo.PerformRedo"> <summary> <para>Perform an Redo operation.</para> </summary> </member> <member name="M:UnityEditor.Undo.PerformUndo"> <summary> <para>Perform an Undo operation.</para> </summary> </member> <member name="M:UnityEditor.Undo.RecordObject(UnityEngine.Object,System.String)"> <summary> <para>Records any changes done on the object after the RecordObject function.</para> </summary> <param name="objectToUndo">The reference to the object that you will be modifying.</param> <param name="name">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param> </member> <member name="M:UnityEditor.Undo.RecordObjects(UnityEngine.Object[],System.String)"> <summary> <para>Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times.</para> </summary> <param name="objectsToUndo"></param> <param name="name"></param> </member> <member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object,System.String)"> <summary> <para>Stores a copy of the object states on the undo stack.</para> </summary> <param name="objectToUndo">The object whose state changes need to be undone.</param> <param name="name">The name of the undo operation.</param> </member> <member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object[],System.String)"> <summary> <para>This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one.</para> </summary> <param name="objectsToUndo">An array of objects whose state changes need to be undone.</param> <param name="name">The name of the undo operation.</param> </member> <member name="M:UnityEditor.Undo.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)"> <summary> <para>Register an undo operations for a newly created object.</para> </summary> <param name="objectToUndo">The object that was created.</param> <param name="name">The name of the action to undo. Think "Undo ...." in the main menu.</param> </member> <member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object,System.String)"> <summary> <para>Copy the states of a hierarchy of objects onto the undo stack.</para> </summary> <param name="objectToUndo">The object used to determine a hierarchy of objects whose state changes need to be undone.</param> <param name="name">The name of the undo operation.</param> </member> <member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object)"> <summary> <para>This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead.</para> </summary> <param name="objectToUndo"></param> </member> <member name="M:UnityEditor.Undo.RevertAllDownToGroup(System.Int32)"> <summary> <para>Performs all undo operations up to the group index without storing a redo operation in the process.</para> </summary> <param name="group"></param> </member> <member name="M:UnityEditor.Undo.RevertAllInCurrentGroup"> <summary> <para>Performs the last undo operation but does not record a redo operation.</para> </summary> </member> <member name="M:UnityEditor.Undo.SetCurrentGroupName(System.String)"> <summary> <para>Set the name of the current undo group.</para> </summary> <param name="name">New name of the current undo group.</param> </member> <member name="M:UnityEditor.Undo.SetTransformParent(UnityEngine.Transform,UnityEngine.Transform,System.String)"> <summary> <para>Sets the parent of transform to the new parent and records an undo operation.</para> </summary> <param name="transform"></param> <param name="newParent"></param> <param name="name"></param> </member> <member name="T:UnityEditor.Undo.UndoRedoCallback"> <summary> <para>Delegate used for undoRedoPerformed.</para> </summary> </member> <member name="T:UnityEditor.Undo.WillFlushUndoRecord"> <summary> <para>Delegate used for willFlushUndoRecord.</para> </summary> </member> <member name="T:UnityEditor.UndoPropertyModification"> <summary> <para>See Also: Undo.postprocessModifications.</para> </summary> </member> <member name="T:UnityEditor.UnwrapParam"> <summary> <para>Unwrapping settings.</para> </summary> </member> <member name="F:UnityEditor.UnwrapParam.angleError"> <summary> <para>Maximum allowed angle distortion (0..1).</para> </summary> </member> <member name="F:UnityEditor.UnwrapParam.areaError"> <summary> <para>Maximum allowed area distortion (0..1).</para> </summary> </member> <member name="F:UnityEditor.UnwrapParam.hardAngle"> <summary> <para>This angle (in degrees) or greater between triangles will cause seam to be created.</para> </summary> </member> <member name="F:UnityEditor.UnwrapParam.packMargin"> <summary> <para>How much uv-islands will be padded.</para> </summary> </member> <member name="M:UnityEditor.UnwrapParam.SetDefaults(UnityEditor.UnwrapParam&amp;)"> <summary> <para>Will set default values for params.</para> </summary> <param name="param"></param> </member> <member name="T:UnityEditor.Unwrapping"> <summary> <para>This class holds everything you may need in regard to uv-unwrapping.</para> </summary> </member> <member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh)"> <summary> <para>Will generate per-triangle uv (3 UVs for each triangle) with default settings.</para> </summary> <param name="src">The source mesh to generate UVs for.</param> <returns> <para>The list of UVs generated.</para> </returns> </member> <member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh,UnityEditor.UnwrapParam)"> <summary> <para>Will generate per-triangle uv (3 UVs for each triangle) with provided settings.</para> </summary> <param name="src">The source mesh to generate UVs for.</param> <param name="settings">Allows you to specify custom parameters to control the unwrapping.</param> <returns> <para>The list of UVs generated.</para> </returns> </member> <member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh)"> <summary> <para>Will auto generate uv2 with default settings for provided mesh, and fill them in.</para> </summary> <param name="src"></param> </member> <member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh,UnityEditor.UnwrapParam)"> <summary> <para>Will auto generate uv2 with provided settings for provided mesh, and fill them in.</para> </summary> <param name="src"></param> <param name="settings"></param> </member> <member name="T:UnityEditor.VersionControl.Asset"> <summary> <para>This class containes information about the version control state of an asset.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.fullName"> <summary> <para>Gets the full name of the asset including extension.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.isFolder"> <summary> <para>Returns true if the asset is a folder.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.isInCurrentProject"> <summary> <para>Returns true if the assets is in the current project.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.isMeta"> <summary> <para>Returns true if the instance of the Asset class actually refers to a .meta file.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.locked"> <summary> <para>Returns true if the asset is locked by the version control system.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.name"> <summary> <para>Get the name of the asset.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.path"> <summary> <para>Gets the path of the asset.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.readOnly"> <summary> <para>Returns true is the asset is read only.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Asset.state"> <summary> <para>Gets the version control state of the asset.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Asset.Edit"> <summary> <para>Opens the assets in an associated editor.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Asset.IsOneOfStates(UnityEditor.VersionControl.Asset/States[])"> <summary> <para>Returns true if the version control state of the assets is one of the input states.</para> </summary> <param name="states">Array of states to test for.</param> </member> <member name="M:UnityEditor.VersionControl.Asset.IsState(UnityEditor.VersionControl.Asset/States)"> <summary> <para>Returns true if the version control state of the asset exactly matches the input state.</para> </summary> <param name="state">State to check for.</param> </member> <member name="M:UnityEditor.VersionControl.Asset.Load"> <summary> <para>Loads the asset to memory.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Asset.States"> <summary> <para>Describes the various version control states an asset can have.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.AddedLocal"> <summary> <para>The was locally added to version control.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.AddedRemote"> <summary> <para>Remotely this asset was added to version control.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.CheckedOutLocal"> <summary> <para>The asset has been checked out on the local machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.CheckedOutRemote"> <summary> <para>The asset has been checked out on a remote machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.Conflicted"> <summary> <para>There is a conflict with the asset that needs to be resolved.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.DeletedLocal"> <summary> <para>The asset has been deleted locally.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.DeletedRemote"> <summary> <para>The asset has been deleted on a remote machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.Local"> <summary> <para>The asset is not under version control.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.LockedLocal"> <summary> <para>The asset is locked by the local machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.LockedRemote"> <summary> <para>The asset is locked by a remote machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.MetaFile"> <summary> <para>This instance of the class actaully refers to a .meta file.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.Missing"> <summary> <para>The asset exists in version control but is missing on the local machine.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.None"> <summary> <para>The version control state is unknown.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.OutOfSync"> <summary> <para>A newer version of the asset is available on the version control server.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.ReadOnly"> <summary> <para>The asset is read only.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.Synced"> <summary> <para>The asset is up to date.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Asset.States.Updating"> <summary> <para>The state of the asset is currently being queried from the version control server.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.AssetList"> <summary> <para>A list of version control information about assets.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.AssetList.Filter(System.Boolean,UnityEditor.VersionControl.Asset/States[])"> <summary> <para>Based on the current list and the states a new list is returned which only contains the assets with the requested states.</para> </summary> <param name="includeFolder">Whether or not folders should be included.</param> <param name="states">Which states to filter by.</param> </member> <member name="M:UnityEditor.VersionControl.AssetList.FilterChildren"> <summary> <para>Create an optimised list of assets by removing children of folders in the same list.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.AssetList.FilterCount(System.Boolean,UnityEditor.VersionControl.Asset/States[])"> <summary> <para>Count the list of assets by given a set of states.</para> </summary> <param name="includeFolder">Whether or not to include folders.</param> <param name="states">Which states to include in the count.</param> </member> <member name="T:UnityEditor.VersionControl.ChangeSet"> <summary> <para>Wrapper around a changeset description and ID.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.ChangeSet.defaultID"> <summary> <para>The ID of the default changeset.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ChangeSet.description"> <summary> <para>Description of a changeset.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ChangeSet.id"> <summary> <para>Version control specific ID of a changeset.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.ChangeSets"> <summary> <para>Simply a list of changetsets.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.CheckoutMode"> <summary> <para>What to checkout when starting the Checkout task through the version control Provider.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CheckoutMode.Asset"> <summary> <para>Checkout the asset only.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CheckoutMode.Both"> <summary> <para>Checkout both asset and .meta file.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CheckoutMode.Exact"> <summary> <para>Checkout.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CheckoutMode.Meta"> <summary> <para>Checkout .meta file only.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.CompletionAction"> <summary> <para>Different actions a version control task can do upon completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnAddedChangeWindow"> <summary> <para>Refresh windows upon task completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnChangeContentsPendingWindow"> <summary> <para>Update the content of a pending changeset with the result of the task upon completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnChangeSetsPendingWindow"> <summary> <para>Update the pending changesets with the result of the task upon completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnCheckoutCompleted"> <summary> <para>Show or update the checkout failure window.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnGotLatestPendingWindow"> <summary> <para>Refreshes the incoming and pensing changes window upon task completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnIncomingPendingWindow"> <summary> <para>Update incoming changes window with the result of the task upon completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.OnSubmittedChangeWindow"> <summary> <para>Refresh the submit window with the result of the task upon completion.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.CompletionAction.UpdatePendingWindow"> <summary> <para>Update the list of pending changes when a task completes.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.ConfigField"> <summary> <para>This class describes the.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ConfigField.description"> <summary> <para>Descrition of the configuration field.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ConfigField.isPassword"> <summary> <para>This is true if the configuration field is a password field.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ConfigField.isRequired"> <summary> <para>This is true if the configuration field is required for the version control plugin to function correctly.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ConfigField.label"> <summary> <para>Label that is displayed next to the configuration field in the editor.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.ConfigField.name"> <summary> <para>Name of the configuration field.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.FileMode"> <summary> <para>Mode of the file.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.FileMode.Binary"> <summary> <para>Binary file.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.FileMode.None"> <summary> <para>No mode set.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.FileMode.Text"> <summary> <para>Text file.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.MergeMethod"> <summary> <para>Which method to use when merging.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.MergeMethod.MergeAll"> <summary> <para>Merge all changes.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.MergeMethod.MergeNonConflicting"> <summary> <para>Merge non-conflicting changes.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.MergeMethod.MergeNone"> <summary> <para>Don't merge any changes.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Message"> <summary> <para>Messages from the version control system.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Message.message"> <summary> <para>The message text.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Message.severity"> <summary> <para>The severity of the message.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Message.Severity"> <summary> <para>Severity of a version control message.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Message.Severity.Error"> <summary> <para>Error message.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Message.Severity.Info"> <summary> <para>Informational message.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Message.Severity.Verbose"> <summary> <para>Verbose message.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.Message.Severity.Warning"> <summary> <para>Warning message.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Message.Show"> <summary> <para>Write the message to the console.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.OnlineState"> <summary> <para>Represent the connection state of the version control provider.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.OnlineState.Offline"> <summary> <para>Connection to the version control server could not be established.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.OnlineState.Online"> <summary> <para>Connection to the version control server has been established.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.OnlineState.Updating"> <summary> <para>The version control provider is currently trying to connect to the version control server.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Plugin"> <summary> <para>The plugin class describes a version control plugin and which configuratin options it has.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Plugin.configFields"> <summary> <para>Configuration fields of the plugin.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Provider"> <summary> <para>This class provides acces to the version control API.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.activeTask"> <summary> <para>Gets the currently executing task.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.enabled"> <summary> <para>Returns true if the version control provider is enabled and a valid Unity Pro License was found.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.isActive"> <summary> <para>Returns true if a version control plugin has been selected and configured correctly.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.offlineReason"> <summary> <para>Returns the reason for the version control provider being offline (if it is offline).</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.onlineState"> <summary> <para>Returns the OnlineState of the version control provider.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Provider.requiresNetwork"> <summary> <para>This is true if a network connection is required by the currently selected version control plugin to perform any action.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.Add(UnityEditor.VersionControl.AssetList,System.Boolean)"> <summary> <para>Adds an assets or list of assets to version control.</para> </summary> <param name="assets">List of assets to add to version control system.</param> <param name="recursive">Set this true if adding should be done recursively into subfolders.</param> <param name="asset">Single asset to add to version control system.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Add(UnityEditor.VersionControl.Asset,System.Boolean)"> <summary> <para>Adds an assets or list of assets to version control.</para> </summary> <param name="assets">List of assets to add to version control system.</param> <param name="recursive">Set this true if adding should be done recursively into subfolders.</param> <param name="asset">Single asset to add to version control system.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.AddIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Given a list of assets this function returns true if Add is a valid task to perform.</para> </summary> <param name="assets">List of assets to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetDescription(UnityEditor.VersionControl.ChangeSet)"> <summary> <para>Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset.</para> </summary> <param name="changeset">Changeset to query description of.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetMove(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.ChangeSet)"> <summary> <para>Move an asset or list of assets from their current changeset to a new changeset.</para> </summary> <param name="assets">List of asset to move to changeset.</param> <param name="changeset">Changeset to move asset to.</param> <param name="asset">Asset to move to changeset.</param> <param name="changesetID">ChangesetID to move asset to.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetMove(UnityEditor.VersionControl.Asset,UnityEditor.VersionControl.ChangeSet)"> <summary> <para>Move an asset or list of assets from their current changeset to a new changeset.</para> </summary> <param name="assets">List of asset to move to changeset.</param> <param name="changeset">Changeset to move asset to.</param> <param name="asset">Asset to move to changeset.</param> <param name="changesetID">ChangesetID to move asset to.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetMove(UnityEditor.VersionControl.AssetList,System.String)"> <summary> <para>Move an asset or list of assets from their current changeset to a new changeset.</para> </summary> <param name="assets">List of asset to move to changeset.</param> <param name="changeset">Changeset to move asset to.</param> <param name="asset">Asset to move to changeset.</param> <param name="changesetID">ChangesetID to move asset to.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetMove(UnityEditor.VersionControl.Asset,System.String)"> <summary> <para>Move an asset or list of assets from their current changeset to a new changeset.</para> </summary> <param name="assets">List of asset to move to changeset.</param> <param name="changeset">Changeset to move asset to.</param> <param name="asset">Asset to move to changeset.</param> <param name="changesetID">ChangesetID to move asset to.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSets"> <summary> <para>Get a list of pending changesets owned by the current user.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetStatus(UnityEditor.VersionControl.ChangeSet)"> <summary> <para>Retrieves the list of assets belonging to a changeset.</para> </summary> <param name="changeset">Changeset to query for assets.</param> <param name="changesetID">ChangesetID to query for assets.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ChangeSetStatus(System.String)"> <summary> <para>Retrieves the list of assets belonging to a changeset.</para> </summary> <param name="changeset">Changeset to query for assets.</param> <param name="changesetID">ChangesetID to query for assets.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(System.String[],UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(UnityEngine.Object[],UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(UnityEditor.VersionControl.Asset,UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(System.String,UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Checkout(UnityEngine.Object,UnityEditor.VersionControl.CheckoutMode)"> <summary> <para>Checkout an asset or list of asset from the version control system.</para> </summary> <param name="assets">List of assets to checkout.</param> <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param> <param name="asset">Asset to checkout.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.CheckoutIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Given an asset or a list of assets this function returns true if Checkout is a valid task to perform.</para> </summary> <param name="assets">List of assets.</param> <param name="asset">Single asset.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.CheckoutIsValid(UnityEditor.VersionControl.Asset)"> <summary> <para>Given an asset or a list of assets this function returns true if Checkout is a valid task to perform.</para> </summary> <param name="assets">List of assets.</param> <param name="asset">Single asset.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ClearCache"> <summary> <para>This will invalidate the cached state information for all assets.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.Delete(System.String)"> <summary> <para>This will statt a task for deleting an asset or assets both from disk and from version control system.</para> </summary> <param name="assetProjectPath">Project path of asset.</param> <param name="assets">List of assets to delete.</param> <param name="asset">Asset to delete.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Delete(UnityEditor.VersionControl.AssetList)"> <summary> <para>This will statt a task for deleting an asset or assets both from disk and from version control system.</para> </summary> <param name="assetProjectPath">Project path of asset.</param> <param name="assets">List of assets to delete.</param> <param name="asset">Asset to delete.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Delete(UnityEditor.VersionControl.Asset)"> <summary> <para>This will statt a task for deleting an asset or assets both from disk and from version control system.</para> </summary> <param name="assetProjectPath">Project path of asset.</param> <param name="assets">List of assets to delete.</param> <param name="asset">Asset to delete.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.DeleteChangeSets(UnityEditor.VersionControl.ChangeSets)"> <summary> <para>Starts a task that will attempt to delete the given changeset.</para> </summary> <param name="changesets">List of changetsets.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.DeleteChangeSetsIsValid(UnityEditor.VersionControl.ChangeSets)"> <summary> <para>Test if deleting a changeset is a valid task to perform.</para> </summary> <param name="changesets">Changeset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.DiffHead(UnityEditor.VersionControl.AssetList,System.Boolean)"> <summary> <para>Starts a task for showing a diff of the given assest versus their head revision.</para> </summary> <param name="assets">List of assets.</param> <param name="includingMetaFiles">Whether or not to include .meta.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.DiffIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Return true is starting a Diff task is a valid operation.</para> </summary> <param name="assets">List of assets.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetActiveConfigFields"> <summary> <para>Returns the configuration fields for the currently active version control plugin.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.GetActivePlugin"> <summary> <para>Gets the currently user selected verson control plugin.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.GetAssetByGUID(System.String)"> <summary> <para>Returns version control information about an asset.</para> </summary> <param name="guid">GUID of asset.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetAssetByPath(System.String)"> <summary> <para>Returns version control information about an asset.</para> </summary> <param name="unityPath">Path to asset.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetAssetListFromSelection"> <summary> <para>Return version control information about the currently selected assets.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.GetLatest(UnityEditor.VersionControl.AssetList)"> <summary> <para>Start a task for getting the latest version of an asset from the version control server.</para> </summary> <param name="assets">List of assets to update.</param> <param name="asset">Asset to update.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetLatest(UnityEditor.VersionControl.Asset)"> <summary> <para>Start a task for getting the latest version of an asset from the version control server.</para> </summary> <param name="assets">List of assets to update.</param> <param name="asset">Asset to update.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetLatestIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Returns true if getting the latest version of an asset is a valid operation.</para> </summary> <param name="assets">List of assets to test.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.GetLatestIsValid(UnityEditor.VersionControl.Asset)"> <summary> <para>Returns true if getting the latest version of an asset is a valid operation.</para> </summary> <param name="assets">List of assets to test.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Incoming"> <summary> <para>Start a task for quering the version control server for incoming changes.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Provider.IncomingChangeSetAssets(UnityEditor.VersionControl.ChangeSet)"> <summary> <para>Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset.</para> </summary> <param name="changeset">Incoming changeset.</param> <param name="changesetID">Incoming changesetid.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.IncomingChangeSetAssets(System.String)"> <summary> <para>Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset.</para> </summary> <param name="changeset">Incoming changeset.</param> <param name="changesetID">Incoming changesetid.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.IsOpenForEdit(UnityEditor.VersionControl.Asset)"> <summary> <para>Returns true if an asset can be edited.</para> </summary> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Lock(UnityEditor.VersionControl.AssetList,System.Boolean)"> <summary> <para>Attempt to lock an asset for exclusive editing.</para> </summary> <param name="assets">List of assets to lock/unlock.</param> <param name="locked">True to lock assets, false to unlock assets.</param> <param name="asset">Asset to lock/unlock.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Lock(UnityEditor.VersionControl.Asset,System.Boolean)"> <summary> <para>Attempt to lock an asset for exclusive editing.</para> </summary> <param name="assets">List of assets to lock/unlock.</param> <param name="locked">True to lock assets, false to unlock assets.</param> <param name="asset">Asset to lock/unlock.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.LockIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Return true if the task can be executed.</para> </summary> <param name="assets">List of assets to test.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.LockIsValid(UnityEditor.VersionControl.Asset)"> <summary> <para>Return true if the task can be executed.</para> </summary> <param name="assets">List of assets to test.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Merge(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.MergeMethod)"> <summary> <para>This method will initiate a merge task handle merging of the conflicting assets.</para> </summary> <param name="assets">The list of conflicting assets to be merged.</param> <param name="method">How to merge the assets.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Move(System.String,System.String)"> <summary> <para>Uses the version control plugin to move an asset from one path to another.</para> </summary> <param name="from">Path to source asset.</param> <param name="to">Path to destination.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Resolve(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.ResolveMethod)"> <summary> <para>Start a task that will resolve conflicting assets in version control.</para> </summary> <param name="assets">The list of asset to mark as resolved.</param> <param name="resolveMethod">How the assets should be resolved.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.ResolveIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Tests if any of the assets in the list is resolvable.</para> </summary> <param name="assets">The list of asset to be resolved.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Revert(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.RevertMode)"> <summary> <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> </summary> <param name="assets">The list of assets to be reverted.</param> <param name="mode">How to revert the assets.</param> <param name="asset">The asset to be reverted.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Revert(UnityEditor.VersionControl.Asset,UnityEditor.VersionControl.RevertMode)"> <summary> <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> </summary> <param name="assets">The list of assets to be reverted.</param> <param name="mode">How to revert the assets.</param> <param name="asset">The asset to be reverted.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.RevertIsValid(UnityEditor.VersionControl.AssetList,UnityEditor.VersionControl.RevertMode)"> <summary> <para>Return true if Revert is a valid task to perform.</para> </summary> <param name="assets">List of assets to test.</param> <param name="mode">Revert mode to test for.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.RevertIsValid(UnityEditor.VersionControl.Asset,UnityEditor.VersionControl.RevertMode)"> <summary> <para>Return true if Revert is a valid task to perform.</para> </summary> <param name="assets">List of assets to test.</param> <param name="mode">Revert mode to test for.</param> <param name="asset">Asset to test.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(UnityEditor.VersionControl.AssetList)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(UnityEditor.VersionControl.Asset)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(UnityEditor.VersionControl.AssetList,System.Boolean)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(UnityEditor.VersionControl.Asset,System.Boolean)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(System.String[])"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(System.String[],System.Boolean)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(System.String)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Status(System.String,System.Boolean)"> <summary> <para>Start a task that will fetch the most recent status from revision control system.</para> </summary> <param name="assets">The assets fetch new state for.</param> <param name="asset">The asset path to fetch new state for.</param> <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.Submit(UnityEditor.VersionControl.ChangeSet,UnityEditor.VersionControl.AssetList,System.String,System.Boolean)"> <summary> <para>Start a task that submits the assets to version control.</para> </summary> <param name="changeset">The changeset to submit.</param> <param name="list">The list of assets to submit.</param> <param name="description">The description of the changeset.</param> <param name="saveOnly">If true then only save the changeset to be submitted later.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.SubmitIsValid(UnityEditor.VersionControl.ChangeSet,UnityEditor.VersionControl.AssetList)"> <summary> <para>Returns true if submitting the assets is a valid operation.</para> </summary> <param name="changeset">The changeset to submit.</param> <param name="assets">The asset to submit.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.UnlockIsValid(UnityEditor.VersionControl.AssetList)"> <summary> <para>Returns true if locking the assets is a valid operation.</para> </summary> <param name="assets">The assets to lock.</param> <param name="asset">The asset to lock.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.UnlockIsValid(UnityEditor.VersionControl.Asset)"> <summary> <para>Returns true if locking the assets is a valid operation.</para> </summary> <param name="assets">The assets to lock.</param> <param name="asset">The asset to lock.</param> </member> <member name="M:UnityEditor.VersionControl.Provider.UpdateSettings"> <summary> <para>Start a task that sends the version control settings to the version control system.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.ResolveMethod"> <summary> <para>How assets should be resolved.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.ResolveMethod.UseMerged"> <summary> <para>Use merged version.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.ResolveMethod.UseMine"> <summary> <para>Use "mine" (local version).</para> </summary> </member> <member name="F:UnityEditor.VersionControl.ResolveMethod.UseTheirs"> <summary> <para>Use "theirs" (other/remote version).</para> </summary> </member> <member name="T:UnityEditor.VersionControl.RevertMode"> <summary> <para>Defines the behaviour of the version control revert methods.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.RevertMode.KeepModifications"> <summary> <para>Revert files but keep locally changed ones.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.RevertMode.Normal"> <summary> <para>Use the version control regular revert approach.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.RevertMode.Unchanged"> <summary> <para>Revert only unchanged files.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.SubmitResult"> <summary> <para>The status of an operation returned by the VCS.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.SubmitResult.ConflictingFiles"> <summary> <para>Files conflicted.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.SubmitResult.Error"> <summary> <para>An error was returned.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.SubmitResult.OK"> <summary> <para>Submission worked.</para> </summary> </member> <member name="F:UnityEditor.VersionControl.SubmitResult.UnaddedFiles"> <summary> <para>Files were unable to be added.</para> </summary> </member> <member name="T:UnityEditor.VersionControl.Task"> <summary> <para>A UnityEditor.VersionControl.Task is created almost everytime UnityEditor.VersionControl.Provider is ask to perform an action.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.assetList"> <summary> <para>The result of some types of tasks.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.changeSets"> <summary> <para>List of changesets returned by some tasks.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.description"> <summary> <para>A short description of the current task.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.messages"> <summary> <para>May contain messages from the version control plugins.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.progressPct"> <summary> <para>Progress of current task in precent.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.resultCode"> <summary> <para>Some task return result codes, these are stored here.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.secondsSpent"> <summary> <para>Total time spent in task since the task was started.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.success"> <summary> <para>Get whether or not the task was completed succesfully.</para> </summary> </member> <member name="P:UnityEditor.VersionControl.Task.text"> <summary> <para>Will contain the result of the Provider.ChangeSetDescription task.</para> </summary> </member> <member name="M:UnityEditor.VersionControl.Task.SetCompletionAction(UnityEditor.VersionControl.CompletionAction)"> <summary> <para>Upon completion of a task a completion task will be performed if it is set.</para> </summary> <param name="action">Which completion action to perform.</param> </member> <member name="M:UnityEditor.VersionControl.Task.Wait"> <summary> <para>A blocking wait for the task to complete.</para> </summary> </member> <member name="T:UnityEditor.VertexChannelCompressionFlags"> <summary> <para>This enum is used to build a bitmask for controlling per-channel vertex compression.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kColor"> <summary> <para>Vertex color.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kNormal"> <summary> <para>Vertex normal.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kPosition"> <summary> <para>Position.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kTangent"> <summary> <para>Tangent.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kUV0"> <summary> <para>Texture coordinate channel 0. Usually used for Albedo texture.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kUV1"> <summary> <para>Texture coordinate channel 1. Usually used for baked lightmap.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kUV2"> <summary> <para>Texture coordinate channel 2. Usually used for realtime GI.</para> </summary> </member> <member name="F:UnityEditor.VertexChannelCompressionFlags.kUV3"> <summary> <para>Texture coordinate channel 3.</para> </summary> </member> <member name="T:UnityEditor.VideoBitrateMode"> <summary> <para>Bit rate after the clip is transcoded.</para> </summary> </member> <member name="F:UnityEditor.VideoBitrateMode.High"> <summary> <para>High value, possibly exceeding typical internet connection capabilities.</para> </summary> </member> <member name="F:UnityEditor.VideoBitrateMode.Low"> <summary> <para>Low value, safe for slower internet connections or clips where visual quality is not critical.</para> </summary> </member> <member name="F:UnityEditor.VideoBitrateMode.Medium"> <summary> <para>Typical bit rate supported by internet connections.</para> </summary> </member> <member name="T:UnityEditor.VideoClipImporter"> <summary> <para>VideoClipImporter lets you modify Video.VideoClip import settings from Editor scripts.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.defaultTargetSettings"> <summary> <para>Default values for the platform-specific import settings.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.deinterlaceMode"> <summary> <para>Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.flipHorizontal"> <summary> <para>Apply a horizontal flip during import.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.flipVertical"> <summary> <para>Apply a vertical flip during import.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.frameCount"> <summary> <para>Number of frames in the clip.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.frameRate"> <summary> <para>Frame rate of the clip.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.importAudio"> <summary> <para>Import audio tracks from source file.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.isPlayingPreview"> <summary> <para>Whether the preview is currently playing.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.keepAlpha"> <summary> <para>Whether to keep the alpha from the source into the transcoded clip.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.linearColor"> <summary> <para>Used in legacy import mode. Same as MovieImport.linearTexture.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.outputFileSize"> <summary> <para>Size in bytes of the file once imported.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.quality"> <summary> <para>Used in legacy import mode. Same as MovieImport.quality.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.sourceAudioTrackCount"> <summary> <para>Number of audio tracks in the source file.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.sourceFileSize"> <summary> <para>Size in bytes of the file before importing.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.sourceHasAlpha"> <summary> <para>True if the source file has a channel for per-pixel transparency.</para> </summary> </member> <member name="P:UnityEditor.VideoClipImporter.useLegacyImporter"> <summary> <para>Whether to import a MovieTexture (legacy) or a VideoClip.</para> </summary> </member> <member name="M:UnityEditor.VideoClipImporter.ClearTargetSettings(System.String)"> <summary> <para>Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings.</para> </summary> <param name="platform">Platform name.</param> </member> <member name="M:UnityEditor.VideoClipImporter.GetPreviewTexture"> <summary> <para>Returns a texture with the transcoded clip's current frame. Returns frame 0 when not playing, and frame at current time when playing.</para> </summary> <returns> <para>Texture containing the current frame.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetResizeHeight(UnityEditor.VideoResizeMode)"> <summary> <para>Get the resulting height of the resize operation for the specified resize mode.</para> </summary> <param name="mode">Mode for which the height is queried.</param> <returns> <para>Height for the specified resize mode.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetResizeModeName(UnityEditor.VideoResizeMode)"> <summary> <para>Get the full name of the resize operation for the specified resize mode.</para> </summary> <param name="mode">Mode for which the width is queried.</param> <returns> <para>Name for the specified resize mode.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetResizeWidth(UnityEditor.VideoResizeMode)"> <summary> <para>Get the resulting width of the resize operation for the specified resize mode.</para> </summary> <param name="mode">Mode for which the width is queried.</param> <returns> <para>Width for the specified resize mode.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetSourceAudioChannelCount(System.UInt16)"> <summary> <para>Number of audio channels in the specified source track.</para> </summary> <param name="audioTrackIdx">Index of the audio track to query.</param> <returns> <para>Number of channels.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetSourceAudioSampleRate(System.UInt16)"> <summary> <para>Sample rate of the specified audio track.</para> </summary> <param name="audioTrackIdx">Index of the audio track to query.</param> <returns> <para>Sample rate in Hertz.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.GetTargetSettings(System.String)"> <summary> <para>Returns the platform-specific import settings for the specified platform.</para> </summary> <param name="platform">Platform name.</param> <returns> <para>The platform-specific import settings. Throws an exception if the platform is unknown.</para> </returns> </member> <member name="M:UnityEditor.VideoClipImporter.PlayPreview"> <summary> <para>Starts preview playback.</para> </summary> </member> <member name="M:UnityEditor.VideoClipImporter.SetTargetSettings(System.String,UnityEditor.VideoImporterTargetSettings)"> <summary> <para>Sets the platform-specific import settings for the specified platform.</para> </summary> <param name="platform">Platform name.</param> <param name="settings">The new platform-specific import settings.</param> </member> <member name="M:UnityEditor.VideoClipImporter.StopPreview"> <summary> <para>Stops preview playback.</para> </summary> </member> <member name="T:UnityEditor.VideoCodec"> <summary> <para>Video codec to use when importing video clips.</para> </summary> </member> <member name="F:UnityEditor.VideoCodec.Auto"> <summary> <para>Choose the codec that supports hardware decoding on the target platform.</para> </summary> </member> <member name="F:UnityEditor.VideoCodec.H264"> <summary> <para>Encode video with the H.264 codec.</para> </summary> </member> <member name="F:UnityEditor.VideoCodec.VP8"> <summary> <para>Encode video using the vp8 codec.</para> </summary> </member> <member name="T:UnityEditor.VideoDeinterlaceMode"> <summary> <para>Describes how the fields in the image, if any, should be interpreted.</para> </summary> </member> <member name="F:UnityEditor.VideoDeinterlaceMode.Even"> <summary> <para>First field is in the even lines.</para> </summary> </member> <member name="F:UnityEditor.VideoDeinterlaceMode.Odd"> <summary> <para>First field is in the odd lines.</para> </summary> </member> <member name="F:UnityEditor.VideoDeinterlaceMode.Off"> <summary> <para>Clip is not interlaced.</para> </summary> </member> <member name="T:UnityEditor.VideoEncodeAspectRatio"> <summary> <para>Methods to compensate for aspect ratio discrepancies between the source resolution and the wanted encoding size.</para> </summary> </member> <member name="F:UnityEditor.VideoEncodeAspectRatio.NoScaling"> <summary> <para>Perform no operation.</para> </summary> </member> <member name="F:UnityEditor.VideoEncodeAspectRatio.Stretch"> <summary> <para>Stretch the source to fill the target resolution without preserving the aspect ratio.</para> </summary> </member> <member name="T:UnityEditor.VideoImporterTargetSettings"> <summary> <para>Importer settings that can have platform-specific values.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.aspectRatio"> <summary> <para>How the aspect ratio discrepancies, if any, will be handled if the chosen import resolution has a different ratio than the source.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.bitrateMode"> <summary> <para>Bit rate type for the transcoded clip.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.codec"> <summary> <para>Codec that the resulting VideoClip will use.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.customHeight"> <summary> <para>Height of the transcoded clip when the resizeMode is set to custom.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.customWidth"> <summary> <para>Width of the transcoded clip when the resizeMode is set to custom.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.enableTranscoding"> <summary> <para>Controls whether the movie file will be transcoded during import. When transcoding is not enabled, the file will be imported in its original format.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.resizeMode"> <summary> <para>How to resize the images when going into the imported clip.</para> </summary> </member> <member name="F:UnityEditor.VideoImporterTargetSettings.spatialQuality"> <summary> <para>Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size.</para> </summary> </member> <member name="M:UnityEditor.VideoImporterTargetSettings.#ctor"> <summary> <para>Constructs an object with all members initialized with the default value inherent to their type.</para> </summary> </member> <member name="T:UnityEditor.VideoResizeMode"> <summary> <para>How the video clip's images will be resized during transcoding.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.CustomSize"> <summary> <para>Resulting size will be driven by VideoClipImporter.customWidth and VideoClipImporter.customHeight.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.HalfRes"> <summary> <para>Half width and height.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.OriginalSize"> <summary> <para>Same width and height as the source.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.QuarterRes"> <summary> <para>Quarter width and height.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.Square1024"> <summary> <para>Fit source in a 1024x1024 rectangle.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.Square256"> <summary> <para>Fit source in a 256x256 rectangle.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.Square512"> <summary> <para>Fit source in a 512x512 rectangle.</para> </summary> </member> <member name="F:UnityEditor.VideoResizeMode.ThreeQuarterRes"> <summary> <para>3/4 width and height.</para> </summary> </member> <member name="T:UnityEditor.VideoSpatialQuality"> <summary> <para>Controls the imported clip's internal resize to save space at the cost of blurrier images.</para> </summary> </member> <member name="F:UnityEditor.VideoSpatialQuality.HighSpatialQuality"> <summary> <para>No resize performed.</para> </summary> </member> <member name="F:UnityEditor.VideoSpatialQuality.LowSpatialQuality"> <summary> <para>Scales width and height by 1/2.</para> </summary> </member> <member name="F:UnityEditor.VideoSpatialQuality.MediumSpatialQuality"> <summary> <para>Scales width and height by 3/4.</para> </summary> </member> <member name="T:UnityEditor.ViewTool"> <summary> <para>Enum for Tools.viewTool.</para> </summary> </member> <member name="F:UnityEditor.ViewTool.FPS"> <summary> <para>The FPS tool is selected.</para> </summary> </member> <member name="F:UnityEditor.ViewTool.None"> <summary> <para>View tool is not selected.</para> </summary> </member> <member name="F:UnityEditor.ViewTool.Orbit"> <summary> <para>The orbit tool is selected.</para> </summary> </member> <member name="F:UnityEditor.ViewTool.Pan"> <summary> <para>The pan tool is selected.</para> </summary> </member> <member name="F:UnityEditor.ViewTool.Zoom"> <summary> <para>The zoom tool is selected.</para> </summary> </member> <member name="T:UnityEditor.WebGLCompressionFormat"> <summary> <para>An enum containing different compression types.</para> </summary> </member> <member name="F:UnityEditor.WebGLCompressionFormat.Brotli"> <summary> <para>WebGL resources are stored using Brotli compression.</para> </summary> </member> <member name="F:UnityEditor.WebGLCompressionFormat.Disabled"> <summary> <para>WebGL resources are uncompressed.</para> </summary> </member> <member name="F:UnityEditor.WebGLCompressionFormat.Gzip"> <summary> <para>WebGL resources are stored using Gzip compression.</para> </summary> </member> <member name="T:UnityEditor.WebGLExceptionSupport"> <summary> <para>Options for Exception support in WebGL.</para> </summary> </member> <member name="F:UnityEditor.WebGLExceptionSupport.ExplicitlyThrownExceptionsOnly"> <summary> <para>Enable throw support.</para> </summary> </member> <member name="F:UnityEditor.WebGLExceptionSupport.Full"> <summary> <para>Enable exception support for all exceptions.</para> </summary> </member> <member name="F:UnityEditor.WebGLExceptionSupport.None"> <summary> <para>Disable exception support.</para> </summary> </member> <member name="T:UnityEditor.WiiUBuildDebugLevel"> <summary> <para>Wii U Player debugging level.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildDebugLevel.Debug"> <summary> <para>Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, no optimizations.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildDebugLevel.DebugOptimized"> <summary> <para>Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, optimized build.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildDebugLevel.Development"> <summary> <para>Memory profiling enabled, Nintendo Wii U profiler linked, optimizations enabled.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildDebugLevel.Master"> <summary> <para>Optimizations enabled.</para> </summary> </member> <member name="T:UnityEditor.WiiUBuildOutput"> <summary> <para>Player packaging.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildOutput.DownloadImage"> <summary> <para>Download image.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildOutput.Unpackaged"> <summary> <para>Unpacked.</para> </summary> </member> <member name="F:UnityEditor.WiiUBuildOutput.WUMADFile"> <summary> <para>WUMAD package.</para> </summary> </member> <member name="T:UnityEditor.WiiUTVResolution"> <summary> <para>Resolution setting for TV output.</para> </summary> </member> <member name="F:UnityEditor.WiiUTVResolution.Resolution_1080p"> <summary> <para>1920×1080 (Full HD).</para> </summary> </member> <member name="F:UnityEditor.WiiUTVResolution.Resolution_720p"> <summary> <para>1280×720 pixels.</para> </summary> </member> <member name="T:UnityEditor.WSABuildType"> <summary> <para>Build configurations for Windows Store Visual Studio solutions.</para> </summary> </member> <member name="F:UnityEditor.WSABuildType.Debug"> <summary> <para>Debug configuation. No optimizations, profiler code enabled.</para> </summary> </member> <member name="F:UnityEditor.WSABuildType.Master"> <summary> <para>Master configuation. Optimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store.</para> </summary> </member> <member name="F:UnityEditor.WSABuildType.Release"> <summary> <para>Release configuration. 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    <?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.Timeline</name> </assembly> <member name="T:UnityEngine.Timeline.ActivationControlPlayable"> <summary> <para>Playable that controls the active state of a GameObject.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationControlPlayable.gameObject"> <summary> <para>GameObject to control it active state.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationControlPlayable.postPlayback"> <summary> <para>The active state to set on the GameObject after the graph has been stopped</para> </summary> </member> <member name="T:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState"> <summary> <para>The state of a GameObject's activeness when a PlayableGraph stops.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Active"> <summary> <para>Set the GameObject to active when the PlayableGraph stops.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Inactive"> <summary> <para>Set the GameObject to inactive when the PlayableGraph stops.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Revert"> <summary> <para>Revert the GameObject to the active state it was before the PlayableGraph started.</para> </summary> </member> <member name="T:UnityEngine.Timeline.ActivationTrack"> <summary> <para>An activation track is a track that can be used to control the active state of a GameObject.</para> </summary> </member> <member name="P:UnityEngine.Timeline.ActivationTrack.postPlaybackState"> <summary> <para>Specifies what state to leave the GameObject in after the Timeline has finished playing.</para> </summary> </member> <member name="T:UnityEngine.Timeline.ActivationTrack.PostPlaybackState"> <summary> <para>Specify what state to leave the GameObject in after the Timeline has finished playing.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Active"> <summary> <para>Set the GameObject to active.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Inactive"> <summary> <para>Set the GameObject to Inactive.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.LeaveAsIs"> <summary> <para>Leave the GameObject in the state it was when the Timeline was stopped.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Revert"> <summary> <para>Revert the GameObject to the state in was in before the Timeline was playing.</para> </summary> </member> <member name="T:UnityEngine.Timeline.AnimationPlayableAsset"> <summary> <para>A playable asset wrapper that represents a single AnimationClip clip in Timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.clip"> <summary> <para>The animation clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.matchTargetFields"> <summary> <para>Specify which fields should be matched when aligning offsets.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.position"> <summary> <para>The root motion position offset of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.rotation"> <summary> <para>The root motion rotation offset of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.useTrackMatchFields"> <summary> <para>Specifies to use matching options as defined by the track.</para> </summary> </member> <member name="M:UnityEngine.Timeline.AnimationPlayableAsset.ResetOffsets"> <summary> <para>Resets the root motion offsets to default values.</para> </summary> </member> <member name="T:UnityEngine.Timeline.AnimationTrack"> <summary> <para>A Timeline track used for playing back animations on an Animator.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.applyOffsets"> <summary> <para>Specifies whether to apply track root motion offsets to all clips on the track.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.inClipMode"> <summary> <para>Specifies whether the Animation Track has clips, or is in infinite mode.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.matchTargetFields"> <summary> <para>Specifies which fields to match when aligning root motion offsets of clips.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.openClipOffsetPosition"> <summary> <para>This represents the root motion position offset of a track in infinite mode.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.openClipOffsetRotation"> <summary> <para>This represents the root motion rotation offset of a track in infinite mode.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.position"> <summary> <para>The root motion position offset of the entire track.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AnimationTrack.rotation"> <summary> <para>The root motion rotation offset of the entire track.</para> </summary> </member> <member name="M:UnityEngine.Timeline.AnimationTrack.CreateClip(UnityEngine.AnimationClip)"> <summary> <para>Creates a TimelineClip using an AnimationClip.</para> </summary> <param name="clip">Source animation clip of the resulting TimelineClip.</param> <returns> <para>A new TimelineClip which has an AnimationPlayableAsset asset attached.</para> </returns> </member> <member name="T:UnityEngine.Timeline.AudioPlayableAsset"> <summary> <para>PlayableAsset wrapper for an AudioClip in Timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.AudioPlayableAsset.clip"> <summary> <para>The audio clip this asset will generate a player for.</para> </summary> </member> <member name="T:UnityEngine.Timeline.AudioTrack"> <summary> <para>A Timeline track that can play AudioClips.</para> </summary> </member> <member name="M:UnityEngine.Timeline.AudioTrack.CreateClip(UnityEngine.AudioClip)"> <summary> <para>Create an TimelineClip for playing an AudioClip on this track.</para> </summary> <param name="clip">The audio clip to play.</param> <returns> <para>A TimelineClip with an AudioPlayableAsset asset.</para> </returns> </member> <member name="T:UnityEngine.Timeline.ClipCaps"> <summary> <para>Describes the timeline features supported by clips representing this playable.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.All"> <summary> <para>All features are supported.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.Blending"> <summary> <para>The clip representing the playable supports blending between clips.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.ClipIn"> <summary> <para>The clip representing the playable supports initial local times greater than zero.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.Extrapolation"> <summary> <para>The clip representing this playable supports clip extrapolation.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.Looping"> <summary> <para>The clip representing this playable supports loops.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.None"> <summary> <para>No features are supported.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ClipCaps.SpeedMultiplier"> <summary> <para>The clip representing this playable supports time scaling.</para> </summary> </member> <member name="T:UnityEngine.Timeline.ControlPlayableAsset"> <summary> <para>Asset that generates playables for controlling time-related elements on a GameObject.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.active"> <summary> <para>Indicate if the playable will use Activation.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.particleRandomSeed"> <summary> <para>Let the particle systems behave the same way on each execution.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.postPlayback"> <summary> <para>Indicates the active state of the gameObject when the Timeline is stopped.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.prefabGameObject"> <summary> <para>Prefab object that will be instantiated.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.searchHierarchy"> <summary> <para>Indicate whether to search the entire hierachy for controlable components.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.sourceGameObject"> <summary> <para>GameObject in the scene to control, or the parent of the instantiated prefab.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateDirector"> <summary> <para>Indicate if user wants to control PlayableDirectors.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateITimeControl"> <summary> <para>Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled.</para> </summary> </member> <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateParticle"> <summary> <para>Indicates if user wants to control ParticleSystems.</para> </summary> </member> <member name="T:UnityEngine.Timeline.ControlTrack"> <summary> <para>A Track whose clips control time-related elements on a GameObject.</para> </summary> </member> <member name="T:UnityEngine.Timeline.DirectorControlPlayable"> <summary> <para>Playable used to control other PlayableDirectors.</para> </summary> </member> <member name="F:UnityEngine.Timeline.DirectorControlPlayable.director"> <summary> <para>The PlayableDirector to control.</para> </summary> </member> <member name="T:UnityEngine.Timeline.GroupTrack"> <summary> <para>A group track is a container that allows tracks to be arranged in a hierarchical manner.</para> </summary> </member> <member name="?:UnityEngine.Timeline.IPropertyCollector"> <summary> <para>Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.</para> </summary> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromClip(UnityEngine.AnimationClip)"> <summary> <para>Add property modifications modified by an animation clip.</para> </summary> <param name="clip"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromClip(UnityEngine.GameObject,UnityEngine.AnimationClip)"> <summary> <para>Add property modifications modified by an animation clip.</para> </summary> <param name="clip"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(System.String)"> <summary> <para>Add property modifications using the serialized property name.</para> </summary> <param name="name"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(System.String)"> <summary> <para>Add property modifications using the serialized property name.</para> </summary> <param name="name"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(UnityEngine.GameObject,System.String)"> <summary> <para>Add property modifications using the serialized property name.</para> </summary> <param name="name"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(UnityEngine.GameObject,System.String)"> <summary> <para>Add property modifications using the serialized property name.</para> </summary> <param name="name"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.AddObjectProperties(UnityEngine.Object,UnityEngine.AnimationClip)"> <summary> <para>Add property modifications for a ScriptableObject.</para> </summary> <param name="obj"></param> <param name="clip"></param> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.PopActiveGameObject"> <summary> <para>Removes the active GameObject from the modification stack, restoring the previous value.</para> </summary> </member> <member name="M:UnityEngine.Timeline.IPropertyCollector.PushActiveGameObject(UnityEngine.GameObject)"> <summary> <para>Sets the active game object for subsequent property modifications.</para> </summary> <param name="gameObject"></param> </member> <member name="?:UnityEngine.Timeline.IPropertyPreview"> <summary> <para>Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode.</para> </summary> </member> <member name="M:UnityEngine.Timeline.IPropertyPreview.GatherProperties(UnityEngine.Playables.PlayableDirector,UnityEngine.Timeline.IPropertyCollector)"> <summary> <para>Called by the Timeline Editor to gather properties requiring preview.</para> </summary> <param name="director"></param> <param name="driver"></param> </member> <member name="?:UnityEngine.Timeline.ITimeControl"> <summary> <para>Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph.</para> </summary> </member> <member name="M:UnityEngine.Timeline.ITimeControl.OnControlTimeStart"> <summary> <para>Called when the associated Timeline clip becomes active.</para> </summary> </member> <member name="M:UnityEngine.Timeline.ITimeControl.OnControlTimeStop"> <summary> <para>Called when the associated Timeline clip becomes deactivated.</para> </summary> </member> <member name="M:UnityEngine.Timeline.ITimeControl.SetTime(System.Double)"> <summary> <para>Called each frame the Timeline clip is active.</para> </summary> <param name="time">The local time of the associated Timeline clip.</param> </member> <member name="?:UnityEngine.Timeline.ITimelineClipAsset"> <summary> <para>Implement this interface to support advanced features of timeline clips.</para> </summary> </member> <member name="P:UnityEngine.Timeline.ITimelineClipAsset.clipCaps"> <summary> <para>Returns a description of the features supported by clips representing playables implementing this interface.</para> </summary> </member> <member name="T:UnityEngine.Timeline.NotKeyableAttribute"> <summary> <para>Attribute to apply to a ScriptPlayable class or property to indicate that it is not animatable.</para> </summary> </member> <member name="T:UnityEngine.Timeline.ParticleControlPlayable"> <summary> <para>Playable that synchronizes a particle system simulation.</para> </summary> </member> <member name="P:UnityEngine.Timeline.ParticleControlPlayable.particleSystem"> <summary> <para>Which particle system to control.</para> </summary> </member> <member name="T:UnityEngine.Timeline.PlayableTrack"> <summary> <para>A PlayableTrack is a track whose clips are custom playables.</para> </summary> </member> <member name="M:UnityEngine.Timeline.PlayableTrack.CreateClip"> <summary> <para>Creates a clip on the track with a custom playable asset attached, whose type is specified by T.</para> </summary> <returns> <para>A TimelineClip whose asset is of type T.</para> </returns> </member> <member name="T:UnityEngine.Timeline.PrefabControlPlayable"> <summary> <para>Playable that controls and instantiates a Prefab.</para> </summary> </member> <member name="P:UnityEngine.Timeline.PrefabControlPlayable.prefabInstance"> <summary> <para>The instance of the prefab that has been generated for this playable.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TimelineAsset"> <summary> <para>A PlayableAsset that represents a timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineAsset.duration"> <summary> <para>The length in seconds of the timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineAsset.durationMode"> <summary> <para>How the duration of a timeline is calculated.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineAsset.fixedDuration"> <summary> <para>The length of the timeline when the durationMode is set to fixed length.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineAsset.outputTrackCount"> <summary> <para>Returns the the number of output tracks in the Timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineAsset.rootTrackCount"> <summary> <para>Returns the number of tracks at the root level of the timeline.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.CreateTrack(UnityEngine.Timeline.TrackAsset,System.String)"> <summary> <para>Allows you to create a track and add it to the Timeline.</para> </summary> <param name="parent">Track to parent to. This can be null.</param> <param name="name">Name to give the track.</param> <returns> <para>The created track.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.DeleteClip(UnityEngine.Timeline.TimelineClip)"> <summary> <para>Delete a clip from this timeline.</para> </summary> <param name="clip">The clip to delete.</param> <returns> <para>Returns true if the removal was successful.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.DeleteTrack(UnityEngine.Timeline.TrackAsset)"> <summary> <para>Deletes a track from a timeline, including all clips and subtracks.</para> </summary> <param name="track">The track to delete. It must be owned by the Timeline.</param> <returns> <para>True if the track was deleted successfully.</para> </returns> </member> <member name="T:UnityEngine.Timeline.TimelineAsset.DurationMode"> <summary> <para>How the duration of the timeline is determined.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineAsset.DurationMode.BasedOnClips"> <summary> <para>The duration of the timeline is determined based on the clips present.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineAsset.DurationMode.FixedLength"> <summary> <para>The duration of the timeline is a fixed length.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.GetOutputTrack(System.Int32)"> <summary> <para>Retrives the output track from the given index.</para> </summary> <param name="index">Index of the output track to retrieve. Must be between 0 and outputTrackCount.</param> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.GetOutputTracks"> <summary> <para>Gets a list of all output tracks in the Timeline.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.GetRootTrack(System.Int32)"> <summary> <para>Retrieves at root track at the specified index.</para> </summary> <param name="index">Index of the root track to get. Must be between 0 and rootTrackCount.</param> </member> <member name="M:UnityEngine.Timeline.TimelineAsset.GetRootTracks"> <summary> <para>Get an enumerable list of all root tracks.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TimelineClip"> <summary> <para>Represents a clip on the timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.animationClip"> <summary> <para>An AnimationClip containing animated parameters.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.asset"> <summary> <para>Reference to a serializable IPlayableAsset representing the specialization of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.clipCaps"> <summary> <para>Feature capabilities supported by this clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.clipIn"> <summary> <para>Time to start playing the clip at.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.duration"> <summary> <para>The length in seconds of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.end"> <summary> <para>The end time of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.extrapolatedDuration"> <summary> <para>The length of the clip including extrapolation.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.extrapolatedStart"> <summary> <para>The start time of the clip when extrapolation is considered.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.hasBlendIn"> <summary> <para>Does the clip have blend in?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.hasBlendOut"> <summary> <para>Does the clip have a non-zero blend out?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.hasPostExtrapolation"> <summary> <para>Is the clip being extrapolated past it's end time?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.hasPreExtrapolation"> <summary> <para>Is the clip being extrapolated before it's start time?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.locked"> <summary> <para>Is the clip locked for editing?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.postExtrapolationMode"> <summary> <para>The extrapolation mode for time beyond the end of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.preExtrapolationMode"> <summary> <para>The extrapolation mode for the time before the start of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.start"> <summary> <para>The start time of the clip.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TimelineClip.timeScale"> <summary> <para>The time scale of the clip.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TimelineClip.ClipExtrapolation"> <summary> <para>How the clip handles time outside it's start and end range.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Continue"> <summary> <para>Lets the underlying asset handle extrapolated time values.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Hold"> <summary> <para>Hold the time at the end value of the clip.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Loop"> <summary> <para>Loop time values outside the start/end range.</para> </summary> </member> <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.None"> <summary> <para>No extrapolation is applied.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TimelineClip.ToLocalTime(System.Double)"> <summary> <para>Converts from global time to a clips local time.</para> </summary> <param name="time">Global time value.</param> <returns> <para>Time local to the clip.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TimelineClip.ToLocalTimeUnbound(System.Double)"> <summary> <para>Converts from global time to a clips local time, ignoring extrapolation.</para> </summary> <param name="time">Global time value.</param> <returns> <para>Unbound time value relative to the clip.</para> </returns> </member> <member name="T:UnityEngine.Timeline.TimelinePlayable"> <summary> <para>Playable generated by a Timeline.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TrackAsset"> <summary> <para>A PlayableAsset Representing a track inside a timeline.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.isEmpty"> <summary> <para>Does this track have any clips?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.isSubTrack"> <summary> <para>Is this track a subtrack?</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.muted"> <summary> <para>Mutes the track, excluding it from the generated PlayableGraph.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.outputs"> <summary> <para>A description of the outputs of the instantiated Playable.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.parent"> <summary> <para>The owner of this track.</para> </summary> </member> <member name="P:UnityEngine.Timeline.TrackAsset.timelineAsset"> <summary> <para>The TimelineAsset this track belongs to.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TrackAsset.CreateDefaultClip"> <summary> <para>Creates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track.</para> </summary> <returns> <para>A new TimelineClip that is attached to the track.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TrackAsset.CreateTrackMixer(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject,System.Int32)"> <summary> <para>Creates a mixer used to blend playables generated by clips on the track.</para> </summary> <param name="graph">The graph to inject playables to.</param> <param name="go">The GameObject that requested the graph.</param> <param name="inputCount">The number of playables from clips that will be mixed.</param> <returns> <para>A handle to the Playable representing the mixer.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TrackAsset.GetChildTracks"> <summary> <para>The list of subtracks or child tracks attached to this track.</para> </summary> <returns> <para>Child tracks owned directly by this object.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TrackAsset.GetClips"> <summary> <para>Returns an enumerable list of clips owned by the track.</para> </summary> <returns> <para>The list of clips owned by the track.</para> </returns> </member> <member name="T:UnityEngine.Timeline.TrackAssetExtensions"> <summary> <para>Extension methods for Track Assets.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TrackAssetExtensions.GetGroup(UnityEngine.Timeline.TrackAsset)"> <summary> <para>Gets the GroupTrack this track belongs to.</para> </summary> <param name="asset">The track asset.</param> <returns> <para>The parent GroupTrack or null if the Track is an override track, or root track.</para> </returns> </member> <member name="M:UnityEngine.Timeline.TrackAssetExtensions.SetGroup(UnityEngine.Timeline.TrackAsset,UnityEngine.Timeline.GroupTrack)"> <summary> <para>Assigns the track to the specified group track.</para> </summary> <param name="asset">The track to asset.</param> <param name="group">The GroupTrack to assign the track to.</param> </member> <member name="T:UnityEngine.Timeline.TrackBindingTypeAttribute"> <summary> <para>Specifies the type of object that should be bound to a TrackAsset.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TrackClipTypeAttribute"> <summary> <para>Specifies the type of PlayableAsset or ScriptPlayables that this track can create clips representing.</para> </summary> </member> <member name="T:UnityEngine.Timeline.TrackColorAttribute"> <summary> <para>Attribute used to specify the color of the track and its clips inside the Timeline Editor.</para> </summary> </member> <member name="M:UnityEngine.Timeline.TrackColorAttribute.#ctor(System.Single,System.Single,System.Single)"> <summary> <para>Specify the track color using [0-1] R,G,B values.</para> </summary> <param name="r">Red value [0-1].</param> <param name="g">Green value [0-1].</param> <param name="b">Blue value [0-1].</param> </member> </members> </doc>
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    <?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.Networking</name> </assembly> <member name="T:UnityEngine.Networking.ChannelOption"> <summary> <para>An enumeration of the options that can be set on a network channel.</para> </summary> </member> <member name="F:UnityEngine.Networking.ChannelOption.AllowFragmentation"> <summary> <para>The option to allow packet fragmentation for a channel.</para> </summary> </member> <member name="F:UnityEngine.Networking.ChannelOption.MaxPacketSize"> <summary> <para>The option to set the maximum packet size allowed for a channel.</para> </summary> </member> <member name="F:UnityEngine.Networking.ChannelOption.MaxPendingBuffers"> <summary> <para>The option to set the number of pending buffers for a channel.</para> </summary> </member> <member name="T:UnityEngine.Networking.Channels"> <summary> <para>Class containing constants for default network channels.</para> </summary> </member> <member name="F:UnityEngine.Networking.Channels.DefaultReliable"> <summary> <para>The id of the default reliable channel used by the UNet HLAPI, This channel is used for state updates and spawning.</para> </summary> </member> <member name="F:UnityEngine.Networking.Channels.DefaultUnreliable"> <summary> <para>The id of the default unreliable channel used for the UNet HLAPI. This channel is used for movement updates.</para> </summary> </member> <member name="T:UnityEngine.Networking.ClientAttribute"> <summary> <para>A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients.</para> </summary> </member> <member name="T:UnityEngine.Networking.ClientCallbackAttribute"> <summary> <para>A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings.</para> </summary> </member> <member name="T:UnityEngine.Networking.ClientRpcAttribute"> <summary> <para>This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server.</para> </summary> </member> <member name="F:UnityEngine.Networking.ClientRpcAttribute.channel"> <summary> <para>The channel ID which this RPC transmission will use.</para> </summary> </member> <member name="T:UnityEngine.Networking.ClientScene"> <summary> <para>A client manager which contains static client information and functions.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.localPlayers"> <summary> <para>A list of all players added to the game.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.objects"> <summary> <para>This is a dictionary of networked objects that have been spawned on the client.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.prefabs"> <summary> <para>This is a dictionary of the prefabs that are registered on the client with ClientScene.RegisterPrefab().</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.ready"> <summary> <para>Returns true when a client's connection has been set to ready.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.readyConnection"> <summary> <para>The NetworkConnection object that is currently "ready". This is the connection to the server where objects are spawned from.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.reconnectId"> <summary> <para>The reconnectId to use when a client reconnects to the new host of a game after the old host was lost.</para> </summary> </member> <member name="P:UnityEngine.Networking.ClientScene.spawnableObjects"> <summary> <para>This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.</para> </summary> </member> <member name="M:UnityEngine.Networking.ClientScene.AddPlayer(UnityEngine.Networking.NetworkConnection,System.Int16,UnityEngine.Networking.MessageBase)"> <summary> <para>This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.</para> </summary> <param name="readyConn">The connection to become ready for this client.</param> <param name="playerControllerId">The local player ID number.</param> <param name="extraMessage">An extra message object that can be passed to the server for this player.</param> <returns> <para>True if player was added.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.AddPlayer(UnityEngine.Networking.NetworkConnection,System.Int16)"> <summary> <para>This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.</para> </summary> <param name="readyConn">The connection to become ready for this client.</param> <param name="playerControllerId">The local player ID number.</param> <param name="extraMessage">An extra message object that can be passed to the server for this player.</param> <returns> <para>True if player was added.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.AddPlayer(System.Int16)"> <summary> <para>This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.</para> </summary> <param name="readyConn">The connection to become ready for this client.</param> <param name="playerControllerId">The local player ID number.</param> <param name="extraMessage">An extra message object that can be passed to the server for this player.</param> <returns> <para>True if player was added.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.ClearSpawners"> <summary> <para>This clears the registered spawn prefabs and spawn handler functions for this client.</para> </summary> </member> <member name="M:UnityEngine.Networking.ClientScene.ConnectLocalServer"> <summary> <para>Create and connect a local client instance to the local server. This makes the client into a "host" - a client and server in the same process.</para> </summary> <returns> <para>A client object for communicating with the local server.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.DestroyAllClientObjects"> <summary> <para>Destroys all networked objects on the client.</para> </summary> </member> <member name="M:UnityEngine.Networking.ClientScene.FindLocalObject(UnityEngine.Networking.NetworkInstanceId)"> <summary> <para>This finds the local NetworkIdentity object with the specified network Id.</para> </summary> <param name="netId">The id of the networked object.</param> <returns> <para>The game object that matches the netId.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.Ready(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Signal that the client connection is ready to enter the game.</para> </summary> <param name="conn">The client connection which is ready.</param> </member> <member name="F:UnityEngine.Networking.ClientScene.ReconnectIdHost"> <summary> <para>A constant ID used by the old host when it reconnects to the new host.</para> </summary> </member> <member name="F:UnityEngine.Networking.ClientScene.ReconnectIdInvalid"> <summary> <para>An invalid reconnect Id.</para> </summary> </member> <member name="M:UnityEngine.Networking.ClientScene.RegisterPrefab(UnityEngine.GameObject)"> <summary> <para>Registers a prefab with the UNET spawning system.</para> </summary> <param name="prefab">A Prefab that will be spawned.</param> <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> <param name="newAssetId">An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.RegisterPrefab(UnityEngine.GameObject,UnityEngine.Networking.SpawnDelegate,UnityEngine.Networking.UnSpawnDelegate)"> <summary> <para>Registers a prefab with the UNET spawning system.</para> </summary> <param name="prefab">A Prefab that will be spawned.</param> <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> <param name="newAssetId">An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.RegisterPrefab(UnityEngine.GameObject,UnityEngine.Networking.NetworkHash128)"> <summary> <para>Registers a prefab with the UNET spawning system.</para> </summary> <param name="prefab">A Prefab that will be spawned.</param> <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> <param name="newAssetId">An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.RegisterSpawnHandler(UnityEngine.Networking.NetworkHash128,UnityEngine.Networking.SpawnDelegate,UnityEngine.Networking.UnSpawnDelegate)"> <summary> <para>This is an advanced spawning function that registers a custom assetId with the UNET spawning system.</para> </summary> <param name="assetId">Custom assetId string.</param> <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.RemovePlayer(System.Int16)"> <summary> <para>Removes the specified player ID from the game.</para> </summary> <param name="playerControllerId">The local playerControllerId number to be removed.</param> <returns> <para>Returns true if the player was successfully destoyed and removed.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.SendReconnectMessage(UnityEngine.Networking.MessageBase)"> <summary> <para>Send a reconnect message to the new host, used during host migration.</para> </summary> <param name="extraMessage">Any extra data to send.</param> <returns> <para>Returns true if the send succeeded.</para> </returns> </member> <member name="M:UnityEngine.Networking.ClientScene.SetLocalObject"> <summary> <para>NetId is a unique number assigned to all objects with NetworkIdentity components in a game.</para> </summary> <param name="netId">NetId of object.</param> <param name="obj">Networked object.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.SetReconnectId(System.Int32,UnityEngine.Networking.NetworkSystem.PeerInfoMessage[])"> <summary> <para>Sets the Id that the ClientScene will use when reconnecting to a new host after host migration.</para> </summary> <param name="newReconnectId">The Id to use when reconnecting to a game.</param> <param name="peers">The set of known peers in the game. This may be null.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.UnregisterPrefab(UnityEngine.GameObject)"> <summary> <para>Removes a registered spawn prefab that was setup with ClientScene.RegisterPrefab.</para> </summary> <param name="prefab">The prefab to be removed from registration.</param> </member> <member name="M:UnityEngine.Networking.ClientScene.UnregisterSpawnHandler(UnityEngine.Networking.NetworkHash128)"> <summary> <para>Removes a registered spawn handler function that was registered with ClientScene.RegisterHandler().</para> </summary> <param name="assetId">The assetId for the handler to be removed for.</param> </member> <member name="T:UnityEngine.Networking.CommandAttribute"> <summary> <para>This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client.</para> </summary> </member> <member name="F:UnityEngine.Networking.CommandAttribute.channel"> <summary> <para>The QoS channel to use to send this command on, see Networking.QosType.</para> </summary> </member> <member name="T:UnityEngine.Networking.LogFilter"> <summary> <para>FilterLog is a utility class that controls the level of logging generated by UNET clients and servers.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.current"> <summary> <para>The current logging level that UNET is running with.</para> </summary> </member> <member name="P:UnityEngine.Networking.LogFilter.currentLogLevel"> <summary> <para>The current logging level that UNET is running with.</para> </summary> </member> <member name="P:UnityEngine.Networking.LogFilter.logDebug"> <summary> <para>Checks if debug logging is enabled.</para> </summary> </member> <member name="P:UnityEngine.Networking.LogFilter.logError"> <summary> <para>Checks if error logging is enabled.</para> </summary> </member> <member name="P:UnityEngine.Networking.LogFilter.logInfo"> <summary> <para>Checks if info level logging is enabled.</para> </summary> </member> <member name="P:UnityEngine.Networking.LogFilter.logWarn"> <summary> <para>Checks if wanring level logging is enabled.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.Debug"> <summary> <para>Setting LogFilter.currentLogLevel to this will enable verbose debug logging.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.Error"> <summary> <para>Setting LogFilter.currentLogLevel to this will error and above messages.</para> </summary> </member> <member name="T:UnityEngine.Networking.LogFilter.FilterLevel"> <summary> <para>Control how verbose the network log messages are.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Debug"> <summary> <para>Show log messages with priority Debug and higher.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Developer"> <summary> <para>Show log messages with priority Developer and higher, this it the most verbose setting.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Error"> <summary> <para>Show log messages with priority Error and higher.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Fatal"> <summary> <para>Show log messages with priority Fatal and higher. this is the least verbose setting.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Info"> <summary> <para>Show log messages with priority Info and higher. This is the default setting.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.SetInScripting"> <summary> <para>Tells the NetworkManager to not set the filter level on startup.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.FilterLevel.Warn"> <summary> <para>Show log messages with priority Warning and higher.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.Info"> <summary> <para>Setting LogFilter.currentLogLevel to this will log only info and above messages. This is the default level.</para> </summary> </member> <member name="F:UnityEngine.Networking.LogFilter.Warn"> <summary> <para>Setting LogFilter.currentLogLevel to this will log wanring and above messages.</para> </summary> </member> <member name="T:UnityEngine.Networking.MessageBase"> <summary> <para>Network message classes should be derived from this class. These message classes can then be sent using the various Send functions of NetworkConnection, NetworkClient and NetworkServer.</para> </summary> </member> <member name="M:UnityEngine.Networking.MessageBase.Deserialize(UnityEngine.Networking.NetworkReader)"> <summary> <para>This method is used to populate a message object from a NetworkReader stream.</para> </summary> <param name="reader">Stream to read from.</param> </member> <member name="M:UnityEngine.Networking.MessageBase.Serialize(UnityEngine.Networking.NetworkWriter)"> <summary> <para>The method is used to populate a NetworkWriter stream from a message object.</para> </summary> <param name="writer">Stream to write to.</param> </member> <member name="T:UnityEngine.Networking.MsgType"> <summary> <para>Container class for networking system built-in message types.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.AddPlayer"> <summary> <para>Internal networking system message for adding player objects to client instances.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Animation"> <summary> <para>Internal networking system message for sending synchronizing animation state.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.AnimationParameters"> <summary> <para>Internal networking system message for sending synchronizing animation parameter state.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.AnimationTrigger"> <summary> <para>Internal networking system message for sending animation triggers.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Command"> <summary> <para>Internal networking system message for sending a command from client to server.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Connect"> <summary> <para>Internal networking system message for communicating a connection has occurred.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.CRC"> <summary> <para>Internal networking system message for HLAPI CRC checking.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Disconnect"> <summary> <para>Internal networking system message for communicating a disconnect has occurred,.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Error"> <summary> <para>Internal networking system message for communicating an error.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Fragment"> <summary> <para>Internal networking system message for identifying fragmented packets.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Highest"> <summary> <para>The highest value of built-in networking system message ids. User messages must be above this value.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.InternalHighest"> <summary> <para>The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LobbyAddPlayerFailed"> <summary> <para>Internal networking system message for communicating failing to add lobby player.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LobbyReadyToBegin"> <summary> <para>Internal networking system message for communicating a player is ready in the lobby.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LobbyReturnToLobby"> <summary> <para>Internal networking system messages used to return the game to the lobby scene.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LobbySceneLoaded"> <summary> <para>Internal networking system message for communicating a lobby player has loaded the game scene.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LocalChildTransform"> <summary> <para>Internal networking system message for sending tranforms for client object from client to server.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LocalClientAuthority"> <summary> <para>Internal networking system message for setting authority to a client for an object.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.LocalPlayerTransform"> <summary> <para>Internal networking system message for sending tranforms from client to server.</para> </summary> </member> <member name="M:UnityEngine.Networking.MsgType.MsgTypeToString(System.Int16)"> <summary> <para>Returns the name of internal message types by their id.</para> </summary> <param name="value">A internal message id value.</param> <returns> <para>The name of the internal message.</para> </returns> </member> <member name="F:UnityEngine.Networking.MsgType.NetworkInfo"> <summary> <para>Internal networking system message for sending information about network peers to clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.NotReady"> <summary> <para>Internal networking system message for server to tell clients they are no longer ready.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.ObjectDestroy"> <summary> <para>Internal networking system message for destroying objects.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.ObjectHide"> <summary> <para>Internal networking system message for hiding objects.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.ObjectSpawn"> <summary> <para>Internal networking system message for spawning objects.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.ObjectSpawnScene"> <summary> <para>Internal networking system message for spawning scene objects.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Owner"> <summary> <para>Internal networking system message for telling clients they own a player object.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.PeerClientAuthority"> <summary> <para>Internal networking system message for sending information about changes in authority for non-player objects to clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Ready"> <summary> <para>Internal networking system message for clients to tell server they are ready.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.ReconnectPlayer"> <summary> <para>Internal networking system message used when a client connects to the new host of a game.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.RemovePlayer"> <summary> <para>Internal networking system message for removing a player object which was spawned for a client.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Rpc"> <summary> <para>Internal networking system message for sending a ClientRPC from server to client.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.Scene"> <summary> <para>Internal networking system message that tells clients which scene to load when they connect to a server.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.SpawnFinished"> <summary> <para>Internal networking system messages used to tell when the initial contents of a scene is being spawned.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.SyncEvent"> <summary> <para>Internal networking system message for sending a SyncEvent from server to client.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.SyncList"> <summary> <para>Internal networking system message for sending a USyncList generic list.</para> </summary> </member> <member name="F:UnityEngine.Networking.MsgType.UpdateVars"> <summary> <para>Internal networking system message for updating SyncVars on a client from a server.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkAnimator"> <summary> <para>A component to synchronize Mecanim animation states for networked objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkAnimator.animator"> <summary> <para>The animator component to synchronize.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkAnimator.GetParameterAutoSend(System.Int32)"> <summary> <para>Gets whether an animation parameter should be auto sent.</para> </summary> <param name="index">Index of the parameter in the Animator.</param> <returns> <para>True if the parameter should be sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkAnimator.SetParameterAutoSend(System.Int32,System.Boolean)"> <summary> <para>Sets whether an animation parameter should be auto sent.</para> </summary> <param name="index">Index of the parameter in the Animator.</param> <param name="value">The new value.</param> </member> <member name="M:UnityEngine.Networking.NetworkAnimator.SetTrigger(System.String)"> <summary> <para>Causes an animation trigger to be invoked for a networked object.</para> </summary> <param name="name">Name of trigger.</param> <param name="hash">Hash id of trigger (from the Animator).</param> <param name="triggerName"></param> </member> <member name="M:UnityEngine.Networking.NetworkAnimator.SetTrigger(System.Int32)"> <summary> <para>Causes an animation trigger to be invoked for a networked object.</para> </summary> <param name="name">Name of trigger.</param> <param name="hash">Hash id of trigger (from the Animator).</param> <param name="triggerName"></param> </member> <member name="T:UnityEngine.Networking.NetworkBehaviour"> <summary> <para>Base class which should be inherited by scripts which contain networking functionality.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.connectionToClient"> <summary> <para>The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.connectionToServer"> <summary> <para>The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.hasAuthority"> <summary> <para>This returns true if this object is the authoritative version of the object in the distributed network application.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.isClient"> <summary> <para>Returns true if running as a client and this object was spawned by a server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.isLocalPlayer"> <summary> <para>This returns true if this object is the one that represents the player on the local machine.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.isServer"> <summary> <para>Returns true if this object is active on an active server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.localPlayerAuthority"> <summary> <para>This value is set on the NetworkIdentity and is accessible here for convenient access for scripts.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.netId"> <summary> <para>The unique network Id of this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkBehaviour.playerControllerId"> <summary> <para>The id of the player associated with the behaviour.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.ClearAllDirtyBits"> <summary> <para>This clears all the dirty bits that were set on this script by SetDirtyBits();</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkBehaviour.CmdDelegate"> <summary> <para>Delegate for Command functions.</para> </summary> <param name="obj"></param> <param name="reader"></param> </member> <member name="T:UnityEngine.Networking.NetworkBehaviour.EventDelegate"> <summary> <para>Delegate for Event functions.</para> </summary> <param name="targets"></param> <param name="reader"></param> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.GetNetworkChannel"> <summary> <para>This virtual function is used to specify the QoS channel to use for SyncVar updates for this script.</para> </summary> <returns> <para>The QoS channel for this script.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.GetNetworkSendInterval"> <summary> <para>This virtual function is used to specify the send interval to use for SyncVar updates for this script.</para> </summary> <returns> <para>The time in seconds between updates.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.InvokeCommand(System.Int32,UnityEngine.Networking.NetworkReader)"> <summary> <para>Manually invoke a Command.</para> </summary> <param name="cmdHash">Hash of the Command name.</param> <param name="reader">Parameters to pass to the command.</param> <returns> <para>Returns true if successful.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.InvokeRPC(System.Int32,UnityEngine.Networking.NetworkReader)"> <summary> <para>Manually invoke an RPC function.</para> </summary> <param name="cmdHash">Hash of the RPC name.</param> <param name="reader">Parameters to pass to the RPC function.</param> <returns> <para>Returns true if successful.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.InvokeSyncEvent(System.Int32,UnityEngine.Networking.NetworkReader)"> <summary> <para>Manually invoke a SyncEvent.</para> </summary> <param name="cmdHash">Hash of the SyncEvent name.</param> <param name="reader">Parameters to pass to the SyncEvent.</param> <returns> <para>Returns true if successful.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnCheckObserver(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Callback used by the visibility system to determine if an observer (player) can see this object.</para> </summary> <param name="conn">Network connection of a player.</param> <returns> <para>True if the player can see this object.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnDeserialize(UnityEngine.Networking.NetworkReader,System.Boolean)"> <summary> <para>Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().</para> </summary> <param name="reader">Reader to read from the stream.</param> <param name="initialState">True if being sent initial state.</param> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnNetworkDestroy"> <summary> <para>This is invoked on clients when the server has caused this object to be destroyed.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnRebuildObservers(System.Collections.Generic.HashSet`1&lt;UnityEngine.Networking.NetworkConnection&gt;,System.Boolean)"> <summary> <para>Callback used by the visibility system to (re)construct the set of observers that can see this object.</para> </summary> <param name="observers">The new set of observers for this object.</param> <param name="initialize">True if the set of observers is being built for the first time.</param> <returns> <para>Return true if this function did work.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnSerialize(UnityEngine.Networking.NetworkWriter,System.Boolean)"> <summary> <para>Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().</para> </summary> <param name="writer">Writer to use to write to the stream.</param> <param name="initialState">If this is being called to send initial state.</param> <returns> <para>True if data was written.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnSetLocalVisibility(System.Boolean)"> <summary> <para>Callback used by the visibility system for objects on a host.</para> </summary> <param name="vis">New visibility state.</param> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnStartAuthority"> <summary> <para>This is invoked on behaviours that have authority, based on context and NetworkIdentity.localPlayerAuthority.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnStartClient"> <summary> <para>Called on every NetworkBehaviour when it is activated on a client.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnStartLocalPlayer"> <summary> <para>Called when the local player object has been set up.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnStartServer"> <summary> <para>This is invoked for NetworkBehaviour objects when they become active on the server.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.OnStopAuthority"> <summary> <para>This is invoked on behaviours when authority is removed.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.PreStartClient"> <summary> <para>An internal method called on client objects to resolve GameObject references.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkBehaviour.SetDirtyBit(System.UInt32)"> <summary> <para>Used to set the behaviour as dirty, so that a network update will be sent for the object.</para> </summary> <param name="dirtyBit">Bit mask to set.</param> </member> <member name="T:UnityEngine.Networking.NetworkBroadcastResult"> <summary> <para>A structure that contains data from a NetworkDiscovery server broadcast.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkBroadcastResult.broadcastData"> <summary> <para>The data broadcast by the server.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkBroadcastResult.serverAddress"> <summary> <para>The IP address of the server that broadcasts this data.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkClient"> <summary> <para>This is a network client class used by the networking system. It contains a NetworkConnection that is used to connection to a network server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.active"> <summary> <para>True if a network client is currently active.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.allClients"> <summary> <para>A list of all the active network clients in the current process.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.connection"> <summary> <para>The NetworkConnection object this client is using.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.handlers"> <summary> <para>The registered network message handlers.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.hostPort"> <summary> <para>The local port that the network client uses to connect to the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.hostTopology"> <summary> <para>The host topology that this client is using.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.isConnected"> <summary> <para>This gives the current connection status of the client.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.networkConnectionClass"> <summary> <para>The class to use when creating new NetworkConnections.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.numChannels"> <summary> <para>The number of QoS channels currently configured for this client.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.peers"> <summary> <para>This is obsolete. This information is now in the NetworkMigrationManager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.serverIp"> <summary> <para>The IP address of the server that this client is connected to.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkClient.serverPort"> <summary> <para>The port of the server that this client is connected to.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.Configure(UnityEngine.Networking.ConnectionConfig,System.Int32)"> <summary> <para>This configures the transport layer settings for a client.</para> </summary> <param name="config">Transport layer configuration object.</param> <param name="maxConnections">The maximum number of connections to allow.</param> <param name="topology">Transport layer topology object.</param> <returns> <para>True if the configuration was successful.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.Configure(UnityEngine.Networking.HostTopology)"> <summary> <para>This configures the transport layer settings for a client.</para> </summary> <param name="config">Transport layer configuration object.</param> <param name="maxConnections">The maximum number of connections to allow.</param> <param name="topology">Transport layer topology object.</param> <returns> <para>True if the configuration was successful.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.Connect(System.String,System.Int32)"> <summary> <para>Connect client to a NetworkServer instance.</para> </summary> <param name="serverIp">Target IP address or hostname.</param> <param name="serverPort">Target port number.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.ConnectWithSimulator(System.String,System.Int32,System.Int32,System.Single)"> <summary> <para>Connect client to a NetworkServer instance with simulated latency and packet loss.</para> </summary> <param name="serverIp">Target IP address or hostname.</param> <param name="serverPort">Target port number.</param> <param name="latency">Simulated latency in milliseconds.</param> <param name="packetLoss">Simulated packet loss percentage.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.#ctor"> <summary> <para>Creates a new NetworkClient instance.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.Disconnect"> <summary> <para>Disconnect from server.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.GetConnectionStats"> <summary> <para>Retrieves statistics about the network packets sent on this connection.</para> </summary> <returns> <para>Dictionary of packet statistics for the client's connection.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.GetRTT"> <summary> <para>Gets the Return Trip Time for this connection.</para> </summary> <returns> <para>Return trip time in milliseconds.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.GetStatsIn(System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get inbound network statistics for the client.</para> </summary> <param name="numMsgs">Number of messages received so far.</param> <param name="numBytes">Number of bytes received so far.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.GetStatsOut(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get outbound network statistics for the client.</para> </summary> <param name="numMsgs">Number of messages sent so far (including collated messages send through buffer).</param> <param name="numBufferedMsgs">Number of messages sent through buffer.</param> <param name="numBytes">Number of bytes sent so far.</param> <param name="lastBufferedPerSecond">Number of messages buffered for sending per second.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.GetTotalConnectionStats"> <summary> <para>Retrieves statistics about the network packets sent on all connections.</para> </summary> <returns> <para>Dictionary of stats.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.ReconnectToNewHost(System.String,System.Int32)"> <summary> <para>This is used by a client that has lost the connection to the old host, to reconnect to the new host of a game.</para> </summary> <param name="serverIp">The IP address of the new host.</param> <param name="serverPort">The port of the new host.</param> <returns> <para>True if able to reconnect.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.RegisterHandler(System.Int16,UnityEngine.Networking.NetworkMessageDelegate)"> <summary> <para>Register a handler for a particular message type.</para> </summary> <param name="msgType">Message type number.</param> <param name="handler">Function handler which will be invoked for when this message type is received.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.ResetConnectionStats"> <summary> <para>Resets the statistics return by NetworkClient.GetConnectionStats() to zero values.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.Send(System.Int16,UnityEngine.Networking.MessageBase)"> <summary> <para>This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.</para> </summary> <param name="msgType">The id of the message to send.</param> <param name="msg">A message instance to send.</param> <returns> <para>True if message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.SendByChannel(System.Int16,UnityEngine.Networking.MessageBase,System.Int32)"> <summary> <para>This sends a network message with a message Id to the server on a specific channel.</para> </summary> <param name="msgType">The id of the message to send.</param> <param name="msg">The message to send.</param> <param name="channelId">The channel to send the message on.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.SendBytes(System.Byte[],System.Int32,System.Int32)"> <summary> <para>This sends the data in an array of bytes to the server that the client is connected to.</para> </summary> <param name="data">Data to send.</param> <param name="numBytes">Number of bytes of data.</param> <param name="channelId">The QoS channel to send data on.</param> <returns> <para>True if successfully sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.SendUnreliable(System.Int16,UnityEngine.Networking.MessageBase)"> <summary> <para>This sends a network message with a message Id to the server on channel one, which by default is the unreliable channel.</para> </summary> <param name="msgType">The message id to send.</param> <param name="msg">The message to send.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.SendWriter(UnityEngine.Networking.NetworkWriter,System.Int32)"> <summary> <para>This sends the contents of the NetworkWriter's buffer to the connected server on the specified channel.</para> </summary> <param name="writer">Writer object containing data to send.</param> <param name="channelId">QoS channel to send data on.</param> <returns> <para>True if data successfully sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkClient.SetMaxDelay(System.Single)"> <summary> <para>Set the maximum amount of time that can pass for transmitting the send buffer.</para> </summary> <param name="seconds">Delay in seconds.</param> </member> <member name="M:UnityEngine.Networking.NetworkClient.SetNetworkConnectionClass"> <summary> <para>This sets the class that is used when creating new network connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.Shutdown"> <summary> <para>Shut down a client.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.ShutdownAll"> <summary> <para>Shuts down all network clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkClient.UnregisterHandler(System.Int16)"> <summary> <para>Unregisters a network message handler.</para> </summary> <param name="msgType">The message type to unregister.</param> </member> <member name="T:UnityEngine.Networking.NetworkConnection"> <summary> <para>A High level network connection. This is used for connections from client-to-server and for connection from server-to-client.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.address"> <summary> <para>The IP address associated with the connection.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkConnection.clientOwnedObjects"> <summary> <para>A list of the NetworkIdentity objects owned by this connection.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.connectionId"> <summary> <para>Unique identifier for this connection that is assigned by the transport layer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.hostId"> <summary> <para>Transport level host ID for this connection.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkConnection.isConnected"> <summary> <para>True if the connection is connected to a remote end-point.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.isReady"> <summary> <para>Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready().</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkConnection.lastError"> <summary> <para>The last error associated with this connection.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.lastMessageTime"> <summary> <para>The last time that a message was received on this connection.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.logNetworkMessages"> <summary> <para>Setting this to true will log the contents of network message to the console.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkConnection.playerControllers"> <summary> <para>The list of players for this connection.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.CheckHandler(System.Int16)"> <summary> <para>This function checks if there is a message handler registered for the message ID.</para> </summary> <param name="msgType">The message ID of the handler to look for.</param> <returns> <para>True if a handler function was found.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.Disconnect"> <summary> <para>Disconnects this connection.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.Dispose"> <summary> <para>Disposes of this connection, releasing channel buffers that it holds.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.FlushChannels"> <summary> <para>This causes the channels of the network connection to flush their data to the transport layer.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.GetStatsIn(System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get statistics for incoming traffic.</para> </summary> <param name="numMsgs">Number of messages received.</param> <param name="numBytes">Number of bytes received.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.GetStatsOut(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get statistics for outgoing traffic.</para> </summary> <param name="numMsgs">Number of messages sent.</param> <param name="numBufferedMsgs">Number of messages currently buffered for sending.</param> <param name="numBytes">Number of bytes sent.</param> <param name="lastBufferedPerSecond">How many messages were buffered in the last second.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.HandleBytes(System.Byte[],System.Int32,System.Int32)"> <summary> <para>This makes the connection process the data contained in the buffer, and call handler functions.</para> </summary> <param name="buffer">Data to process.</param> <param name="receivedSize">Size of the data to process.</param> <param name="channelId">Channel the data was recieved on.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.HandleReader(UnityEngine.Networking.NetworkReader,System.Int32,System.Int32)"> <summary> <para>This makes the connection process the data contained in the stream, and call handler functions.</para> </summary> <param name="reader">Stream that contains data.</param> <param name="receivedSize">Size of the data.</param> <param name="channelId">Channel the data was received on.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.Initialize(System.String,System.Int32,System.Int32,UnityEngine.Networking.HostTopology)"> <summary> <para>This inializes the internal data structures of a NetworkConnection object, including channel buffers.</para> </summary> <param name="hostTopology">The topology to be used.</param> <param name="networkAddress">The host or IP connected to.</param> <param name="networkHostId">The transport hostId for the connection.</param> <param name="networkConnectionId">The transport connectionId for the connection.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.InvokeHandler(System.Int16,UnityEngine.Networking.NetworkReader,System.Int32)"> <summary> <para>This function invokes the registered handler function for a message.</para> </summary> <param name="msgType">The message type of the handler to use.</param> <param name="reader">The stream to read the contents of the message from.</param> <param name="channelId">The channel that the message arrived on.</param> <param name="netMsg">The message object to process.</param> <returns> <para>True if a handler function was found and invoked.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.InvokeHandler(UnityEngine.Networking.NetworkMessage)"> <summary> <para>This function invokes the registered handler function for a message.</para> </summary> <param name="msgType">The message type of the handler to use.</param> <param name="reader">The stream to read the contents of the message from.</param> <param name="channelId">The channel that the message arrived on.</param> <param name="netMsg">The message object to process.</param> <returns> <para>True if a handler function was found and invoked.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.InvokeHandlerNoData(System.Int16)"> <summary> <para>This function invokes the registered handler function for a message, without any message data.</para> </summary> <param name="msgType">The message ID of the handler to invoke.</param> <returns> <para>True if a handler function was found and invoked.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkConnection.PacketStat"> <summary> <para>Structure used to track the number and size of packets of each packets type.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.PacketStat.bytes"> <summary> <para>Total bytes of all messages of this type.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.PacketStat.count"> <summary> <para>The total number of messages of this type.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkConnection.PacketStat.msgType"> <summary> <para>The message type these stats are for.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.RegisterHandler(System.Int16,UnityEngine.Networking.NetworkMessageDelegate)"> <summary> <para>This registers a handler function for a message Id.</para> </summary> <param name="msgType">The message ID to register.</param> <param name="handler">The handler function to register.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.ResetStats"> <summary> <para>Resets the statistics that are returned from NetworkClient.GetConnectionStats().</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.Send(System.Int16,UnityEngine.Networking.MessageBase)"> <summary> <para>This sends a network message with a message ID on the connection. This message is sent on channel zero, which by default is the reliable channel.</para> </summary> <param name="msgType">The ID of the message to send.</param> <param name="msg">The message to send.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SendByChannel(System.Int16,UnityEngine.Networking.MessageBase,System.Int32)"> <summary> <para>This sends a network message on the connection using a specific transport layer channel.</para> </summary> <param name="msgType">The message ID to send.</param> <param name="msg">The message to send.</param> <param name="channelId">The transport layer channel to send on.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SendBytes(System.Byte[],System.Int32,System.Int32)"> <summary> <para>This sends an array of bytes on the connection.</para> </summary> <param name="bytes">The array of data to be sent.</param> <param name="numBytes">The number of bytes in the array to be sent.</param> <param name="channelId">The transport channel to send on.</param> <returns> <para>Success if data was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SendUnreliable(System.Int16,UnityEngine.Networking.MessageBase)"> <summary> <para>This sends a network message with a message ID on the connection. This message is sent on channel one, which by default is the unreliable channel.</para> </summary> <param name="msgType">The message ID to send.</param> <param name="msg">The message to send.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SendWriter(UnityEngine.Networking.NetworkWriter,System.Int32)"> <summary> <para>This sends the contents of a NetworkWriter object on the connection.</para> </summary> <param name="writer">A writer object containing data to send.</param> <param name="channelId">The transport channel to send on.</param> <returns> <para>True if the data was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SetChannelOption(System.Int32,UnityEngine.Networking.ChannelOption,System.Int32)"> <summary> <para>This sets an option on the network channel.</para> </summary> <param name="channelId">The channel the option will be set on.</param> <param name="option">The option to set.</param> <param name="value">The value for the option.</param> <returns> <para>True if the option was set.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.SetMaxDelay(System.Single)"> <summary> <para>The maximum time in seconds that messages are buffered before being sent.</para> </summary> <param name="seconds">Time in seconds.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.ToString"> <summary> <para>Returns a string representation of the NetworkConnection object state.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkConnection.TransportReceive(System.Byte[],System.Int32,System.Int32)"> <summary> <para>This virtual function allows custom network connection classes to process data from the network before it is passed to the application.</para> </summary> <param name="bytes">The data recieved.</param> <param name="numBytes">The size of the data recieved.</param> <param name="channelId">The channel that the data was received on.</param> </member> <member name="M:UnityEngine.Networking.NetworkConnection.TransportSend(System.Byte[],System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>This virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer.</para> </summary> <param name="bytes">Data to send.</param> <param name="numBytes">Size of data to send.</param> <param name="channelId">Channel to send data on.</param> <param name="error">Error code for send.</param> <returns> <para>True if data was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkConnection.UnregisterHandler(System.Int16)"> <summary> <para>This removes the handler registered for a message Id.</para> </summary> <param name="msgType">The message ID to unregister.</param> </member> <member name="T:UnityEngine.Networking.NetworkCRC"> <summary> <para>This class holds information about which networked scripts use which QoS channels for updates.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkCRC.scriptCRCCheck"> <summary> <para>Enables a CRC check between server and client that ensures the NetworkBehaviour scripts match.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkCRC.scripts"> <summary> <para>A dictionary of script QoS channels.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkCRC.RegisterBehaviour(System.String,System.Int32)"> <summary> <para>This is used to setup script network settings CRC data.</para> </summary> <param name="name">Script name.</param> <param name="channel">QoS Channel.</param> </member> <member name="M:UnityEngine.Networking.NetworkCRC.ReinitializeScriptCRCs"> <summary> <para>This can be used to reinitialize the set of script CRCs.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkDiscovery"> <summary> <para>The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast presence and listen for broadcasts, and optionally join matching games using the NetworkManager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastData"> <summary> <para>The data to include in the broadcast message when running as a server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastInterval"> <summary> <para>How often in milliseconds to broadcast when running as a server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastKey"> <summary> <para>A key to identify this application in broadcasts.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastPort"> <summary> <para>The network port to broadcast on and listen to.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastsReceived"> <summary> <para>A dictionary of broadcasts received from servers.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastSubVersion"> <summary> <para>The sub-version of the application to broadcast. This is used to match versions of the same application.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.broadcastVersion"> <summary> <para>The version of the application to broadcast. This is used to match versions of the same application.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.hostId"> <summary> <para>The TransportLayer hostId being used (read-only).</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.isClient"> <summary> <para>True if running in client mode (read-only).</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.isServer"> <summary> <para>True if running in server mode (read-only).</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.offsetX"> <summary> <para>The horizontal offset of the GUI if active.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.offsetY"> <summary> <para>The vertical offset of the GUI if active.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.running"> <summary> <para>True is broadcasting or listening (read-only).</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.showGUI"> <summary> <para>True to draw the default Broacast control UI.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkDiscovery.useNetworkManager"> <summary> <para>True to integrate with the NetworkManager.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkDiscovery.Initialize"> <summary> <para>Initializes the NetworkDiscovery component.</para> </summary> <returns> <para>Return true if the network port was available.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkDiscovery.OnReceivedBroadcast(System.String,System.String)"> <summary> <para>This is a virtual function that can be implemented to handle broadcast messages when running as a client.</para> </summary> <param name="fromAddress">The IP address of the server.</param> <param name="data">The data broadcast by the server.</param> </member> <member name="M:UnityEngine.Networking.NetworkDiscovery.StartAsClient"> <summary> <para>Starts listening for broadcasts messages.</para> </summary> <returns> <para>True is able to listen.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkDiscovery.StartAsServer"> <summary> <para>Starts sending broadcast messages.</para> </summary> <returns> <para>True is able to broadcast.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkDiscovery.StopBroadcast"> <summary> <para>Stops listening and broadcasting.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkHash128"> <summary> <para>A 128 bit number used to represent assets in a networking context.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkHash128.IsValid"> <summary> <para>A valid NetworkHash has a non-zero value.</para> </summary> <returns> <para>True if the value is non-zero.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkHash128.Parse(System.String)"> <summary> <para>This parses the string representation of a NetworkHash into a binary object.</para> </summary> <param name="text">A hex string to parse.</param> <returns> <para>A 128 bit network hash object.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkHash128.Reset"> <summary> <para>Resets the value of a NetworkHash to zero (invalid).</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkHash128.ToString"> <summary> <para>Returns a string representation of a NetworkHash object.</para> </summary> <returns> <para>A hex asset string.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkIdentity"> <summary> <para>The NetworkIdentity identifies objects across the network, between server and clients. Its primary data is a NetworkInstanceId which is allocated by the server and then set on clients. This is used in network communications to be able to lookup game objects on different machines.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.assetId"> <summary> <para>Unique identifier used to find the source assets when server spawns the on clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkIdentity.clientAuthorityCallback"> <summary> <para>A callback that can be populated to be notified when the client-authority state of objects changes.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.clientAuthorityOwner"> <summary> <para>The client that has authority for this object. This will be null if no client has authority.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.connectionToClient"> <summary> <para>The connection associated with this NetworkIdentity. This is only valid for player objects on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.connectionToServer"> <summary> <para>The UConnection associated with this NetworkIdentity. This is only valid for player objects on a local client.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.hasAuthority"> <summary> <para>This returns true if this object is the authoritative version of the object in the distributed network application.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.isClient"> <summary> <para>Returns true if running as a client and this object was spawned by a server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.isLocalPlayer"> <summary> <para>This returns true if this object is the one that represents the player on the local machine.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.isServer"> <summary> <para>Returns true if running as a server, which spawned the object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.localPlayerAuthority"> <summary> <para>.localPlayerAuthority means that the client of the "owning" player has authority over their own player object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.netId"> <summary> <para>Unique identifier for this particular object instance, used for tracking objects between networked clients and the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.observers"> <summary> <para>The set of network connections (players) that can see this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.playerControllerId"> <summary> <para>The id of the player associated with this GameObject.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.sceneId"> <summary> <para>A unique identifier for NetworkIdentity objects within a scene.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkIdentity.serverOnly"> <summary> <para>Flag to make this object only exist when the game is running as a server (or host).</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkIdentity.AssignClientAuthority(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This assigns control of an object to a client via the client's NetworkConnection.</para> </summary> <param name="conn">The connection of the client to assign authority to.</param> <returns> <para>True if authority was assigned.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkIdentity.ClientAuthorityCallback"> <summary> <para>The delegate type for the clientAuthorityCallback.</para> </summary> <param name="conn">The network connection that is gaining or losing authority.</param> <param name="uv">The object whose client authority status is being changed.</param> <param name="authorityState">The new state of client authority of the object for the connection.</param> </member> <member name="M:UnityEngine.Networking.NetworkIdentity.ForceSceneId(System.Int32)"> <summary> <para>Force the scene ID to a specific value.</para> </summary> <param name="sceneId">The new scene ID.</param> <param name="newSceneId"></param> </member> <member name="M:UnityEngine.Networking.NetworkIdentity.RebuildObservers(System.Boolean)"> <summary> <para>This causes the set of players that can see this object to be rebuild. The OnRebuildObservers callback function will be invoked on each NetworkBehaviour.</para> </summary> <param name="initialize">True if this is the first time.</param> </member> <member name="M:UnityEngine.Networking.NetworkIdentity.RemoveClientAuthority(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Removes ownership for an object for a client by its conneciton.</para> </summary> <param name="conn">The connection of the client to remove authority for.</param> <returns> <para>True if authority is removed.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkInstanceId"> <summary> <para>This is used to identify networked objects across all participants of a network. It is assigned at runtime by the server when an object is spawned.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkInstanceId.Invalid"> <summary> <para>A static invalid NetworkInstanceId that can be used for comparisons.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkInstanceId.IsEmpty"> <summary> <para>Returns true if the value of the NetworkInstanceId is zero.</para> </summary> <returns> <para>True if zero.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkInstanceId.ToString"> <summary> <para>Returns a string of "NetID:value".</para> </summary> <returns> <para>String representation of this object.</para> </returns> </member> <member name="P:UnityEngine.Networking.NetworkInstanceId.Value"> <summary> <para>The internal value of this identifier.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkLobbyManager"> <summary> <para>This is a specialized NetworkManager that includes a networked lobby.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.gamePlayerPrefab"> <summary> <para>This is the prefab of the player to be created in the PlayScene.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.lobbyPlayerPrefab"> <summary> <para>This is the prefab of the player to be created in the LobbyScene.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.lobbyScene"> <summary> <para>The scene to use for the lobby. This is similar to the offlineScene of the NetworkManager.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkLobbyManager.lobbySlots"> <summary> <para>These slots track players that enter the lobby.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.maxPlayers"> <summary> <para>The maximum number of players allowed in the game.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.maxPlayersPerConnection"> <summary> <para>The maximum number of players per connection.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.minPlayers"> <summary> <para>The minimum number of players required to be ready for the game to start.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.playScene"> <summary> <para>The scene to use for the playing the game from the lobby. This is similar to the onlineScene of the NetworkManager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyManager.showLobbyGUI"> <summary> <para>This flag enables display of the default lobby UI.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.CheckReadyToBegin"> <summary> <para>CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientAddPlayerFailed"> <summary> <para>Called on the client when adding a player to the lobby fails.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientConnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is called on the client when it connects to server.</para> </summary> <param name="conn">The connection that connected.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientDisconnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is called on the client when disconnected from a server.</para> </summary> <param name="conn">The connection that disconnected.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientEnter"> <summary> <para>This is a hook to allow custom behaviour when the game client enters the lobby.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientExit"> <summary> <para>This is a hook to allow custom behaviour when the game client exits the lobby.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyClientSceneChanged(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is called on the client when the client is finished loading a new networked scene.</para> </summary> <param name="conn"></param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerConnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is called on the server when a new client connects to the server.</para> </summary> <param name="conn">The new connection.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerCreateGamePlayer(UnityEngine.Networking.NetworkConnection,System.Int16)"> <summary> <para>This allows customization of the creation of the GamePlayer object on the server.</para> </summary> <param name="conn">The connection the player object is for.</param> <param name="playerControllerId">The controllerId of the player on the connnection.</param> <returns> <para>A new GamePlayer object.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerCreateLobbyPlayer(UnityEngine.Networking.NetworkConnection,System.Int16)"> <summary> <para>This allows customization of the creation of the lobby-player object on the server.</para> </summary> <param name="conn">The connection the player object is for.</param> <param name="playerControllerId">The controllerId of the player.</param> <returns> <para>The new lobby-player object.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerDisconnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is called on the server when a client disconnects.</para> </summary> <param name="conn">The connection that disconnected.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerPlayerRemoved(UnityEngine.Networking.NetworkConnection,System.Int16)"> <summary> <para>This is called on the server when a player is removed.</para> </summary> <param name="conn"></param> <param name="playerControllerId"></param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerPlayersReady"> <summary> <para>This is called on the server when all the players in the lobby are ready.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerSceneChanged(System.String)"> <summary> <para>This is called on the server when a networked scene finishes loading.</para> </summary> <param name="sceneName">Name of the new scene.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyServerSceneLoadedForPlayer(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>This is called on the server when it is told that a client has finished switching from the lobby scene to a game player scene.</para> </summary> <param name="lobbyPlayer">The lobby player object.</param> <param name="gamePlayer">The game player object.</param> <returns> <para>False to not allow this player to replace the lobby player.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyStartClient(UnityEngine.Networking.NetworkClient)"> <summary> <para>This is called on the client when a client is started.</para> </summary> <param name="lobbyClient"></param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyStartHost"> <summary> <para>This is called on the host when a host is started.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyStartServer"> <summary> <para>This is called on the server when the server is started - including when a host is started.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyStopClient"> <summary> <para>This is called on the client when the client stops.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.OnLobbyStopHost"> <summary> <para>This is called on the host when the host is stopped.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.SendReturnToLobby"> <summary> <para>Sends a message to the server to make the game return to the lobby scene.</para> </summary> <returns> <para>True if message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.ServerReturnToLobby"> <summary> <para>Calling this causes the server to switch back to the lobby scene.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyManager.TryToAddPlayer"> <summary> <para>This is used on clients to attempt to add a player to the game.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkLobbyPlayer"> <summary> <para>This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyPlayer.readyToBegin"> <summary> <para>This is a flag that control whether this player is ready for the game to begin.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkLobbyPlayer.slot"> <summary> <para>The slot within the lobby that this player inhabits.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.OnClientEnterLobby"> <summary> <para>This is a hook that is invoked on all player objects when entering the lobby.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.OnClientExitLobby"> <summary> <para>This is a hook that is invoked on all player objects when exiting the lobby.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.OnClientReady(System.Boolean)"> <summary> <para>This is a hook that is invoked on clients when a LobbyPlayer switches between ready or not ready.</para> </summary> <param name="readyState">Whether the player is ready or not.</param> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.RemovePlayer"> <summary> <para>This removes this player from the lobby.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.SendNotReadyToBeginMessage"> <summary> <para>This is used on clients to tell the server that this player is not ready for the game to begin.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.SendReadyToBeginMessage"> <summary> <para>This is used on clients to tell the server that this player is ready for the game to begin.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkLobbyPlayer.SendSceneLoadedMessage"> <summary> <para>This is used on clients to tell the server that the client has switched from the lobby to the GameScene and is ready to play.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkLobbyPlayer.ShowLobbyGUI"> <summary> <para>This flag controls whether the default UI is shown for the lobby player.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkManager"> <summary> <para>The NetworkManager is a convenience class for the HLAPI for managing networking systems.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.autoCreatePlayer"> <summary> <para>A flag to control whether or not player objects are automatically created on connect, and on scene change.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.channels"> <summary> <para>The Quality-of-Service channels to use for the network transport layer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.client"> <summary> <para>The current NetworkClient being used by the manager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.clientLoadedScene"> <summary> <para>This is true if the client loaded a new scene when connecting to the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.connectionConfig"> <summary> <para>The custom network configuration to use.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.customConfig"> <summary> <para>Flag to enable custom network configuration.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.dontDestroyOnLoad"> <summary> <para>A flag to control whether the NetworkManager object is destroyed when the scene changes.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.globalConfig"> <summary> <para>The transport layer global configuration to be used.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.isNetworkActive"> <summary> <para>True if the NetworkServer or NetworkClient isactive.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.logLevel"> <summary> <para>The log level specifically to user for network log messages.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.matches"> <summary> <para>The list of matches that are available to join.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.matchHost"> <summary> <para>The hostname of the matchmaking server.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.matchInfo"> <summary> <para>A MatchInfo instance that will be used when StartServer() or StartClient() are called.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.matchMaker"> <summary> <para>The UMatch MatchMaker object.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.matchName"> <summary> <para>The name of the current match.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.matchPort"> <summary> <para>The port of the matchmaking service.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.matchSize"> <summary> <para>The maximum number of players in the current match.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.maxConnections"> <summary> <para>The maximum number of concurrent network connections to support.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.maxDelay"> <summary> <para>The maximum delay before sending packets on connections.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.migrationManager"> <summary> <para>The migration manager being used with the NetworkManager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.networkAddress"> <summary> <para>The network address currently in use.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.networkPort"> <summary> <para>The network port currently in use.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.networkSceneName"> <summary> <para>The name of the current network scene.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.numPlayers"> <summary> <para>NumPlayers is the number of active player objects across all connections on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.offlineScene"> <summary> <para>The scene to switch to when offline.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.onlineScene"> <summary> <para>The scene to switch to when online.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.packetLossPercentage"> <summary> <para>The percentage of incoming and outgoing packets to be dropped for clients.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.playerPrefab"> <summary> <para>The default prefab to be used to create player objects on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.playerSpawnMethod"> <summary> <para>The current method of spawning players used by the NetworkManager.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.runInBackground"> <summary> <para>Controls whether the program runs when it is in the background.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.scriptCRCCheck"> <summary> <para>Flag for using the script CRC check between server and clients.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.secureTunnelEndpoint"> <summary> <para>Allows you to specify an EndPoint object instead of setting networkAddress and networkPort (required for some platforms such as Xbox One).</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.sendPeerInfo"> <summary> <para>A flag to control sending the network information about every peer to all members of a match.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.serverBindAddress"> <summary> <para>The IP address to bind the server to.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.serverBindToIP"> <summary> <para>Flag to tell the server whether to bind to a specific IP address.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.simulatedLatency"> <summary> <para>The delay in milliseconds to be added to incoming and outgoing packets for clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManager.singleton"> <summary> <para>The NetworkManager singleton object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.spawnPrefabs"> <summary> <para>List of prefabs that will be registered with the spawning system.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.startPositions"> <summary> <para>The list of currently registered player start positions for the current scene.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.useSimulator"> <summary> <para>Flag that control whether clients started by this NetworkManager will use simulated latency and packet loss.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkManager.useWebSockets"> <summary> <para>This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.GetStartPosition"> <summary> <para>This finds a spawn position based on NetworkStartPosition objects in the scene.</para> </summary> <returns> <para>Returns the transform to spawn a player at, or null.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkManager.IsClientConnected"> <summary> <para>This checks if the NetworkManager has a client and that it is connected to a server.</para> </summary> <returns> <para>True if the NetworkManagers client is connected to a server.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnClientConnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on the client when connected to a server.</para> </summary> <param name="conn">Connection to the server.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnClientDisconnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on clients when disconnected from a server.</para> </summary> <param name="conn">Connection to the server.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnClientError(UnityEngine.Networking.NetworkConnection,System.Int32)"> <summary> <para>Called on clients when a network error occurs.</para> </summary> <param name="conn">Connection to a server.</param> <param name="errorCode">Error code.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnClientNotReady(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on clients when a servers tells the client it is no longer ready.</para> </summary> <param name="conn">Connection to a server.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnClientSceneChanged(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on clients when a scene has completed loaded, when the scene load was initiated by the server.</para> </summary> <param name="conn">The network connection that the scene change message arrived on.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnDestroyMatch(System.Boolean,System.String)"> <summary> <para>Callback that happens when a NetworkMatch.DestroyMatch request has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnDropConnection(System.Boolean,System.String)"> <summary> <para>Callback that happens when a NetworkMatch.DropConnection match request has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnMatchCreate(System.Boolean,System.String,UnityEngine.Networking.Match.MatchInfo)"> <summary> <para>Callback that happens when a NetworkMatch.CreateMatch request has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> <param name="matchInfo">The information about the newly created match.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnMatchJoined(System.Boolean,System.String,UnityEngine.Networking.Match.MatchInfo)"> <summary> <para>Callback that happens when a NetworkMatch.JoinMatch request has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> <param name="matchInfo">The info for the newly joined match.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnMatchList(System.Boolean,System.String,System.Collections.Generic.List`1&lt;UnityEngine.Networking.Match.MatchInfoSnapshot&gt;)"> <summary> <para>Callback that happens when a NetworkMatch.ListMatches request has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> <param name="matchList">A list of matches corresponding to the filters set in the initial list request.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection,System.Int16)"> <summary> <para>Called on the server when a client adds a new player with ClientScene.AddPlayer.</para> </summary> <param name="conn">Connection from client.</param> <param name="playerControllerId">Id of the new player.</param> <param name="extraMessageReader">An extra message object passed for the new player.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerConnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on the server when a new client connects.</para> </summary> <param name="conn">Connection from client.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerDisconnect(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on the server when a client disconnects.</para> </summary> <param name="conn">Connection from client.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerError(UnityEngine.Networking.NetworkConnection,System.Int32)"> <summary> <para>Called on the server when a network error occurs for a client connection.</para> </summary> <param name="conn">Connection from client.</param> <param name="errorCode">Error code.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerReady(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Called on the server when a client is ready.</para> </summary> <param name="conn">Connection from client.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerRemovePlayer(UnityEngine.Networking.NetworkConnection,UnityEngine.Networking.PlayerController)"> <summary> <para>Called on the server when a client removes a player.</para> </summary> <param name="conn">The connection to remove the player from.</param> <param name="player">The player controller to remove.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnServerSceneChanged(System.String)"> <summary> <para>Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().</para> </summary> <param name="sceneName">The name of the new scene.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnSetMatchAttributes(System.Boolean,System.String)"> <summary> <para>Callback that happens when a NetworkMatch.SetMatchAttributes has been processed on the server.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description for the error if success is false.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStartClient(UnityEngine.Networking.NetworkClient)"> <summary> <para>This is a hook that is invoked when the client is started.</para> </summary> <param name="client">The NetworkClient object that was started.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStartHost"> <summary> <para>This hook is invoked when a host is started.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStartServer"> <summary> <para>This hook is invoked when a server is started - including when a host is started.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStopClient"> <summary> <para>This hook is called when a client is stopped.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStopHost"> <summary> <para>This hook is called when a host is stopped.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.OnStopServer"> <summary> <para>This hook is called when a server is stopped - including when a host is stopped.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.RegisterStartPosition(UnityEngine.Transform)"> <summary> <para>Registers the transform of a game object as a player spawn location.</para> </summary> <param name="start">Transform to register.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.ServerChangeScene(System.String)"> <summary> <para>This causes the server to switch scenes and sets the networkSceneName.</para> </summary> <param name="newSceneName">The name of the scene to change to. The server will change scene immediately, and a message will be sent to connected clients to ask them to change scene also.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.SetMatchHost(System.String,System.Int32,System.Boolean)"> <summary> <para>This sets the address of the MatchMaker service.</para> </summary> <param name="newHost">Hostname of MatchMaker service.</param> <param name="port">Port of MatchMaker service.</param> <param name="https">Protocol used by MatchMaker service.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.SetupMigrationManager(UnityEngine.Networking.NetworkMigrationManager)"> <summary> <para>This sets up a NetworkMigrationManager object to work with this NetworkManager.</para> </summary> <param name="man">The migration manager object to use with the NetworkManager.</param> </member> <member name="M:UnityEngine.Networking.NetworkManager.Shutdown"> <summary> <para>Shuts down the NetworkManager completely and destroy the singleton.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.StartClient"> <summary> <para>This starts a network client. It uses the networkAddress and networkPort properties as the address to connect to.</para> </summary> <returns> <para>The client object created.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkManager.StartHost"> <summary> <para>This starts a network "host" - a server and client in the same application.</para> </summary> <returns> <para>The client object created - this is a "local client".</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkManager.StartMatchMaker"> <summary> <para>This starts MatchMaker for the NetworkManager.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.StartServer"> <summary> <para>This starts a new server.</para> </summary> <returns> <para>True is the server was started.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkManager.StopClient"> <summary> <para>Stops the client that the manager is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.StopHost"> <summary> <para>This stops both the client and the server that the manager is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.StopMatchMaker"> <summary> <para>Stops the MatchMaker that the NetworkManager is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.StopServer"> <summary> <para>Stops the server that the manager is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkManager.UnRegisterStartPosition(UnityEngine.Transform)"> <summary> <para>Unregisters the transform of a game object as a player spawn location.</para> </summary> <param name="start"></param> </member> <member name="M:UnityEngine.Networking.NetworkManager.UseExternalClient(UnityEngine.Networking.NetworkClient)"> <summary> <para>This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient().</para> </summary> <param name="externalClient">The NetworkClient object to use.</param> </member> <member name="T:UnityEngine.Networking.NetworkManagerHUD"> <summary> <para>An extension for the NetworkManager that displays a default HUD for controlling the network state of the game.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManagerHUD.manager"> <summary> <para>The NetworkManager associated with this HUD.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManagerHUD.offsetX"> <summary> <para>The horizontal offset in pixels to draw the HUD runtime GUI at.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManagerHUD.offsetY"> <summary> <para>The vertical offset in pixels to draw the HUD runtime GUI at.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkManagerHUD.showGUI"> <summary> <para>Whether to show the default control HUD at runtime.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkMessage"> <summary> <para>The details of a network message received by a client or server on a network connection.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMessage.channelId"> <summary> <para>The transport layer channel the message was sent on.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMessage.conn"> <summary> <para>The connection the message was recieved on.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMessage.msgType"> <summary> <para>The id of the message type of the message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMessage.reader"> <summary> <para>A NetworkReader object that contains the contents of the message.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMessage.Dump(System.Byte[],System.Int32)"> <summary> <para>Returns a string with the numeric representation of each byte in the payload.</para> </summary> <param name="payload">Network message payload to dump.</param> <param name="sz">Length of payload in bytes.</param> <returns> <para>Dumped info from payload.</para> </returns> </member> <member name="F:UnityEngine.Networking.NetworkMessage.MaxMessageSize"> <summary> <para>The size of the largest message in bytes that can be sent on a NetworkConnection.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMessage.ReadMessage"> <summary> <para>ReadMessage is used to extract a typed network message from the NetworkReader of a NetworkMessage object.</para> </summary> <returns> <para>The type of the Network Message, must be derived from MessageBase.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkMessageDelegate"> <summary> <para>The callback delegate used in message handler functions.</para> </summary> <param name="netMsg">Network message for the message callback.</param> </member> <member name="T:UnityEngine.Networking.NetworkMigrationManager"> <summary> <para>A component that manages the process of a new host taking over a game when the old host is lost. This is referred to as "host migration". The migration manager sends information about each peer in the game to all the clients, and when the host is lost because of a crash or network outage, the clients are able to choose a new host, and continue the game. The old host is able to rejoin the new game on the new host. The state of SyncVars and SyncLists on all objects with NetworkIdentities in the scene is maintained during a host migration. This also applies to custom serialized data for objects. All of the player objects in the game are disabled when the host is lost. Then, when the other clients rejoin the new game on the new host, the corresponding players for those clients are re-enabled on the host, and respawned on the other clients. No player state data is lost during a host migration.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.client"> <summary> <para>The client instance that is being used to connect to the host.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.disconnectedFromHost"> <summary> <para>True is this is a client that has been disconnected from a host.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.hostMigration"> <summary> <para>Controls whether host migration is active.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.hostWasShutdown"> <summary> <para>True if this was the host and the host has been shut down.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.matchInfo"> <summary> <para>Information about the match. This may be null if there is no match.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.newHostAddress"> <summary> <para>The IP address of the new host to connect to.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.offsetX"> <summary> <para>The X offset in pixels of the migration manager default GUI.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.offsetY"> <summary> <para>The Y offset in pixels of the migration manager default GUI.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.oldServerConnectionId"> <summary> <para>The connectionId that this client was assign on the old host.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.peers"> <summary> <para>The set of peers involved in the game. This includes the host and this client.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.pendingPlayers"> <summary> <para>The player objects that have been disabled, and are waiting for their corresponding clients to reconnect.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.showGUI"> <summary> <para>Flag to toggle display of the default UI.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.waitingReconnectToNewHost"> <summary> <para>True if this is a client that was disconnected from the host and is now waiting to reconnect to the new host.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkMigrationManager.waitingToBecomeNewHost"> <summary> <para>True if this is a client that was disconnected from the host, and was chosen as the new host.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.BecomeNewHost(System.Int32)"> <summary> <para>This causes a client that has been disconnected from the host to become the new host of the game.</para> </summary> <param name="port">The network port to listen on.</param> <returns> <para>True if able to become the new host.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkMigrationManager.ConnectionPendingPlayers"> <summary> <para>The player objects for connections to the old host.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.ConnectionPendingPlayers.players"> <summary> <para>The list of players for a connection.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.DisablePlayerObjects"> <summary> <para>This causes objects for known players to be disabled.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.FindNewHost(UnityEngine.Networking.NetworkSystem.PeerInfoMessage&amp;,System.Boolean&amp;)"> <summary> <para>This is a utility function to pick one of the peers in the game as the new host.</para> </summary> <param name="newHostInfo">Information about the new host, including the IP address.</param> <param name="youAreNewHost">True if this client is to be the new host.</param> <returns> <para>True if able to pick a new host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.Initialize(UnityEngine.Networking.NetworkClient,UnityEngine.Networking.Match.MatchInfo)"> <summary> <para>Used to initialize the migration manager with client and match information.</para> </summary> <param name="newClient">The NetworkClient being used to connect to the host.</param> <param name="newMatchInfo">Information about the match being used. This may be null if there is no match.</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.LostHostOnClient(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This should be called on a client when it has lost its connection to the host.</para> </summary> <param name="conn">The connection of the client that was connected to the host.</param> <returns> <para>True if the client should stay in the on-line scene.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.LostHostOnHost"> <summary> <para>This should be called on a host when it has has been shutdown.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnAuthorityUpdated(UnityEngine.GameObject,System.Int32,System.Boolean)"> <summary> <para>A virtual function that is called when the authority of a non-player object changes.</para> </summary> <param name="go">The game object whose authority has changed.</param> <param name="connectionId">The id of the connection whose authority changed for this object.</param> <param name="authorityState">The new authority state for the object.</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnClientDisconnectedFromHost(UnityEngine.Networking.NetworkConnection,UnityEngine.Networking.NetworkMigrationManager/SceneChangeOption&amp;)"> <summary> <para>A virtual function that is called when the client is disconnected from the host.</para> </summary> <param name="conn">The connection to the old host.</param> <param name="sceneChange">How to handle scene changes.</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnPeersUpdated(UnityEngine.Networking.NetworkSystem.PeerListMessage)"> <summary> <para>A virtual function that is called when the set of peers in the game changes.</para> </summary> <param name="peers">The set of peers in the game.</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnServerHostShutdown"> <summary> <para>A virtual function that is called when the host is shutdown.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnServerReconnectObject(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int32)"> <summary> <para>A virtual function that is called for non-player objects with client authority on the new host when a client from the old host reconnects to the new host.</para> </summary> <param name="newConnection">The connection of the new client.</param> <param name="oldObject">The object with authority that is being reconnected.</param> <param name="oldConnectionId">The connectionId of this client on the old host.</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnServerReconnectPlayer(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int32,System.Int16)"> <summary> <para>A virtual function that is called on the new host when a client from the old host reconnects to the new host.</para> </summary> <param name="newConnection">The connection of the new client.</param> <param name="oldPlayer">The player object associated with this client.</param> <param name="oldConnectionId">The connectionId of this client on the old host.</param> <param name="playerControllerId">The playerControllerId of the player that is re-joining.</param> <param name="extraMessageReader">Additional message data (optional).</param> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.OnServerReconnectPlayer(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int32,System.Int16,UnityEngine.Networking.NetworkReader)"> <summary> <para>A virtual function that is called on the new host when a client from the old host reconnects to the new host.</para> </summary> <param name="newConnection">The connection of the new client.</param> <param name="oldPlayer">The player object associated with this client.</param> <param name="oldConnectionId">The connectionId of this client on the old host.</param> <param name="playerControllerId">The playerControllerId of the player that is re-joining.</param> <param name="extraMessageReader">Additional message data (optional).</param> </member> <member name="T:UnityEngine.Networking.NetworkMigrationManager.PendingPlayerInfo"> <summary> <para>Information about a player object from another peer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.PendingPlayerInfo.netId"> <summary> <para>The networkId of the player object.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.PendingPlayerInfo.obj"> <summary> <para>The gameObject for the player.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.PendingPlayerInfo.playerControllerId"> <summary> <para>The playerControllerId of the player GameObject.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.ReconnectObjectForConnection(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int32)"> <summary> <para>This re-establishes a non-player object with client authority with a client that is reconnected. It is similar to NetworkServer.SpawnWithClientAuthority().</para> </summary> <param name="newConnection">The connection of the new client.</param> <param name="oldObject">The object with client authority that is being reconnected.</param> <param name="oldConnectionId">This client's connectionId on the old host.</param> <returns> <para>True if the object was reconnected.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.ReconnectPlayerForConnection(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int32,System.Int16)"> <summary> <para>This re-establishes a player object with a client that is reconnected. It is similar to NetworkServer.AddPlayerForConnection(). The player game object will become the player object for the new connection.</para> </summary> <param name="newConnection">The connection of the new client.</param> <param name="oldPlayer">The player object.</param> <param name="oldConnectionId">This client's connectionId on the old host.</param> <param name="playerControllerId">The playerControllerId of the player that is rejoining.</param> <returns> <para>True if able to re-add this player.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.Reset(System.Int32)"> <summary> <para>Resets the migration manager, and sets the ClientScene's ReconnectId.</para> </summary> <param name="reconnectId">The connectionId for the ClientScene to use when reconnecting.</param> </member> <member name="T:UnityEngine.Networking.NetworkMigrationManager.SceneChangeOption"> <summary> <para>An enumeration of how to handle scene changes when the connection to the host is lost.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.SceneChangeOption.StayInOnlineScene"> <summary> <para>The client should stay in the online scene.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkMigrationManager.SceneChangeOption.SwitchToOfflineScene"> <summary> <para>The client should return to the offline scene.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkMigrationManager.SendPeerInfo"> <summary> <para>This sends the set of peers in the game to all the peers in the game.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkProximityChecker"> <summary> <para>Component that controls visibility of networked objects for players.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.checkMethod"> <summary> <para>Which method to use for checking proximity of players.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.forceHidden"> <summary> <para>Flag to force this object to be hidden for players.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.visRange"> <summary> <para>The maximim range that objects will be visible at.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.visUpdateInterval"> <summary> <para>How often (in seconds) that this object should update the set of players that can see it.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkProximityChecker.CheckMethod"> <summary> <para>Enumeration of methods to use to check proximity.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.CheckMethod.Physics2D"> <summary> <para>Use 2D physics to determine proximity.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkProximityChecker.CheckMethod.Physics3D"> <summary> <para>Use 3D physics to determine proximity.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkReader"> <summary> <para>General purpose serializer for UNET (for reading byte arrays).</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkReader.#ctor"> <summary> <para>Creates a new NetworkReader object.</para> </summary> <param name="buffer">A buffer to construct the reader with, this buffer is NOT copied.</param> </member> <member name="M:UnityEngine.Networking.NetworkReader.#ctor(System.Byte[])"> <summary> <para>Creates a new NetworkReader object.</para> </summary> <param name="buffer">A buffer to construct the reader with, this buffer is NOT copied.</param> </member> <member name="P:UnityEngine.Networking.NetworkReader.Length"> <summary> <para>The current length of the buffer.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkReader.Position"> <summary> <para>The current position within the buffer.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadBoolean"> <summary> <para>Reads a boolean from the stream.</para> </summary> <returns> <para>The value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadByte"> <summary> <para>Reads a byte from the stream.</para> </summary> <returns> <para>The value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadBytes(System.Int32)"> <summary> <para>Reads a number of bytes from the stream.</para> </summary> <param name="count">Number of bytes to read.</param> <returns> <para>Bytes read. (this is a copy).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadBytesAndSize"> <summary> <para>This read a 16-bit byte count and a array of bytes of that size from the stream.</para> </summary> <returns> <para>The bytes read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadChar"> <summary> <para>Reads a char from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadColor"> <summary> <para>Reads a unity Color objects.</para> </summary> <returns> <para>The color read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadColor32"> <summary> <para>Reads a unity color32 objects.</para> </summary> <returns> <para>The colo read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadDecimal"> <summary> <para>Reads a decimal from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadDouble"> <summary> <para>Reads a double from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadGameObject"> <summary> <para>Reads a reference to a GameObject from the stream.</para> </summary> <returns> <para>The GameObject referenced.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadInt16"> <summary> <para>Reads a signed 16 bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadInt32"> <summary> <para>Reads a signed 32bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadInt64"> <summary> <para>Reads a signed 64 bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadMatrix4x4"> <summary> <para>Reads a unity Matrix4x4 object.</para> </summary> <returns> <para>The matrix read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadMessage"> <summary> <para>This is a utility function to read a typed network message from the stream.</para> </summary> <returns> <para>The type of the Network Message, must be derived from MessageBase.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadNetworkHash128"> <summary> <para>Reads a NetworkHash128 assetId.</para> </summary> <returns> <para>The assetId object read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadNetworkId"> <summary> <para>Reads a NetworkInstanceId from the stream.</para> </summary> <returns> <para>The NetworkInstanceId read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadNetworkIdentity"> <summary> <para>Reads a reference to a NetworkIdentity from the stream.</para> </summary> <returns> <para>The NetworkIdentity object read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadPackedUInt32"> <summary> <para>Reads a 32-bit variable-length-encoded value.</para> </summary> <returns> <para>The 32 bit value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadPackedUInt64"> <summary> <para>Reads a 64-bit variable-length-encoded value.</para> </summary> <returns> <para>The 64 bit value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadPlane"> <summary> <para>Reads a unity Plane object.</para> </summary> <returns> <para>The plane read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadQuaternion"> <summary> <para>Reads a Unity Quaternion object.</para> </summary> <returns> <para>The quaternion read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadRay"> <summary> <para>Reads a Unity Ray object.</para> </summary> <returns> <para>The ray read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadRect"> <summary> <para>Reads a Unity Rect object.</para> </summary> <returns> <para>The rect read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadSByte"> <summary> <para>Reads a signed byte from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadSceneId"> <summary> <para>Reads a NetworkSceneId from the stream.</para> </summary> <returns> <para>The NetworkSceneId read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadSingle"> <summary> <para>Reads a float from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadString"> <summary> <para>Reads a string from the stream. (max of 32k bytes).</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadTransform"> <summary> <para>Reads a reference to a Transform from the stream.</para> </summary> <returns> <para>The transform object read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadUInt16"> <summary> <para>Reads an unsigned 16 bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadUInt32"> <summary> <para>Reads an unsigned 32 bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadUInt64"> <summary> <para>Reads an unsigned 64 bit integer from the stream.</para> </summary> <returns> <para>Value read.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadVector2"> <summary> <para>Reads a Unity Vector2 object.</para> </summary> <returns> <para>The vector read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadVector3"> <summary> <para>Reads a Unity Vector3 objects.</para> </summary> <returns> <para>The vector read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.ReadVector4"> <summary> <para>Reads a Unity Vector4 object.</para> </summary> <returns> <para>The vector read from the stream.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkReader.SeekZero"> <summary> <para>Sets the current position of the reader's stream to the start of the stream.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkReader.ToString"> <summary> <para>Returns a string representation of the reader's buffer.</para> </summary> <returns> <para>Buffer contents.</para> </returns> </member> <member name="T:UnityEngine.Networking.NetworkSceneId"> <summary> <para>This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkSceneId.IsEmpty"> <summary> <para>Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero.</para> </summary> <returns> <para>True if zero.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkSceneId.ToString"> <summary> <para>Returns a string like SceneId:value.</para> </summary> <returns> <para>String representation of this object.</para> </returns> </member> <member name="P:UnityEngine.Networking.NetworkSceneId.Value"> <summary> <para>The internal value for this object.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkServer"> <summary> <para>The NetworkServer uses a NetworkServerSimple for basic network functionality and adds more game-like functionality.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.active"> <summary> <para>Checks if the server has been started.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.connections"> <summary> <para>A list of all the current connections from clients.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.dontListen"> <summary> <para>If you enable this, the server will not listen for incoming connections on the regular network port.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.handlers"> <summary> <para>Dictionary of the message handlers registered with the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.hostTopology"> <summary> <para>The host topology that the server is using.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.listenPort"> <summary> <para>The port that the server is listening on.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.localClientActive"> <summary> <para>True is a local client is currently active on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.localConnections"> <summary> <para>A list of local connections on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.maxDelay"> <summary> <para>The maximum delay before sending packets on connections.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.networkConnectionClass"> <summary> <para>The class to be used when creating new network connections.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.numChannels"> <summary> <para>The number of channels the network is configure with.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.objects"> <summary> <para>This is a dictionary of networked objects that have been spawned on the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.sendPeerInfo"> <summary> <para>Setting this true will make the server send peer info to all participants of the network.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.serverHostId"> <summary> <para>The transport layer hostId used by this server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServer.useWebSockets"> <summary> <para>This makes the server listen for WebSockets connections instead of normal transport layer connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.AddExternalConnection(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This accepts a network connection from another external source and adds it to the server.</para> </summary> <param name="conn">Network connection to add.</param> <returns> <para>True if added.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.AddPlayerForConnection"> <summary> <para>When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection.</para> </summary> <param name="conn">Connection which is adding the player.</param> <param name="player">Player object spawned for the player.</param> <param name="playerControllerId">The player controller ID number as specified by client.</param> <returns> <para>True if player was added.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.AddPlayerForConnection(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int16)"> <summary> <para>When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection.</para> </summary> <param name="conn">Connection which is adding the player.</param> <param name="player">Player object spawned for the player.</param> <param name="playerControllerId">The player controller ID number as specified by client.</param> <returns> <para>True if player was added.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.BecomeHost"> <summary> <para>This allows a client that has been disconnected from a server, to become the host of a new version of the game.</para> </summary> <param name="oldClient">The client that was connected to the old host.</param> <param name="port">The port to listen on.</param> <param name="matchInfo">Match information (may be null).</param> <returns> <para>The local client connected to the new host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.ClearHandlers"> <summary> <para>Clear all registered callback handlers.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.ClearLocalObjects"> <summary> <para>This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.ClearSpawners"> <summary> <para>Clears all registered spawn prefab and spawn handler functions for this server.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.Configure(UnityEngine.Networking.ConnectionConfig,System.Int32)"> <summary> <para>This configures the transport layer settings for the server.</para> </summary> <param name="config">Transport layer confuration object.</param> <param name="maxConnections">The maximum number of client connections to allow.</param> <param name="topology">Transport layer topology object to use.</param> <returns> <para>True if successfully configured.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.Configure(UnityEngine.Networking.HostTopology)"> <summary> <para>This configures the transport layer settings for the server.</para> </summary> <param name="config">Transport layer confuration object.</param> <param name="maxConnections">The maximum number of client connections to allow.</param> <param name="topology">Transport layer topology object to use.</param> <returns> <para>True if successfully configured.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.Destroy(UnityEngine.GameObject)"> <summary> <para>Destroys this object and corresponding objects on all clients.</para> </summary> <param name="obj">Game object to destroy.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.DestroyPlayersForConnection(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This destroys all the player objects associated with a NetworkConnections on a server.</para> </summary> <param name="conn">The connections object to clean up for.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.DisconnectAll"> <summary> <para>Disconnect all currently connected clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.FindLocalObject(UnityEngine.Networking.NetworkInstanceId)"> <summary> <para>This finds the local NetworkIdentity object with the specified network Id.</para> </summary> <param name="netId">The netId of the NetworkIdentity object to find.</param> <returns> <para>The game object that matches the netId.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.GetConnectionStats"> <summary> <para>Gets aggregate packet stats for all connections.</para> </summary> <returns> <para>Dictionary of msg types and packet statistics.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.GetStatsIn(System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get inbound network statistics for the server.</para> </summary> <param name="numMsgs">Number of messages received so far.</param> <param name="numBytes">Number of bytes received so far.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.GetStatsOut(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get outbound network statistics for the client.</para> </summary> <param name="numMsgs">Number of messages sent so far (including collated messages send through buffer).</param> <param name="numBufferedMsgs">Number of messages sent through buffer.</param> <param name="numBytes">Number of bytes sent so far.</param> <param name="lastBufferedPerSecond">Number of messages buffered for sending per second.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.Listen(System.String,System.Int32)"> <summary> <para>Start the server on the given port number. Note that if a match has been created, this will listen using the Relay server instead of a local socket.</para> </summary> <param name="ipAddress">The IP address to bind to (optional).</param> <param name="serverPort">Listen port number.</param> <returns> <para>True if listen succeeded.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.Listen(System.Int32)"> <summary> <para>Start the server on the given port number. Note that if a match has been created, this will listen using the Relay server instead of a local socket.</para> </summary> <param name="ipAddress">The IP address to bind to (optional).</param> <param name="serverPort">Listen port number.</param> <returns> <para>True if listen succeeded.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.ListenRelay(System.String,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID)"> <summary> <para>Starts a server using a Relay server. This is the manual way of using the Relay server, as the regular NetworkServer.Connect() will automatically use the Relay server if a match exists.</para> </summary> <param name="relayIp">Relay server IP Address.</param> <param name="relayPort">Relay server port.</param> <param name="netGuid">GUID of the network to create.</param> <param name="sourceId">This server's sourceId.</param> <param name="nodeId">The node to join the network with.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.RegisterHandler(System.Int16,UnityEngine.Networking.NetworkMessageDelegate)"> <summary> <para>Register a handler for a particular message type.</para> </summary> <param name="msgType">Message type number.</param> <param name="handler">Function handler which will be invoked for when this message type is received.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.RemoveExternalConnection(System.Int32)"> <summary> <para>This removes an external connection added with AddExternalConnection().</para> </summary> <param name="connectionId">The id of the connection to remove.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.ReplacePlayerForConnection"> <summary> <para>This replaces the player object for a connection with a different player object. The old player object is not destroyed.</para> </summary> <param name="conn">Connection which is adding the player.</param> <param name="player">Player object spawned for the player.</param> <param name="playerControllerId">The player controller ID number as specified by client.</param> <returns> <para>True if player was replaced.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.ReplacePlayerForConnection(UnityEngine.Networking.NetworkConnection,UnityEngine.GameObject,System.Int16)"> <summary> <para>This replaces the player object for a connection with a different player object. The old player object is not destroyed.</para> </summary> <param name="conn">Connection which is adding the player.</param> <param name="player">Player object spawned for the player.</param> <param name="playerControllerId">The player controller ID number as specified by client.</param> <returns> <para>True if player was replaced.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.Reset"> <summary> <para>Reset the NetworkServer singleton.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.ResetConnectionStats"> <summary> <para>Resets the packet stats on all connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendByChannelToAll(System.Int16,UnityEngine.Networking.MessageBase,System.Int32)"> <summary> <para>Sends a network message to all connected clients on a specified transport layer QoS channel.</para> </summary> <param name="msgType">The message id.</param> <param name="msg">The message to send.</param> <param name="channelId">The transport layer channel to use.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendByChannelToReady(UnityEngine.GameObject,System.Int16,UnityEngine.Networking.MessageBase,System.Int32)"> <summary> <para>Sends a network message to all connected clients that are "ready" on a specified transport layer QoS channel.</para> </summary> <param name="contextObj">An object to use for context when calculating object visibility. If null, then the message is sent to all ready clients.</param> <param name="msgType">The message id.</param> <param name="msg">The message to send.</param> <param name="channelId">The transport layer channel to send on.</param> <returns> <para>True if the message was sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendBytesToPlayer(UnityEngine.GameObject,System.Byte[],System.Int32,System.Int32)"> <summary> <para>This sends an array of bytes to a specific player.</para> </summary> <param name="player">The player to send the bytes to.</param> <param name="buffer">Array of bytes to send.</param> <param name="numBytes">Size of array.</param> <param name="channelId">Transport layer channel id to send bytes on.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendBytesToReady"> <summary> <para>This sends an array of bytes to all ready players.</para> </summary> <param name="buffer">Array of bytes to send.</param> <param name="numBytes">Size of array.</param> <param name="channelId">Transport layer channel id to send bytes on.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendNetworkInfo(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This is obsolete. This functionality is now part of the NetworkMigrationManager.</para> </summary> <param name="targetConnection">Connection to send peer info to.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendToAll"> <summary> <para>Send a message structure with the given type number to all connected clients.</para> </summary> <param name="msg">Message structure.</param> <param name="msgType">Message type.</param> <returns> <para>Success if message is sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendToClient"> <summary> <para>Send a message to the client which owns the given connection ID.</para> </summary> <param name="connectionId">Client connection ID.</param> <param name="msg">Message struct to send.</param> <param name="msgType">Message type.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendToClientOfPlayer"> <summary> <para>Send a message to the client which owns the given player object instance.</para> </summary> <param name="player">The players game object.</param> <param name="msg">Message struct.</param> <param name="msgType">Message type.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendToReady"> <summary> <para>Send a message structure with the given type number to only clients which are ready.</para> </summary> <param name="msg">Message structure.</param> <param name="msgType">Message type.</param> <returns> <para>Success if message is sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendUnreliableToAll"> <summary> <para>Send given message structure as an unreliable message to all connected clients.</para> </summary> <param name="msg">Message structure.</param> <param name="msgType">Message type.</param> <returns> <para>Success if message is sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendUnreliableToReady"> <summary> <para>Send given message structure as an unreliable message only to ready clients.</para> </summary> <param name="msg">Message structure.</param> <param name="msgType">Message type.</param> <returns> <para>Success if message is sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SendWriterToReady"> <summary> <para>Sends the contents of a NetworkWriter object to the ready players.</para> </summary> <param name="writer">The writer object to send.</param> <param name="channelId">The QoS channel to send the data on.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SetAllClientsNotReady"> <summary> <para>Marks all connected clients as no longer ready.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.SetClientNotReady(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Sets the client of the connection to be not-ready.</para> </summary> <param name="conn">The connection of the client to make not ready.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SetClientReady(UnityEngine.Networking.NetworkConnection)"> <summary> <para>Sets the client to be ready.</para> </summary> <param name="conn">The connection of the client to make ready.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SetNetworkConnectionClass"> <summary> <para>This sets the class used when creating new network connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.Shutdown"> <summary> <para>This shuts down the server and disconnects all clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServer.Spawn(UnityEngine.GameObject)"> <summary> <para>Spawn the given game object on all clients which are ready.</para> </summary> <param name="obj">Game object with NetworkIdentity to spawn.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.Spawn"> <summary> <para>Spawn the given game object on all clients which are ready.</para> </summary> <param name="obj">Game object with NetworkIdentity to spawn.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.SpawnObjects"> <summary> <para>This causes NetworkIdentity objects in a scene to be spawned on a server.</para> </summary> <returns> <para>Success if objects where spawned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SpawnWithClientAuthority(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.</para> </summary> <param name="obj">The object to spawn.</param> <param name="player">The player object to set Client Authority to.</param> <param name="assetId">The assetId of the object to spawn. Used for custom spawn handlers.</param> <param name="conn">The connection to set Client Authority to.</param> <returns> <para>True if the object was spawned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SpawnWithClientAuthority(UnityEngine.GameObject,UnityEngine.Networking.NetworkConnection)"> <summary> <para>This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.</para> </summary> <param name="obj">The object to spawn.</param> <param name="player">The player object to set Client Authority to.</param> <param name="assetId">The assetId of the object to spawn. Used for custom spawn handlers.</param> <param name="conn">The connection to set Client Authority to.</param> <returns> <para>True if the object was spawned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.SpawnWithClientAuthority(UnityEngine.GameObject,UnityEngine.Networking.NetworkHash128,UnityEngine.Networking.NetworkConnection)"> <summary> <para>This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.</para> </summary> <param name="obj">The object to spawn.</param> <param name="player">The player object to set Client Authority to.</param> <param name="assetId">The assetId of the object to spawn. Used for custom spawn handlers.</param> <param name="conn">The connection to set Client Authority to.</param> <returns> <para>True if the object was spawned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServer.UnregisterHandler(System.Int16)"> <summary> <para>Unregisters a handler for a particular message type.</para> </summary> <param name="msgType">The message type to remove the handler for.</param> </member> <member name="M:UnityEngine.Networking.NetworkServer.UnSpawn(UnityEngine.GameObject)"> <summary> <para>This takes an object that has been spawned and un-spawns it.</para> </summary> <param name="obj">The spawned object to be unspawned.</param> </member> <member name="T:UnityEngine.Networking.NetworkServerSimple"> <summary> <para>The NetworkServerSimple is a basic server class without the "game" related functionality that the NetworkServer class has.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.connections"> <summary> <para>A read-only list of the current connections being managed.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.handlers"> <summary> <para>The message handler functions that are registered.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.hostTopology"> <summary> <para>The transport layer host-topology that the server is configured with.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.listenPort"> <summary> <para>The network port that the server is listening on.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.messageBuffer"> <summary> <para>The internal buffer that the server reads data from the network into. This will contain the most recent data read from the network when OnData() is called.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.messageReader"> <summary> <para>A NetworkReader object that is bound to the server's messageBuffer.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.networkConnectionClass"> <summary> <para>The type of class to be created for new network connections from clients.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.serverHostId"> <summary> <para>The transport layer hostId of the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkServerSimple.useWebSockets"> <summary> <para>This causes the server to listen for WebSocket connections instead of regular transport layer connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.ClearHandlers"> <summary> <para>Clears the message handlers that are registered.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Configure(UnityEngine.Networking.ConnectionConfig,System.Int32)"> <summary> <para>This configures the network transport layer of the server.</para> </summary> <param name="config">The transport layer configuration to use.</param> <param name="maxConnections">Maximum number of network connections to allow.</param> <param name="topology">The transport layer host topology to use.</param> <returns> <para>True if configured.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Configure(UnityEngine.Networking.HostTopology)"> <summary> <para>This configures the network transport layer of the server.</para> </summary> <param name="config">The transport layer configuration to use.</param> <param name="maxConnections">Maximum number of network connections to allow.</param> <param name="topology">The transport layer host topology to use.</param> <returns> <para>True if configured.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Disconnect(System.Int32)"> <summary> <para>This disconnects the connection of the corresponding connection id.</para> </summary> <param name="connectionId">The id of the connection to disconnect.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.DisconnectAllConnections"> <summary> <para>This disconnects all of the active connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.FindConnection(System.Int32)"> <summary> <para>This looks up the network connection object for the specified connection Id.</para> </summary> <param name="connectionId">The connection id to look up.</param> <returns> <para>A NetworkConnection objects, or null if no connection found.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Initialize"> <summary> <para>Initialization function that is invoked when the server starts listening. This can be overridden to perform custom initialization such as setting the NetworkConnectionClass.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Listen(System.Int32)"> <summary> <para>This starts the server listening for connections on the specified port.</para> </summary> <param name="serverListenPort">The port to listen on.</param> <param name="topology">The transport layer host toplogy to configure with.</param> <returns> <para>True if able to listen.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Listen(System.Int32,UnityEngine.Networking.HostTopology)"> <summary> <para>This starts the server listening for connections on the specified port.</para> </summary> <param name="serverListenPort">The port to listen on.</param> <param name="topology">The transport layer host toplogy to configure with.</param> <returns> <para>True if able to listen.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.ListenRelay(System.String,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID)"> <summary> <para>Starts a server using a Relay server. This is the manual way of using the Relay server, as the regular NetworkServer.Connect() will automatically use the Relay server if a match exists.</para> </summary> <param name="relayIp">Relay server IP Address.</param> <param name="relayPort">Relay server port.</param> <param name="netGuid">GUID of the network to create.</param> <param name="sourceId">This server's sourceId.</param> <param name="nodeId">The node to join the network with.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnConnected(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This virtual function can be overridden to perform custom functionality for new network connections.</para> </summary> <param name="conn">The new connection object.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnConnectError(System.Int32,System.Byte)"> <summary> <para>A virtual function that is invoked when there is a connection error.</para> </summary> <param name="connectionId">The id of the connection with the error.</param> <param name="error">The error code.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnData(UnityEngine.Networking.NetworkConnection,System.Int32,System.Int32)"> <summary> <para>This virtual function can be overridden to perform custom functionality when data is received for a connection.</para> </summary> <param name="conn">The connection that data was received on.</param> <param name="channelId">The channel that data was received on.</param> <param name="receivedSize">The amount of data received.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnDataError(UnityEngine.Networking.NetworkConnection,System.Byte)"> <summary> <para>A virtual function that is called when a data error occurs on a connection.</para> </summary> <param name="conn">The connection object that the error occured on.</param> <param name="error">The error code.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnDisconnected(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This virtual function can be overridden to perform custom functionality for disconnected network connections.</para> </summary> <param name="conn"></param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.OnDisconnectError(UnityEngine.Networking.NetworkConnection,System.Byte)"> <summary> <para>A virtual function that is called when a disconnect error happens.</para> </summary> <param name="conn">The connection object that the error occured on.</param> <param name="error">The error code.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.RegisterHandler(System.Int16,UnityEngine.Networking.NetworkMessageDelegate)"> <summary> <para>This registers a handler function for a message Id.</para> </summary> <param name="msgType">Message Id to register handler for.</param> <param name="handler">Handler function.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.RemoveConnectionAtIndex(System.Int32)"> <summary> <para>This removes a connection object from the server's list of connections.</para> </summary> <param name="connectionId">The id of the connection to remove.</param> <returns> <para>True if removed.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.SendBytesTo(System.Int32,System.Byte[],System.Int32,System.Int32)"> <summary> <para>This sends the data in an array of bytes to the connected client.</para> </summary> <param name="connectionId">The id of the connection to send on.</param> <param name="bytes">The data to send.</param> <param name="numBytes">The size of the data to send.</param> <param name="channelId">The channel to send the data on.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.SendWriterTo(System.Int32,UnityEngine.Networking.NetworkWriter,System.Int32)"> <summary> <para>This sends the contents of a NetworkWriter object to the connected client.</para> </summary> <param name="connectionId">The id of the connection to send on.</param> <param name="writer">The writer object to send.</param> <param name="channelId">The channel to send the data on.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.SetConnectionAtIndex(UnityEngine.Networking.NetworkConnection)"> <summary> <para>This adds a connection created by external code to the server's list of connections, at the connection's connectionId index.</para> </summary> <param name="conn">A new connection object.</param> <returns> <para>True if added.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.SetNetworkConnectionClass"> <summary> <para>This sets the class that is used when creating new network connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Stop"> <summary> <para>This stops a server from listening.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.UnregisterHandler(System.Int16)"> <summary> <para>This unregisters a registered message handler function.</para> </summary> <param name="msgType">The message id to unregister.</param> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.Update"> <summary> <para>This function pumps the server causing incoming network data to be processed, and pending outgoing data to be sent.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkServerSimple.UpdateConnections"> <summary> <para>This function causes pending outgoing data on connections to be sent, but unlike Update() it works when the server is not listening.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSettingsAttribute"> <summary> <para>This attribute is used to configure the network settings of scripts that are derived from the NetworkBehaviour base class.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSettingsAttribute.channel"> <summary> <para>The QoS channel to use for updates for this script.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSettingsAttribute.sendInterval"> <summary> <para>The sendInterval control how frequently updates are sent for this script.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkStartPosition"> <summary> <para>This component is used to make a gameObject a starting position for spawning player objects in multiplayer games.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.AddPlayerMessage"> <summary> <para>This is passed to handler funtions registered for the AddPlayer built-in message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.AddPlayerMessage.msgData"> <summary> <para>The extra message data included in the AddPlayerMessage.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.AddPlayerMessage.msgSize"> <summary> <para>The size of the extra message data included in the AddPlayerMessage.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.AddPlayerMessage.playerControllerId"> <summary> <para>The playerId of the new player.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.EmptyMessage"> <summary> <para>A utility class to send a network message with no contents.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.ErrorMessage"> <summary> <para>This is passed to handler functions registered for the SYSTEM_ERROR built-in message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ErrorMessage.errorCode"> <summary> <para>The error code.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.IntegerMessage"> <summary> <para>A utility class to send simple network messages that only contain an integer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.IntegerMessage.value"> <summary> <para>The integer value to serialize.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.NotReadyMessage"> <summary> <para>This is passed to handler funtions registered for the SYSTEM_NOT_READY built-in message.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.PeerAuthorityMessage"> <summary> <para>Information about a change in authority of a non-player in the same network game.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerAuthorityMessage.authorityState"> <summary> <para>The new state of authority for the object referenced by this message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerAuthorityMessage.connectionId"> <summary> <para>The connection Id (on the server) of the peer whose authority is changing for the object.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerAuthorityMessage.netId"> <summary> <para>The network id of the object whose authority state changed.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.PeerInfoMessage"> <summary> <para>Information about another participant in the same network game.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.address"> <summary> <para>The IP address of the peer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.connectionId"> <summary> <para>The id of the NetworkConnection associated with the peer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.isHost"> <summary> <para>True if this peer is the host of the network game.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.isYou"> <summary> <para>True if the peer if the same as the current client.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.playerIds"> <summary> <para>The players for this peer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoMessage.port"> <summary> <para>The network port being used by the peer.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.PeerInfoPlayer"> <summary> <para>A structure used to identify player object on other peers for host migration.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoPlayer.netId"> <summary> <para>The networkId of the player object.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerInfoPlayer.playerControllerId"> <summary> <para>The playerControllerId of the player GameObject.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.PeerListMessage"> <summary> <para>Internal UNET message for sending information about network peers to clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerListMessage.oldServerConnectionId"> <summary> <para>The connectionId of this client on the old host.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.PeerListMessage.peers"> <summary> <para>The list of participants in a networked game.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.ReadyMessage"> <summary> <para>This is passed to handler funtions registered for the SYSTEM_READY built-in message.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.ReconnectMessage"> <summary> <para>This network message is used when a client reconnect to the new host of a game.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ReconnectMessage.msgData"> <summary> <para>Additional data.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ReconnectMessage.msgSize"> <summary> <para>Size of additional data.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ReconnectMessage.netId"> <summary> <para>The networkId of this player on the old host.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ReconnectMessage.oldConnectionId"> <summary> <para>This client's connectionId on the old host.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.ReconnectMessage.playerControllerId"> <summary> <para>The playerControllerId of the player that is rejoining.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.RemovePlayerMessage"> <summary> <para>This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.RemovePlayerMessage.playerControllerId"> <summary> <para>The player ID of the player GameObject which should be removed.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkSystem.StringMessage"> <summary> <para>This is a utility class for simple network messages that contain only a string.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkSystem.StringMessage.value"> <summary> <para>The string that will be serialized.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransform"> <summary> <para>A component to synchronize the position and rotation of networked objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.characterContoller"> <summary> <para>Cached CharacterController.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.clientMoveCallback2D"> <summary> <para>A callback that can be used to validate on the server, the movement of client authoritative objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.clientMoveCallback3D"> <summary> <para>A callback that can be used to validate on the server, the movement of client authoritative objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.grounded"> <summary> <para>Tells the NetworkTransform that it is on a surface (this is the default). </para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.interpolateMovement"> <summary> <para>Enables interpolation of the synchronized movement.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.interpolateRotation"> <summary> <para>Enables interpolation of the synchronized rotation.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.lastSyncTime"> <summary> <para>The most recent time when a movement synchronization packet arrived for this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.movementTheshold"> <summary> <para>The distance that an object can move without sending a movement synchronization update.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.rigidbody2D"> <summary> <para>Cached Rigidbody2D.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.rigidbody3D"> <summary> <para>Cached Rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.rotationSyncCompression"> <summary> <para>How much to compress rotation sync updates.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.sendInterval"> <summary> <para>The sendInterval controls how often state updates are sent for this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.snapThreshold"> <summary> <para>If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.syncRotationAxis"> <summary> <para>Which axis should rotation by synchronized for.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.targetSyncPosition"> <summary> <para>The target position interpolating towards.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.targetSyncRotation2D"> <summary> <para>The target rotation interpolating towards.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.targetSyncRotation3D"> <summary> <para>The target position interpolating towards.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.targetSyncVelocity"> <summary> <para>The velocity send for synchronization.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.transformSyncMode"> <summary> <para>What method to use to sync the object's position.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransform.velocityThreshold"> <summary> <para>The minimum velocity difference that will be synchronized over the network.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransform.AxisSyncMode"> <summary> <para>An axis or set of axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisX"> <summary> <para>Only x axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisXY"> <summary> <para>The x and y axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisXYZ"> <summary> <para>The x, y and z axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisXZ"> <summary> <para>The x and z axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisY"> <summary> <para>Only the y axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisYZ"> <summary> <para>The y and z axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.AxisZ"> <summary> <para>Only the z axis.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.AxisSyncMode.None"> <summary> <para>Do not sync.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransform.ClientMoveCallback2D"> <summary> <para>This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms.</para> </summary> <param name="position">The new position from the client.</param> <param name="velocity">The new velocity from the client.</param> <param name="rotation">The new rotation from the client.</param> </member> <member name="T:UnityEngine.Networking.NetworkTransform.ClientMoveCallback3D"> <summary> <para>This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms.</para> </summary> <param name="position">The new position from the client.</param> <param name="velocity">The new velocity from the client.</param> <param name="rotation">The new rotation from the client.</param> </member> <member name="T:UnityEngine.Networking.NetworkTransform.CompressionSyncMode"> <summary> <para>How much to compress sync data.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.CompressionSyncMode.High"> <summary> <para>High Compression - sacrificing accuracy.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.CompressionSyncMode.Low"> <summary> <para>A low amount of compression that preserves accuracy.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.CompressionSyncMode.None"> <summary> <para>Do not compress.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransform.TransformSyncMode"> <summary> <para>How to synchronize an object's position.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.TransformSyncMode.SyncCharacterController"> <summary> <para>Sync using the CharacterController component.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.TransformSyncMode.SyncNone"> <summary> <para>Dont synchronize.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.TransformSyncMode.SyncRigidbody2D"> <summary> <para>Sync using the Rigidbody2D component.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.TransformSyncMode.SyncRigidbody3D"> <summary> <para>Sync using the Rigidbody component.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkTransform.TransformSyncMode.SyncTransform"> <summary> <para>Sync using the game object's base transform.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransformChild"> <summary> <para>A component to synchronize the position of child transforms of networked objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.childIndex"> <summary> <para>A unique Identifier for this NetworkTransformChild component on this root object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.clientMoveCallback3D"> <summary> <para>A callback function to allow server side validation of the movement of the child object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.interpolateMovement"> <summary> <para>The rate to interpolate towards the target position.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.interpolateRotation"> <summary> <para>The rate to interpolate to the target rotation.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.lastSyncTime"> <summary> <para>The most recent time when a movement synchronization packet arrived for this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.movementThreshold"> <summary> <para>The distance that an object can move without sending a movement synchronization update.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.rotationSyncCompression"> <summary> <para>How much to compress rotation sync updates.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.sendInterval"> <summary> <para>The sendInterval controls how often state updates are sent for this object.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.syncRotationAxis"> <summary> <para>Which axis should rotation by synchronized for.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.target"> <summary> <para>The child transform to be synchronized.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.targetSyncPosition"> <summary> <para>The target position interpolating towards.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformChild.targetSyncRotation3D"> <summary> <para>The target rotation interpolating towards.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransformVisualizer"> <summary> <para>This is a helper component to help understand and debug networked movement synchronization with the NetworkTransform component.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkTransformVisualizer.visualizerPrefab"> <summary> <para>The prefab to use for the visualization object.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkWriter"> <summary> <para>General purpose serializer for UNET (for serializing data to byte arrays).</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkWriter.AsArray"> <summary> <para>Returns the internal array of bytes the writer is using. This is NOT a copy.</para> </summary> <returns> <para>Internal buffer.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkWriter.#ctor"> <summary> <para>Creates a new NetworkWriter object.</para> </summary> <param name="buffer">A buffer to write into. This is not copied.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.#ctor(System.Byte[])"> <summary> <para>Creates a new NetworkWriter object.</para> </summary> <param name="buffer">A buffer to write into. This is not copied.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.FinishMessage"> <summary> <para>This fills out the size header of a message begun with StartMessage(), so that it can be send using Send() functions.</para> </summary> </member> <member name="P:UnityEngine.Networking.NetworkWriter.Position"> <summary> <para>The current position of the internal buffer.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkWriter.SeekZero"> <summary> <para>Seeks to the start of the internal buffer.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkWriter.StartMessage(System.Int16)"> <summary> <para>This begins a new message, which should be completed with FinishMessage() once the payload has been written.</para> </summary> <param name="msgType">Message type.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.ToArray"> <summary> <para>Returns a copy of internal array of bytes the writer is using, it copies only the bytes used.</para> </summary> <returns> <para>Copy of data used by the writer.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Char)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Byte)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.SByte)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Int16)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.UInt16)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Int32)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.UInt32)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Int64)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.UInt64)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Single)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Double)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Decimal)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.String)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Boolean)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Byte[],System.Int32)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(System.Byte[],System.Int32,System.Int32)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Vector2)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Vector3)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Vector4)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Color)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Color32)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.GameObject)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Quaternion)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Rect)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Plane)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Ray)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Matrix4x4)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Networking.MessageBase)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Networking.NetworkHash128)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Networking.NetworkIdentity)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Networking.NetworkInstanceId)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Networking.NetworkSceneId)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.Write(UnityEngine.Transform)"> <summary> <para>This writes a reference to an object, value, buffer or network message, together with a NetworkIdentity component to the stream.</para> </summary> <param name="value">The object to write.</param> <param name="buffer">The byte buffer to write.</param> <param name="count">The number of bytes in the byte buffer to write.</param> <param name="offset">The byte buffer array element to start writing from.</param> <param name="msg">The network message to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.WriteBytesAndSize(System.Byte[],System.Int32)"> <summary> <para>This writes a 16-bit count and a array of bytes of that length to the stream.</para> </summary> <param name="buffer">Array of bytes to write.</param> <param name="count">Number of bytes from the array to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.WriteBytesFull(System.Byte[])"> <summary> <para>This writes a 16-bit count and an array of bytes of that size to the stream.</para> </summary> <param name="buffer">Bytes to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.WritePackedUInt32(System.UInt32)"> <summary> <para>This writes the 32-bit value to the stream using variable-length-encoding.</para> </summary> <param name="value">Value to write.</param> </member> <member name="M:UnityEngine.Networking.NetworkWriter.WritePackedUInt64(System.UInt64)"> <summary> <para>This writes the 64-bit value to the stream using variable-length-encoding.</para> </summary> <param name="value">Value to write.</param> </member> <member name="T:UnityEngine.Networking.PlayerController"> <summary> <para>This represents a networked player.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerController.gameObject"> <summary> <para>The game object for this player.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerController.playerControllerId"> <summary> <para>The local player ID number of this player.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerController.unetView"> <summary> <para>The NetworkIdentity component of the player.</para> </summary> </member> <member name="P:UnityEngine.Networking.PlayerController.IsValid"> <summary> <para>Checks if this PlayerController has an actual player attached to it.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerController.MaxPlayersPerClient"> <summary> <para>The maximum number of local players that a client connection can have.</para> </summary> </member> <member name="M:UnityEngine.Networking.PlayerController.ToString"> <summary> <para>String representation of the player objects state.</para> </summary> <returns> <para>String with the object state.</para> </returns> </member> <member name="T:UnityEngine.Networking.PlayerSpawnMethod"> <summary> <para>Enumeration of methods of where to spawn player objects in multiplayer games.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerSpawnMethod.Random"> <summary> <para>Spawn players at a randomly chosen starting position.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerSpawnMethod.RoundRobin"> <summary> <para>Spawn players at the next start position.</para> </summary> </member> <member name="T:UnityEngine.Networking.ServerAttribute"> <summary> <para>A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers.</para> </summary> </member> <member name="T:UnityEngine.Networking.ServerCallbackAttribute"> <summary> <para>A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers, but not generate warnings.</para> </summary> </member> <member name="T:UnityEngine.Networking.SpawnDelegate"> <summary> <para>Signature of spawn functions that are passed to NetworkClient.RegisterSpawnFunction(). This is optional, as in most cases RegisterPrefab will be used instead.</para> </summary> <param name="position"></param> <param name="assetId"></param> </member> <member name="T:UnityEngine.Networking.SyncEventAttribute"> <summary> <para>This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the sserver.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncEventAttribute.channel"> <summary> <para>The UNET QoS channel that this event should be sent on.</para> </summary> </member> <member name="T:UnityEngine.Networking.SyncList`1"> <summary> <para>This is the base class for type-specific SyncList classes.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.Add(T)"> <summary> <para>Same as List:Add() but the item is added on clients.</para> </summary> <param name="item">Item to add.</param> </member> <member name="P:UnityEngine.Networking.SyncList_1.Callback"> <summary> <para>The delegate type used for SyncListChanged.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.Clear"> <summary> <para>Same as List:Clear() but the list is cleared on clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.Contains(T)"> <summary> <para>Determines whether the list contains item item.</para> </summary> <param name="item">Item to search for.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.CopyTo(T[],System.Int32)"> <summary> <para>Copies the elements of the SyncList&lt;T&gt; to an Array, starting at a particular Array index.</para> </summary> <param name="array">Array to copy elements to.</param> <param name="index">The zero-based index in array at which copying begins.</param> </member> <member name="P:UnityEngine.Networking.SyncList_1.Count"> <summary> <para>Returns the number of elements in this SyncList&lt;T&gt;.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.DeserializeItem(UnityEngine.Networking.NetworkReader)"> <summary> <para>This method is used when deserializing SyncList items from a stream.</para> </summary> <param name="reader">Stream to read from.</param> <returns> <para>New instance of the SyncList value type.</para> </returns> </member> <member name="M:UnityEngine.Networking.SyncList_1.Dirty(System.Int32)"> <summary> <para>Marks an item in the list as dirty, so it will be updated on clients.</para> </summary> <param name="index">Index of item to dirty.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.GetEnumerator"> <summary> <para>Returns an enumerator that iterates through the SyncList&lt;T&gt;.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.HandleMsg"> <summary> <para>Internal function used for remote list operations.</para> </summary> <param name="op">List operation.</param> <param name="itemIndex">The index of the item being operated on.</param> <param name="item">The item being operated on.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.IndexOf(T)"> <summary> <para>Determines the index of a specific item in the SyncList&lt;T&gt;.</para> </summary> <param name="item">The item to return the index for.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.InitializeBehaviour(UnityEngine.Networking.NetworkBehaviour,System.Int32)"> <summary> <para>Internal function.</para> </summary> <param name="beh">The behaviour the list belongs to.</param> <param name="cmdHash">Identifies this list.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.Insert(System.Int32,T)"> <summary> <para>Same as List::Insert() but also inserts into list on clients.</para> </summary> <param name="index">Where to insert the item.</param> <param name="item">Item to insert.</param> </member> <member name="P:UnityEngine.Networking.SyncList_1.IsReadOnly"> <summary> <para>Reports whether the SyncList&lt;T&gt; is read-only.</para> </summary> </member> <member name="T:UnityEngine.Networking.SyncList`1.Operation"> <summary> <para>The types of operations that can occur for SyncLists.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_ADD"> <summary> <para>Item was added to the list.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_CLEAR"> <summary> <para>The list was cleared.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_DIRTY"> <summary> <para>An item in the list was manually marked dirty.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_INSERT"> <summary> <para>An item was inserted into the list.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_REMOVE"> <summary> <para>An item was removed from the list.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_REMOVEAT"> <summary> <para>An item was removed at an index from the list.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncList_1.Operation.OP_SET"> <summary> <para>An item was set to a new value in the list.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncList_1.Remove(T)"> <summary> <para>Same as List:Remove except removes on clients also.</para> </summary> <param name="item">Item to remove.</param> <returns> <para>Success if removed.</para> </returns> </member> <member name="M:UnityEngine.Networking.SyncList_1.RemoveAt(System.Int32)"> <summary> <para>Same as List:Remove except it removes the index on clients also.</para> </summary> <param name="index">Index to remove.</param> </member> <member name="M:UnityEngine.Networking.SyncList_1.SerializeItem(UnityEngine.Networking.NetworkWriter,T)"> <summary> <para>This is used to write a value object from a SyncList to a stream.</para> </summary> <param name="writer">Stream to write to.</param> <param name="item">Item to write.</param> </member> <member name="T:UnityEngine.Networking.SyncList_1.SyncListChanged"> <summary> <para>A delegate that can be populated to recieve callbacks when the list changes.</para> </summary> <param name="op">The operation that occurred.</param> <param name="itemIndex">The index of the item that was effected.</param> </member> <member name="T:UnityEngine.Networking.SyncListBool"> <summary> <para>A list of booleans that will be synchronized from server to clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncListBool.ReadReference(UnityEngine.Networking.NetworkReader,UnityEngine.Networking.SyncListBool)"> <summary> <para>An internal function used for serializing SyncList member variables.</para> </summary> <param name="reader"></param> <param name="syncList"></param> </member> <member name="T:UnityEngine.Networking.SyncListFloat"> <summary> <para>A list of floats that will be synchronized from server to clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncListFloat.ReadReference(UnityEngine.Networking.NetworkReader,UnityEngine.Networking.SyncListFloat)"> <summary> <para>An internal function used for serializing SyncList member variables.</para> </summary> <param name="reader"></param> <param name="syncList"></param> </member> <member name="T:UnityEngine.Networking.SyncListInt"> <summary> <para>A list of integers that will be synchronized from server to clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncListInt.ReadReference(UnityEngine.Networking.NetworkReader,UnityEngine.Networking.SyncListInt)"> <summary> <para>An internal function used for serializing SyncList member variables.</para> </summary> <param name="reader"></param> <param name="syncList"></param> </member> <member name="T:UnityEngine.Networking.SyncListString"> <summary> <para>This is a list of strings that will be synchronized from the server to clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncListString.ReadReference(UnityEngine.Networking.NetworkReader,UnityEngine.Networking.SyncListString)"> <summary> <para>An internal function used for serializing SyncList member variables.</para> </summary> <param name="reader"></param> <param name="syncList"></param> </member> <member name="T:UnityEngine.Networking.SyncListStruct`1"> <summary> <para>This class is used for lists of structs that are synchronized from the server to clients.</para> </summary> </member> <member name="T:UnityEngine.Networking.SyncListUInt"> <summary> <para>A list of unsigned integers that will be synchronized from server to clients.</para> </summary> </member> <member name="M:UnityEngine.Networking.SyncListUInt.ReadReference(UnityEngine.Networking.NetworkReader,UnityEngine.Networking.SyncListUInt)"> <summary> <para>An internal function used for serializing SyncList member variables.</para> </summary> <param name="reader"></param> <param name="syncList"></param> </member> <member name="T:UnityEngine.Networking.SyncVarAttribute"> <summary> <para>[SyncVar] is an attribute that can be put on member variables of NetworkBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state.</para> </summary> </member> <member name="F:UnityEngine.Networking.SyncVarAttribute.hook"> <summary> <para>The hook attribute can be used to specify a function to be called when the sync var changes value on the client.</para> </summary> </member> <member name="T:UnityEngine.Networking.TargetRpcAttribute"> <summary> <para>This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. Unlike the ClientRpc attribute, these functions are invoked on one individual target client, not all of the ready clients.</para> </summary> </member> <member name="F:UnityEngine.Networking.TargetRpcAttribute.channel"> <summary> <para>The channel ID which this RPC transmission will use.</para> </summary> </member> <member name="T:UnityEngine.Networking.UnSpawnDelegate"> <summary> <para>Delegate for a function which will handle destruction of objects created with NetworkServer.Spawn.</para> </summary> <param name="spawned"></param> </member> <member name="T:UnityEngine.Networking.Version"> <summary> <para>Enumeration of Networking versions.</para> </summary> </member> <member name="F:UnityEngine.Networking.Version.Current"> <summary> <para>The current UNET version.</para> </summary> </member> </members> </doc>
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    <?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.UI</name> </assembly> <member name="T:UnityEngine.EventSystems.AbstractEventData"> <summary> <para>A class that can be used for sending simple events via the event system.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.AbstractEventData.used"> <summary> <para>Is the event used?</para> </summary> </member> <member name="M:UnityEngine.EventSystems.AbstractEventData.Reset"> <summary> <para>Reset the event.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.AbstractEventData.Use"> <summary> <para>Use the event.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.AxisEventData"> <summary> <para>Event Data associated with Axis Events (Controller / Keyboard).</para> </summary> </member> <member name="P:UnityEngine.EventSystems.AxisEventData.moveDir"> <summary> <para>MoveDirection for this event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.AxisEventData.moveVector"> <summary> <para>Raw input vector associated with this event.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.BaseEventData"> <summary> <para>A class that contains the base event data that is common to all event types in the new EventSystem.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseEventData.currentInputModule"> <summary> <para>A reference to the BaseInputModule that sent this event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseEventData.selectedObject"> <summary> <para>The object currently considered selected by the EventSystem.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseEventData.#ctor(UnityEngine.EventSystems.EventSystem)"> <summary> <para>Construct a BaseEventData tied to the passed EventSystem.</para> </summary> <param name="eventSystem"></param> </member> <member name="T:UnityEngine.EventSystems.BaseInput"> <summary> <para>Interface to the Input system used by the BaseInputModule. With this it is possible to bypass the Input system with your own but still use the same InputModule. For example this can be used to feed fake input into the UI or interface with a different input system.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.compositionCursorPos"> <summary> <para>Interface to Input.compositionCursorPos. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.compositionString"> <summary> <para>Interface to Input.compositionString. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.imeCompositionMode"> <summary> <para>Interface to Input.imeCompositionMode. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.mousePosition"> <summary> <para>Interface to Input.mousePosition. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.mousePresent"> <summary> <para>Interface to Input.mousePresent. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.mouseScrollDelta"> <summary> <para>Interface to Input.mouseScrollDelta. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.touchCount"> <summary> <para>Interface to Input.touchCount. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInput.touchSupported"> <summary> <para>Interface to Input.touchSupported. Can be overridden to provide custom input instead of using the Input class.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetAxisRaw(System.String)"> <summary> <para>Interface to Input.GetAxisRaw. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="axisName"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetButtonDown(System.String)"> <summary> <para>Interface to Input.GetButtonDown. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="buttonName"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetMouseButton(System.Int32)"> <summary> <para>Interface to Input.GetMouseButton. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetMouseButtonDown(System.Int32)"> <summary> <para>Interface to Input.GetMouseButtonDown. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetMouseButtonUp(System.Int32)"> <summary> <para>Interface to Input.GetMouseButtonUp. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInput.GetTouch(System.Int32)"> <summary> <para>Interface to Input.GetTouch. Can be overridden to provide custom input instead of using the Input class.</para> </summary> <param name="index"></param> </member> <member name="T:UnityEngine.EventSystems.BaseInputModule"> <summary> <para>A base module that raises events and sends them to GameObjects.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseInputModule.input"> <summary> <para>The current BaseInput being used by the input module.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.ActivateModule"> <summary> <para>Called when the module is activated. Override this if you want custom code to execute when you activate your module.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.DeactivateModule"> <summary> <para>Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.DetermineMoveDirection(System.Single,System.Single)"> <summary> <para>Given an input movement, determine the best MoveDirection.</para> </summary> <param name="x">X movement.</param> <param name="y">Y movement.</param> <param name="deadZone">Dead zone.</param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.DetermineMoveDirection(System.Single,System.Single,System.Single)"> <summary> <para>Given an input movement, determine the best MoveDirection.</para> </summary> <param name="x">X movement.</param> <param name="y">Y movement.</param> <param name="deadZone">Dead zone.</param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.FindCommonRoot(UnityEngine.GameObject,UnityEngine.GameObject)"> <summary> <para>Given 2 GameObjects, return a common root GameObject (or null).</para> </summary> <param name="g1"></param> <param name="g2"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.FindFirstRaycast(System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>Return the first valid RaycastResult.</para> </summary> <param name="candidates"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.GetAxisEventData(System.Single,System.Single,System.Single)"> <summary> <para>Given some input data generate an AxisEventData that can be used by the event system.</para> </summary> <param name="x">X movement.</param> <param name="y">Y movement.</param> <param name="moveDeadZone">Dead Zone.</param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.GetBaseEventData"> <summary> <para>Generate a BaseEventData that can be used by the EventSystem.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter(UnityEngine.EventSystems.PointerEventData,UnityEngine.GameObject)"> <summary> <para>Handle sending enter and exit events when a new enter targer is found.</para> </summary> <param name="currentPointerData"></param> <param name="newEnterTarget"></param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.IsModuleSupported"> <summary> <para>Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone.</para> </summary> <returns> <para>Is the module supported.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.IsPointerOverGameObject(System.Int32)"> <summary> <para>Is the pointer with the given ID over an EventSystem object?</para> </summary> <param name="pointerId">Pointer ID.</param> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.OnEnable"> <summary> <para>See MonoBehaviour.OnEnable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.Process"> <summary> <para>Process the current tick for the module.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.ShouldActivateModule"> <summary> <para>Should be activated.</para> </summary> <returns> <para>Should the module be activated.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.BaseInputModule.UpdateModule"> <summary> <para>Update the internal state of the Module.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.BaseRaycaster"> <summary> <para>Base class for any RayCaster.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseRaycaster.eventCamera"> <summary> <para>The camera that will generate rays for this raycaster.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseRaycaster.priority"> <summary> <para>Priority of the caster relative to other casters.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseRaycaster.renderOrderPriority"> <summary> <para>Priority of the raycaster based upon render order.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.BaseRaycaster.sortOrderPriority"> <summary> <para>Priority of the raycaster based upon sort order.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseRaycaster.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.BaseRaycaster.Raycast(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>Raycast against the scene.</para> </summary> <param name="eventData">Current event data.</param> <param name="resultAppendList">List of hit Objects.</param> </member> <member name="T:UnityEngine.EventSystems.EventHandle"> <summary> <para>Enum that tracks event State.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventHandle.Unused"> <summary> <para>Unused.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventHandle.Used"> <summary> <para>Used.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.EventSystem"> <summary> <para>Handles input, raycasting, and sending events.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.alreadySelecting"> <summary> <para>Returns true if the EventSystem is already in a SetSelectedGameObject.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.current"> <summary> <para>Return the current EventSystem.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.currentInputModule"> <summary> <para>The currently active EventSystems.BaseInputModule.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.currentSelectedGameObject"> <summary> <para>The GameObject currently considered active by the EventSystem.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.firstSelectedGameObject"> <summary> <para>The GameObject that was selected first.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.isFocused"> <summary> <para>Flag to say weather the EventSystem thinks it should be paused or not based upon focused state.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.pixelDragThreshold"> <summary> <para>The soft area for dragging in pixels.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventSystem.sendNavigationEvents"> <summary> <para>Should the EventSystem allow navigation events (move submit cancel).</para> </summary> </member> <member name="M:UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject"> <summary> <para>Is the pointer with the given ID over an EventSystem object?</para> </summary> <param name="pointerId">Pointer (touch / mouse) ID.</param> </member> <member name="M:UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject(System.Int32)"> <summary> <para>Is the pointer with the given ID over an EventSystem object?</para> </summary> <param name="pointerId">Pointer (touch / mouse) ID.</param> </member> <member name="M:UnityEngine.EventSystems.EventSystem.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.EventSystem.RaycastAll(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>Raycast into the scene using all configured BaseRaycasters.</para> </summary> <param name="eventData">Current pointer data.</param> <param name="raycastResults">List of 'hits' to populate.</param> </member> <member name="M:UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Set the object as selected. Will send an OnDeselect the the old selected object and OnSelect to the new selected object.</para> </summary> <param name="selected">GameObject to select.</param> <param name="pointer">Associated EventData.</param> </member> <member name="M:UnityEngine.EventSystems.EventSystem.UpdateModules"> <summary> <para>Recalculate the internal list of BaseInputModules.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.EventTrigger"> <summary> <para>Receives events from the EventSystem and calls registered functions for each event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTrigger.delegates"> <summary> <para>All the functions registered in this EventTrigger (deprecated).</para> </summary> </member> <member name="P:UnityEngine.EventSystems.EventTrigger.triggers"> <summary> <para>All the functions registered in this EventTrigger.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.EventTrigger.Entry"> <summary> <para>An Entry in the EventSystem delegates list.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTrigger.Entry.callback"> <summary> <para>The desired TriggerEvent to be Invoked.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTrigger.Entry.eventID"> <summary> <para>What type of event is the associated callback listening for.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnBeginDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called before a drag is started.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnCancel(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when a Cancel event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnDeselect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when a new object is being selected.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem every time the pointer is moved during dragging.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnDrop(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when an object accepts a drop.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnEndDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem once dragging ends.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnInitializePotentialDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when a drag has been found, but before it is valid to begin the drag.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnMove(UnityEngine.EventSystems.AxisEventData)"> <summary> <para>Called by the EventSystem when a Move event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when a Click event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnPointerDown(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when a PointerDown event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when the pointer enters the object associated with this EventTrigger.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnPointerExit(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when the pointer exits the object associated with this EventTrigger.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnPointerUp(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when a PointerUp event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnScroll(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by the EventSystem when a Scroll event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnSelect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when a Select event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when a Submit event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.EventTrigger.OnUpdateSelected(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when the object associated with this EventTrigger is updated.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="T:UnityEngine.EventSystems.EventTrigger.TriggerEvent"> <summary> <para>UnityEvent class for Triggers.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.EventTriggerType"> <summary> <para>The type of event the TriggerEvent is intercepting.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.BeginDrag"> <summary> <para>Intercepts IBeginDragHandler.OnBeginDrag.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Cancel"> <summary> <para>Intercepts ICancelHandler.OnCancel.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Deselect"> <summary> <para>Intercepts a IDeselectHandler.OnDeselect.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Drag"> <summary> <para>Intercepts a IDragHandler.OnDrag.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Drop"> <summary> <para>Intercepts a IDropHandler.OnDrop.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.EndDrag"> <summary> <para>Intercepts IEndDragHandler.OnEndDrag.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.InitializePotentialDrag"> <summary> <para>Intercepts IInitializePotentialDrag.InitializePotentialDrag.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Move"> <summary> <para>Intercepts a IMoveHandler.OnMove.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.PointerClick"> <summary> <para>Intercepts a IPointerClickHandler.OnPointerClick.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.PointerDown"> <summary> <para>Intercepts a IPointerDownHandler.OnPointerDown.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.PointerEnter"> <summary> <para>Intercepts a IPointerEnterHandler.OnPointerEnter.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.PointerExit"> <summary> <para>Intercepts a IPointerExitHandler.OnPointerExit.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.PointerUp"> <summary> <para>Intercepts a IPointerUpHandler.OnPointerUp.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Scroll"> <summary> <para>Intercepts a IScrollHandler.OnScroll.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Select"> <summary> <para>Intercepts a ISelectHandler.OnSelect.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.Submit"> <summary> <para>Intercepts ISubmitHandler.Submit.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.EventTriggerType.UpdateSelected"> <summary> <para>Intercepts a IUpdateSelectedHandler.OnUpdateSelected.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.ExecuteEvents"> <summary> <para>Helper class that can be used to send IEventSystemHandler events to GameObjects.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.beginDragHandler"> <summary> <para>IBeginDragHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.cancelHandler"> <summary> <para>ICancelHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.deselectHandler"> <summary> <para>IDeselectHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.dragHandler"> <summary> <para>IDragHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.dropHandler"> <summary> <para>IDropHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.endDragHandler"> <summary> <para>IEndDragHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.initializePotentialDrag"> <summary> <para>IInitializePotentialDragHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.moveHandler"> <summary> <para>IMoveHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.pointerClickHandler"> <summary> <para>IPointerClickHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.pointerDownHandler"> <summary> <para>IPointerDownHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.pointerEnterHandler"> <summary> <para>IPointerEnterHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.pointerExitHandler"> <summary> <para>IPointerExitHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.pointerUpHandler"> <summary> <para>IPointerUpHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.scrollHandler"> <summary> <para>IScrollHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.selectHandler"> <summary> <para>ISelectHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.submitHandler"> <summary> <para>ISubmitHandler execute helper function.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.ExecuteEvents.updateSelectedHandler"> <summary> <para>IUpdateSelectedHandler execute helper function.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.ExecuteEvents.CanHandleEvent(UnityEngine.GameObject)"> <summary> <para>Can the given GameObject handle the IEventSystemHandler of type T.</para> </summary> <param name="go">GameObject.</param> <returns> <para>Can Handle.</para> </returns> </member> <member name="T:UnityEngine.EventSystems.ExecuteEvents.EventFunction_1"> <summary> <para>Funtion definition for an EventFunction that is used to map a given EventInterface into a specific event call.</para> </summary> <param name="handler"></param> <param name="eventData"></param> </member> <member name="M:UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1&lt;T&gt;)"> <summary> <para>Execute the event of type T : IEventSystemHandler on GameObject.</para> </summary> <param name="target">Target GameObject.</param> <param name="eventData">Data associated with the Executing event.</param> <param name="functor">Function to execute on the gameObject components.</param> <returns> <para>Was there a handler for the event.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.ExecuteEvents.ExecuteHierarchy(UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1&lt;T&gt;)"> <summary> <para>Recurse up the hierarchy calling Execute&lt;T&gt; until there is a GameObject that can handle the event.</para> </summary> <param name="root">Start GameObject.</param> <param name="eventData">Data associated with the Executing event.</param> <param name="callbackFunction">Function to execute on the gameObject components.</param> <returns> <para>GameObject that handled the event.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.ExecuteEvents.GetEventHandler(UnityEngine.GameObject)"> <summary> <para>Traverse the object hierarchy starting at root, and return the GameObject which implements the event handler of type &lt;T&gt;.</para> </summary> <param name="root">Root GameObject.</param> <returns> <para>Handling GameObject.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.ExecuteEvents.ValidateEventData(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Attempt to convert the data to type T. If conversion fails an ArgumentException is thrown.</para> </summary> <param name="data">Data to validate.</param> <returns> <para>Data as T.</para> </returns> </member> <member name="?:UnityEngine.EventSystems.IBeginDragHandler"> <summary> <para>Interface to implement if you wish to receive OnBeginDrag callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IBeginDragHandler.OnBeginDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by a BaseInputModule before a drag is started.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.ICancelHandler"> <summary> <para>Interface to implement if you wish to receive OnCancel callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.ICancelHandler.OnCancel(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by a BaseInputModule when a Cancel event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IDeselectHandler"> <summary> <para>Interface to implement if you wish to receive OnDeselect callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IDeselectHandler.OnDeselect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when a new object is being selected.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IDragHandler"> <summary> <para>Interface to implement if you wish to receive OnDrag callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IDragHandler.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>When draging is occuring this will be called every time the cursor is moved.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IDropHandler"> <summary> <para>Interface to implement if you wish to receive OnDrop callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IDropHandler.OnDrop(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by a BaseInputModule on a target that can accept a drop.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IEndDragHandler"> <summary> <para>Interface to implement if you wish to receive OnEndDrag callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IEndDragHandler.OnEndDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by a BaseInputModule when a drag is ended.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IEventSystemHandler"> <summary> <para>Base class that all EventSystem events inherit from.</para> </summary> </member> <member name="?:UnityEngine.EventSystems.IInitializePotentialDragHandler"> <summary> <para>Interface to implement if you wish to receive OnInitializePotentialDrag callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IInitializePotentialDragHandler.OnInitializePotentialDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Called by a BaseInputModule when a drag has been found but before it is valid to begin the drag.</para> </summary> <param name="eventData"></param> </member> <member name="?:UnityEngine.EventSystems.IMoveHandler"> <summary> <para>Interface to implement if you wish to receive OnMove callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IMoveHandler.OnMove(UnityEngine.EventSystems.AxisEventData)"> <summary> <para>Called by a BaseInputModule when a move event occurs.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IPointerClickHandler"> <summary> <para>Interface to implement if you wish to receive OnPointerClick callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IPointerDownHandler"> <summary> <para>Interface to implement if you wish to receive OnPointerDown callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IPointerDownHandler.OnPointerDown(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IPointerEnterHandler"> <summary> <para>Interface to implement if you wish to receive OnPointerEnter callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IPointerEnterHandler.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IPointerExitHandler"> <summary> <para>Interface to implement if you wish to receive OnPointerExit callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IPointerExitHandler.OnPointerExit(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IPointerUpHandler"> <summary> <para>Interface to implement if you wish to receive OnPointerUp callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IPointerUpHandler.OnPointerUp(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IScrollHandler"> <summary> <para>Interface to implement if you wish to receive OnScroll callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IScrollHandler.OnScroll(UnityEngine.EventSystems.PointerEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.ISelectHandler"> <summary> <para>Interface to implement if you wish to receive OnSelect callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.ISelectHandler.OnSelect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.ISubmitHandler"> <summary> <para>Interface to implement if you wish to receive OnSubmit callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.ISubmitHandler.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para></para> </summary> <param name="eventData">Current event data.</param> </member> <member name="?:UnityEngine.EventSystems.IUpdateSelectedHandler"> <summary> <para>Interface to implement if you wish to receive OnUpdateSelected callbacks.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.IUpdateSelectedHandler.OnUpdateSelected(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by the EventSystem when the object associated with this EventTrigger is updated.</para> </summary> <param name="eventData">Current event data.</param> </member> <member name="T:UnityEngine.EventSystems.MoveDirection"> <summary> <para>8 direction movement enum.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.MoveDirection.Down"> <summary> <para>Down.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.MoveDirection.Left"> <summary> <para>Left.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.MoveDirection.None"> <summary> <para>None.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.MoveDirection.Right"> <summary> <para>Right.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.MoveDirection.Up"> <summary> <para>Up.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.Physics2DRaycaster"> <summary> <para>Raycaster for casting against 2D Physics components.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.Physics2DRaycaster.Raycast(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>See: BaseRaycaster.</para> </summary> <param name="eventData"></param> <param name="resultAppendList"></param> </member> <member name="T:UnityEngine.EventSystems.PhysicsRaycaster"> <summary> <para>Raycaster for casting against 3D Physics components.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PhysicsRaycaster.depth"> <summary> <para>Get the depth of the configured camera.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PhysicsRaycaster.eventCamera"> <summary> <para>Get the camera that is used for this module.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PhysicsRaycaster.eventMask"> <summary> <para>Mask of allowed raycast events.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PhysicsRaycaster.finalEventMask"> <summary> <para>Logical and of Camera mask and eventMask.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PhysicsRaycaster.ComputeRayAndDistance(UnityEngine.EventSystems.PointerEventData,UnityEngine.Ray&amp;,System.Single&amp;)"> <summary> <para>Returns a ray going from camera through the event position and the distance between the near and far clipping planes along that ray.</para> </summary> <param name="eventData">The pointer event for which we will cast a ray.</param> <param name="ray">The ray.</param> <param name="distanceToClipPlane">The distance between the near and far clipping planes along the ray.</param> </member> <member name="M:UnityEngine.EventSystems.PhysicsRaycaster.Raycast(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>See: BaseRaycaster.</para> </summary> <param name="eventData"></param> <param name="resultAppendList"></param> </member> <member name="T:UnityEngine.EventSystems.PointerEventData"> <summary> <para>Event payload associated with pointer (mouse / touch) events.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.button"> <summary> <para>The EventSystems.PointerEventData.InputButton for this event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.clickCount"> <summary> <para>Number of clicks in a row.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.clickTime"> <summary> <para>The last time a click event was sent.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.delta"> <summary> <para>Pointer delta since last update.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.dragging"> <summary> <para>Is a drag operation currently occuring.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.enterEventCamera"> <summary> <para>The camera associated with the last OnPointerEnter event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.hovered"> <summary> <para>List of objects in the hover stack.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.lastPress"> <summary> <para>The GameObject for the last press event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerCurrentRaycast"> <summary> <para>RaycastResult associated with the current event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerDrag"> <summary> <para>The object that is receiving 'OnDrag'.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerEnter"> <summary> <para>The object that received 'OnPointerEnter'.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerId"> <summary> <para>Id of the pointer (touch id).</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerPress"> <summary> <para>The GameObject that received the OnPointerDown.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pointerPressRaycast"> <summary> <para>RaycastResult associated with the pointer press.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.position"> <summary> <para>Current pointer position.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pressEventCamera"> <summary> <para>The camera associated with the last OnPointerPress event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.pressPosition"> <summary> <para>Position of the press.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.rawPointerPress"> <summary> <para>The object that the press happened on even if it can not handle the press event.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.scrollDelta"> <summary> <para>The amount of scroll since the last update.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.PointerEventData.useDragThreshold"> <summary> <para>Should a drag threshold be used?</para> </summary> </member> <member name="T:UnityEngine.EventSystems.PointerEventData.FramePressState"> <summary> <para>The state of a press for the given frame.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.FramePressState.NotChanged"> <summary> <para>Same as last frame.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.FramePressState.Pressed"> <summary> <para>Button was pressed this frame.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.FramePressState.PressedAndReleased"> <summary> <para>Button was pressed and released this frame.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.FramePressState.Released"> <summary> <para>Button was released this frame.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.PointerEventData.InputButton"> <summary> <para>Input press tracking.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.InputButton.Left"> <summary> <para>Left button.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.InputButton.Middle"> <summary> <para>Middle button.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerEventData.InputButton.Right"> <summary> <para>Right button.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerEventData.IsPointerMoving"> <summary> <para>Is the pointer moving.</para> </summary> <returns> <para>Moving.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.PointerEventData.IsScrolling"> <summary> <para>Is scroll being used on the input device.</para> </summary> <returns> <para>Scrolling.</para> </returns> </member> <member name="T:UnityEngine.EventSystems.PointerInputModule"> <summary> <para>A BaseInputModule for pointer input.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.kFakeTouchesId"> <summary> <para>Touch id for when simulating touches on a non touch device.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.kMouseLeftId"> <summary> <para>Id of the cached left mouse pointer event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.kMouseMiddleId"> <summary> <para>Id of the cached middle mouse pointer event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.kMouseRightId"> <summary> <para>Id of the cached right mouse pointer event.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.ClearSelection"> <summary> <para>Clear all pointers and deselect any selected objects in the EventSystem.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.CopyFromTo(UnityEngine.EventSystems.PointerEventData,UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Copy one PointerEventData to another.</para> </summary> <param name="from"></param> <param name="to"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.DeselectIfSelectionChanged(UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Deselect the current selected GameObject if the currently pointed-at GameObject is different.</para> </summary> <param name="currentOverGo">The GameObject the pointer is currently over.</param> <param name="pointerEvent">Current event data.</param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.GetLastPointerEventData(System.Int32)"> <summary> <para>Return the last PointerEventData for the given touch / mouse id.</para> </summary> <param name="id"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.GetMousePointerEventData"> <summary> <para>Return the current MouseState.</para> </summary> <param name="id"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.GetMousePointerEventData(System.Int32)"> <summary> <para>Return the current MouseState.</para> </summary> <param name="id"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.GetPointerData(System.Int32,UnityEngine.EventSystems.PointerEventData&amp;,System.Boolean)"> <summary> <para>Search the cache for currently active pointers, return true if found.</para> </summary> <param name="id">Touch ID.</param> <param name="data">Found data.</param> <param name="create">If not found should it be created.</param> <returns> <para>True if a pointer is found.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.GetTouchPointerEventData(UnityEngine.Touch,System.Boolean&amp;,System.Boolean&amp;)"> <summary> <para>Given a touch populate the PointerEventData and return if we are pressed or released.</para> </summary> <param name="input">Processing Touch.</param> <param name="pressed">Are we pressed.</param> <param name="released">Are we released.</param> </member> <member name="T:UnityEngine.EventSystems.PointerInputModule.MouseButtonEventData"> <summary> <para>Information about a mouse button event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.MouseButtonEventData.buttonData"> <summary> <para>Pointer data associated with the mouse event.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.PointerInputModule.MouseButtonEventData.buttonState"> <summary> <para>The state of the button this frame.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.MouseButtonEventData.PressedThisFrame"> <summary> <para>Was the button pressed this frame?</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.MouseButtonEventData.ReleasedThisFrame"> <summary> <para>Was the button released this frame?</para> </summary> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.ProcessDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Process the drag for the current frame with the given pointer event.</para> </summary> <param name="pointerEvent"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.ProcessMove(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Process movement for the current frame with the given pointer event.</para> </summary> <param name="pointerEvent"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.RemovePointerData(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Remove the PointerEventData from the cache.</para> </summary> <param name="data"></param> </member> <member name="M:UnityEngine.EventSystems.PointerInputModule.StateForMouseButton(System.Int32)"> <summary> <para>Given a mouse button return the current state for the frame.</para> </summary> <param name="buttonId">Mouse Button id.</param> </member> <member name="T:UnityEngine.EventSystems.RaycastResult"> <summary> <para>A hit result from a BaseRaycaster.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.depth"> <summary> <para>The relative depth of the element.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.distance"> <summary> <para>Distance to the hit.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.RaycastResult.gameObject"> <summary> <para>The GameObject that was hit by the raycast.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.index"> <summary> <para>Hit index.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.RaycastResult.isValid"> <summary> <para>Is there an associated module and a hit GameObject.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.module"> <summary> <para>BaseInputModule that raised the hit.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.screenPosition"> <summary> <para>The screen position from which the raycast was generated.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.sortingLayer"> <summary> <para>The SortingLayer of the hit object.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.sortingOrder"> <summary> <para>The SortingOrder for the hit object.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.worldNormal"> <summary> <para>The normal at the hit location of the raycast.</para> </summary> </member> <member name="F:UnityEngine.EventSystems.RaycastResult.worldPosition"> <summary> <para>The world position of the where the raycast has hit.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.RaycastResult.Clear"> <summary> <para>Reset the result.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.StandaloneInputModule"> <summary> <para>A BaseInputModule designed for mouse keyboard controller input.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.allowActivationOnMobileDevice"> <summary> <para>Is this module allowed to be activated if you are on mobile.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.cancelButton"> <summary> <para>Input manager name for the 'cancel' button.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.forceModuleActive"> <summary> <para>Force this module to be active.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.horizontalAxis"> <summary> <para>Input manager name for the horizontal axis button.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.inputActionsPerSecond"> <summary> <para>Number of keyboard / controller inputs allowed per second.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.repeatDelay"> <summary> <para>Delay in seconds before the input actions per second repeat rate takes effect.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.submitButton"> <summary> <para>Maximum number of input events handled per second.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.StandaloneInputModule.verticalAxis"> <summary> <para>Input manager name for the vertical axis.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ActivateModule"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.DeactivateModule"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.IsModuleSupported"> <summary> <para>See BaseInputModule.</para> </summary> <returns> <para>Supported.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.Process"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent"> <summary> <para>Iterate through all the different mouse events.</para> </summary> <param name="id">The mouse pointer Event data id to get.</param> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(System.Int32)"> <summary> <para>Iterate through all the different mouse events.</para> </summary> <param name="id">The mouse pointer Event data id to get.</param> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData)"> <summary> <para>Calculate and process any mouse button state changes.</para> </summary> <param name="data">The data pertaining to the current mouse state.</param> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress(UnityEngine.EventSystems.PointerEventData,System.Boolean,System.Boolean)"> <summary> <para>This method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself.</para> </summary> <param name="pointerEvent">Event data relating to the touch event, such as position and ID to be passed to the touch event destination object.</param> <param name="pressed">This is true for the first frame of a touch event, and false thereafter. This can therefore be used to determine the instant a touch event occurred.</param> <param name="released">This is true only for the last frame of a touch event.</param> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.SendMoveEventToSelectedObject"> <summary> <para>Calculate and send a move event to the current selected object.</para> </summary> <returns> <para>If the move event was used by the selected object.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.SendSubmitEventToSelectedObject"> <summary> <para>Calculate and send a submit event to the current selected object.</para> </summary> <returns> <para>If the submit event was used by the selected object.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.SendUpdateEventToSelectedObject"> <summary> <para>Send a update event to the currently selected object.</para> </summary> <returns> <para>If the update event was used by the selected object.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.ShouldActivateModule"> <summary> <para>See BaseInputModule.</para> </summary> <returns> <para>Should activate.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.StandaloneInputModule.UpdateModule"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.TouchInputModule"> <summary> <para>Input module used for touch based input.</para> </summary> </member> <member name="P:UnityEngine.EventSystems.TouchInputModule.allowActivationOnStandalone"> <summary> <para>Can this module be activated on a standalone platform?</para> </summary> </member> <member name="P:UnityEngine.EventSystems.TouchInputModule.forceModuleActive"> <summary> <para>Force this module to be active.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.TouchInputModule.DeactivateModule"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.TouchInputModule.IsModuleSupported"> <summary> <para>See BaseInputModule.</para> </summary> <returns> <para>Supported.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.TouchInputModule.Process"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.TouchInputModule.ShouldActivateModule"> <summary> <para>See BaseInputModule.</para> </summary> <returns> <para>Should activate.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.TouchInputModule.UpdateModule"> <summary> <para>See BaseInputModule.</para> </summary> </member> <member name="T:UnityEngine.EventSystems.UIBehaviour"> <summary> <para>Base behaviour that has protected implementations of Unity lifecycle functions.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.Awake"> <summary> <para>See MonoBehaviour.Awake.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.IsActive"> <summary> <para>Returns true if the GameObject and the Component are active.</para> </summary> <returns> <para>Active.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.IsDestroyed"> <summary> <para>Returns true if the native representation of the behaviour has been destroyed.</para> </summary> <returns> <para>True if Destroyed.</para> </returns> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnBeforeTransformParentChanged"> <summary> <para>See MonoBehaviour.OnBeforeTransformParentChanged.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnCanvasGroupChanged"> <summary> <para>See MonoBehaviour.OnCanvasGroupChanged.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnCanvasHierarchyChanged"> <summary> <para>Called when the state of the parent Canvas is changed.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnDestroy"> <summary> <para>See MonoBehaviour.OnDestroy.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnDidApplyAnimationProperties"> <summary> <para>See UI.LayoutGroup.OnDidApplyAnimationProperties.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnEnable"> <summary> <para>See MonoBehaviour.OnEnable.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnRectTransformDimensionsChange"> <summary> <para>This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnTransformParentChanged"> <summary> <para>See MonoBehaviour.OnRectTransformParentChanged.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.OnValidate"> <summary> <para>See MonoBehaviour.OnValidate.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.Reset"> <summary> <para>See MonoBehaviour.Reset.</para> </summary> </member> <member name="M:UnityEngine.EventSystems.UIBehaviour.Start"> <summary> <para>See MonoBehaviour.Start.</para> </summary> </member> <member name="T:UnityEngine.UI.AnimationTriggers"> <summary> <para>Structure to store the state of an animation transition on a Selectable.</para> </summary> </member> <member name="P:UnityEngine.UI.AnimationTriggers.disabledTrigger"> <summary> <para>Trigger to send to animator when entering disabled state.</para> </summary> </member> <member name="P:UnityEngine.UI.AnimationTriggers.highlightedTrigger"> <summary> <para>Trigger to send to animator when entering highlighted state.</para> </summary> </member> <member name="P:UnityEngine.UI.AnimationTriggers.normalTrigger"> <summary> <para>Trigger to send to animator when entering normal state.</para> </summary> </member> <member name="P:UnityEngine.UI.AnimationTriggers.pressedTrigger"> <summary> <para>Trigger to send to animator when entering pressed state.</para> </summary> </member> <member name="T:UnityEngine.UI.AspectRatioFitter"> <summary> <para>Resizes a RectTransform to fit a specified aspect ratio.</para> </summary> </member> <member name="P:UnityEngine.UI.AspectRatioFitter.aspectMode"> <summary> <para>The mode to use to enforce the aspect ratio.</para> </summary> </member> <member name="P:UnityEngine.UI.AspectRatioFitter.aspectRatio"> <summary> <para>The aspect ratio to enforce. This means width divided by height.</para> </summary> </member> <member name="T:UnityEngine.UI.AspectRatioFitter.AspectMode"> <summary> <para>Specifies a mode to use to enforce an aspect ratio.</para> </summary> </member> <member name="F:UnityEngine.UI.AspectRatioFitter.AspectMode.EnvelopeParent"> <summary> <para>Sizes the rectangle such that the parent rectangle is fully contained within.</para> </summary> </member> <member name="F:UnityEngine.UI.AspectRatioFitter.AspectMode.FitInParent"> <summary> <para>Sizes the rectangle such that it's fully contained within the parent rectangle.</para> </summary> </member> <member name="F:UnityEngine.UI.AspectRatioFitter.AspectMode.HeightControlsWidth"> <summary> <para>Changes the width of the rectangle to match the aspect ratio.</para> </summary> </member> <member name="F:UnityEngine.UI.AspectRatioFitter.AspectMode.None"> <summary> <para>The aspect ratio is not enforced.</para> </summary> </member> <member name="F:UnityEngine.UI.AspectRatioFitter.AspectMode.WidthControlsHeight"> <summary> <para>Changes the height of the rectangle to match the aspect ratio.</para> </summary> </member> <member name="M:UnityEngine.UI.AspectRatioFitter.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.AspectRatioFitter.SetDirty"> <summary> <para>Mark the AspectRatioFitter as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.AspectRatioFitter.SetLayoutHorizontal"> <summary> <para>Method called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.AspectRatioFitter.SetLayoutVertical"> <summary> <para>Method called by the layout system.</para> </summary> </member> <member name="T:UnityEngine.UI.BaseMeshEffect"> <summary> <para>Base class for effects that modify the generated Mesh.</para> </summary> </member> <member name="M:UnityEngine.UI.BaseMeshEffect.ModifyMesh(UnityEngine.Mesh)"> <summary> <para>See:IMeshModifier.</para> </summary> <param name="mesh"></param> </member> <member name="M:UnityEngine.UI.BaseMeshEffect.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="T:UnityEngine.UI.BaseVertexEffect"> <summary> <para>Base class for effects that modify the the generated Vertex Buffers.</para> </summary> </member> <member name="M:UnityEngine.UI.BaseVertexEffect.ModifyVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)"> <summary> <para>See:IVertexModifier.</para> </summary> <param name="vertices"></param> </member> <member name="T:UnityEngine.UI.Button"> <summary> <para>A standard button that can be clicked in order to trigger an event.</para> </summary> </member> <member name="P:UnityEngine.UI.Button.onClick"> <summary> <para>UnityEvent that is triggered when the button is pressed.</para> </summary> </member> <member name="T:UnityEngine.UI.Button.ButtonClickedEvent"> <summary> <para>Function definition for a button click event.</para> </summary> </member> <member name="M:UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Registered IPointerClickHandler callback.</para> </summary> <param name="eventData">Data passed in (Typically by the event system).</param> </member> <member name="M:UnityEngine.UI.Button.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Registered ISubmitHandler callback.</para> </summary> <param name="eventData">Data passed in (Typically by the event system).</param> </member> <member name="T:UnityEngine.UI.CanvasScaler"> <summary> <para>The Canvas Scaler component is used for controlling the overall scale and pixel density of UI elements in the Canvas. This scaling affects everything under the Canvas, including font sizes and image borders.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.defaultSpriteDPI"> <summary> <para>The pixels per inch to use for sprites that have a 'Pixels Per Unit' setting that matches the 'Reference Pixels Per Unit' setting.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.dynamicPixelsPerUnit"> <summary> <para>The amount of pixels per unit to use for dynamically created bitmaps in the UI, such as Text.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.fallbackScreenDPI"> <summary> <para>The DPI to assume if the screen DPI is not known.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.matchWidthOrHeight"> <summary> <para>Setting to scale the Canvas to match the width or height of the reference resolution, or a combination.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.physicalUnit"> <summary> <para>The physical unit to specify positions and sizes in.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.referencePixelsPerUnit"> <summary> <para>If a sprite has this 'Pixels Per Unit' setting, then one pixel in the sprite will cover one unit in the UI.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.referenceResolution"> <summary> <para>The resolution the UI layout is designed for.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.scaleFactor"> <summary> <para>Scales all UI elements in the Canvas by this factor.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.screenMatchMode"> <summary> <para>A mode used to scale the canvas area if the aspect ratio of the current resolution doesn't fit the reference resolution.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasScaler.uiScaleMode"> <summary> <para>Determines how UI elements in the Canvas are scaled.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.Handle"> <summary> <para>Method that handles calculations of canvas scaling.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.HandleConstantPhysicalSize"> <summary> <para>Handles canvas scaling for a constant physical size.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.HandleConstantPixelSize"> <summary> <para>Handles canvas scaling for a constant pixel size.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.HandleScaleWithScreenSize"> <summary> <para>Handles canvas scaling that scales with the screen size.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.HandleWorldCanvas"> <summary> <para>Handles canvas scaling for world canvas.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="T:UnityEngine.UI.CanvasScaler.ScaleMode"> <summary> <para>Determines how UI elements in the Canvas are scaled.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScaleMode.ConstantPhysicalSize"> <summary> <para>Using the Constant Physical Size mode, positions and sizes of UI elements are specified in physical units, such as millimeters, points, or picas.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScaleMode.ConstantPixelSize"> <summary> <para>Using the Constant Pixel Size mode, positions and sizes of UI elements are specified in pixels on the screen.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize"> <summary> <para>Using the Scale With Screen Size mode, positions and sizes can be specified according to the pixels of a specified reference resolution. If the current screen resolution is larger then the reference resolution, the Canvas will keep having only the resolution of the reference resolution, but will scale up in order to fit the screen. If the current screen resolution is smaller than the reference resolution, the Canvas will similarly be scaled down to fit.</para> </summary> </member> <member name="T:UnityEngine.UI.CanvasScaler.ScreenMatchMode"> <summary> <para>Scale the canvas area with the width as reference, the height as reference, or something in between.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScreenMatchMode.Expand"> <summary> <para>Expand the canvas area either horizontally or vertically, so the size of the canvas will never be smaller than the reference.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScreenMatchMode.MatchWidthOrHeight"> <summary> <para>Scale the canvas area with the width as reference, the height as reference, or something in between.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.ScreenMatchMode.Shrink"> <summary> <para>Crop the canvas area either horizontally or vertically, so the size of the canvas will never be larger than the reference.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.SetReferencePixelsPerUnit(System.Single)"> <summary> <para>Sets the referencePixelsPerUnit on the Canvas.</para> </summary> <param name="referencePixelsPerUnit"></param> </member> <member name="M:UnityEngine.UI.CanvasScaler.SetScaleFactor(System.Single)"> <summary> <para>Sets the scale factor on the canvas.</para> </summary> <param name="scaleFactor">The scale factor to use.</param> </member> <member name="T:UnityEngine.UI.CanvasScaler.Unit"> <summary> <para>Settings used to specify a physical unit.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.Unit.Centimeters"> <summary> <para>Use centimeters. A centimeter is 1/100 of a meter.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.Unit.Inches"> <summary> <para>Use inches.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.Unit.Millimeters"> <summary> <para>Use millimeters. A millimeter is 110 of a centimeter, and 11000 of a meter.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.Unit.Picas"> <summary> <para>Use picas. One pica is 1/6 of an inch.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasScaler.Unit.Points"> <summary> <para>Use points. One point is 112 of a pica, and 172 of an inch.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasScaler.Update"> <summary> <para>Handles per-frame checking if the canvas scaling needs to be updated.</para> </summary> </member> <member name="T:UnityEngine.UI.CanvasUpdate"> <summary> <para>Values of 'update' called on a Canvas update.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.LatePreRender"> <summary> <para>Called late, before render.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.Layout"> <summary> <para>Called for layout.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.MaxUpdateValue"> <summary> <para>Max enum value.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.PostLayout"> <summary> <para>Called after layout.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.Prelayout"> <summary> <para>Called before layout.</para> </summary> </member> <member name="F:UnityEngine.UI.CanvasUpdate.PreRender"> <summary> <para>Called before rendering.</para> </summary> </member> <member name="T:UnityEngine.UI.CanvasUpdateRegistry"> <summary> <para>A place where CanvasElements can register themselves for rebuilding.</para> </summary> </member> <member name="P:UnityEngine.UI.CanvasUpdateRegistry.instance"> <summary> <para>Get the singleton registry.</para> </summary> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.IsRebuildingGraphics"> <summary> <para>Are graphics being rebuild.</para> </summary> <returns> <para>Rebuilding graphics.</para> </returns> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.IsRebuildingLayout"> <summary> <para>Is layout being rebuilt?</para> </summary> <returns> <para>Rebuilding layout.</para> </returns> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(UnityEngine.UI.ICanvasElement)"> <summary> <para>Rebuild the graphics of the given element.</para> </summary> <param name="element">Element to rebuild.</param> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(UnityEngine.UI.ICanvasElement)"> <summary> <para>Rebuild the layout of the given element.</para> </summary> <param name="element">Element to rebuild.</param> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.TryRegisterCanvasElementForGraphicRebuild(UnityEngine.UI.ICanvasElement)"> <summary> <para>Rebuild the layout of the given element.</para> </summary> <param name="element">Element to rebuild.</param> <returns> <para>Was the element scheduled.</para> </returns> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.TryRegisterCanvasElementForLayoutRebuild(UnityEngine.UI.ICanvasElement)"> <summary> <para>Was the element scheduled.</para> </summary> <param name="element">Element to rebuild.</param> <returns> <para>Was the element scheduled.</para> </returns> </member> <member name="M:UnityEngine.UI.CanvasUpdateRegistry.UnRegisterCanvasElementForRebuild(UnityEngine.UI.ICanvasElement)"> <summary> <para>Remove the given element from rebuild.</para> </summary> <param name="element">Element to remove.</param> </member> <member name="T:UnityEngine.UI.ClipperRegistry"> <summary> <para>Registry class to keep track of all IClippers that exist in the scene.</para> </summary> </member> <member name="P:UnityEngine.UI.ClipperRegistry.instance"> <summary> <para>Singleton instance.</para> </summary> </member> <member name="M:UnityEngine.UI.ClipperRegistry.Cull"> <summary> <para>Perform the clipping on all registered IClipper.</para> </summary> </member> <member name="M:UnityEngine.UI.ClipperRegistry.Register(UnityEngine.UI.IClipper)"> <summary> <para>Register an IClipper.</para> </summary> <param name="c"></param> </member> <member name="M:UnityEngine.UI.ClipperRegistry.Unregister(UnityEngine.UI.IClipper)"> <summary> <para>Unregister an IClipper.</para> </summary> <param name="c"></param> </member> <member name="T:UnityEngine.UI.Clipping"> <summary> <para>Utility class to help when clipping using IClipper.</para> </summary> </member> <member name="M:UnityEngine.UI.Clipping.FindCullAndClipWorldRect(System.Collections.Generic.List`1&lt;UnityEngine.UI.RectMask2D&gt;,System.Boolean&amp;)"> <summary> <para>Find the Rect to use for clipping.</para> </summary> <param name="rectMaskParents">RectMasks to build the overlap rect from.</param> <param name="validRect">Was there a valid Rect found.</param> <returns> <para>The compound Rect.</para> </returns> </member> <member name="T:UnityEngine.UI.ColorBlock"> <summary> <para>Structure to store the state of a color transition on a Selectable.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.colorMultiplier"> <summary> <para>Multiplier applied to colors (allows brightening greater then base color).</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.defaultColorBlock"> <summary> <para>Simple getter for the default ColorBlock.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.disabledColor"> <summary> <para>Disabled Color.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.fadeDuration"> <summary> <para>How long a color transition should take.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.highlightedColor"> <summary> <para>Highlighted Color.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.normalColor"> <summary> <para>Normal Color.</para> </summary> </member> <member name="P:UnityEngine.UI.ColorBlock.pressedColor"> <summary> <para>Pressed Color.</para> </summary> </member> <member name="T:UnityEngine.UI.ContentSizeFitter"> <summary> <para>Resizes a RectTransform to fit the size of its content.</para> </summary> </member> <member name="P:UnityEngine.UI.ContentSizeFitter.horizontalFit"> <summary> <para>The fit mode to use to determine the width.</para> </summary> </member> <member name="P:UnityEngine.UI.ContentSizeFitter.verticalFit"> <summary> <para>The fit mode to use to determine the height.</para> </summary> </member> <member name="T:UnityEngine.UI.ContentSizeFitter.FitMode"> <summary> <para>The size fit mode to use.</para> </summary> </member> <member name="F:UnityEngine.UI.ContentSizeFitter.FitMode.MinSize"> <summary> <para>Resize to the minimum size of the content.</para> </summary> </member> <member name="F:UnityEngine.UI.ContentSizeFitter.FitMode.PreferredSize"> <summary> <para>Resize to the preferred size of the content.</para> </summary> </member> <member name="F:UnityEngine.UI.ContentSizeFitter.FitMode.Unconstrained"> <summary> <para>Don't perform any resizing.</para> </summary> </member> <member name="M:UnityEngine.UI.ContentSizeFitter.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.ContentSizeFitter.SetDirty"> <summary> <para>Mark the ContentSizeFitter as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.ContentSizeFitter.SetLayoutHorizontal"> <summary> <para>Method called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.ContentSizeFitter.SetLayoutVertical"> <summary> <para>Method called by the layout system.</para> </summary> </member> <member name="T:UnityEngine.UI.DefaultControls"> <summary> <para>Utility class for creating default implementations of builtin UI controls.</para> </summary> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateButton(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a button.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateDropdown(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a dropdown.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateImage(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create an image.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateInputField(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create an input field.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreatePanel(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a panel.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateRawImage(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a raw image.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateScrollbar(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a scrollbar.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateScrollView(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a scroll view.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateSlider(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a slider.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateText(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a text object.</para> </summary> <param name="resources">C.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="M:UnityEngine.UI.DefaultControls.CreateToggle(UnityEngine.UI.DefaultControls/Resources)"> <summary> <para>Create a toggle.</para> </summary> <param name="resources">Object with resources to use.</param> <returns> <para>The root GameObject of the created element.</para> </returns> </member> <member name="T:UnityEngine.UI.DefaultControls.Resources"> <summary> <para>Object used to pass resources to use for the default controls.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.background"> <summary> <para>Sprite used for background elements.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.checkmark"> <summary> <para>Sprite used for representation of an "on" state when present, such as a checkmark.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.dropdown"> <summary> <para>Sprite used to indicate that a button will open a dropdown when clicked.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.inputField"> <summary> <para>Sprite used as background for input fields.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.knob"> <summary> <para>Sprite used for knobs that can be dragged, such as on a slider.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.mask"> <summary> <para>Sprite used for masking purposes, for example to be used for the viewport of a scroll view.</para> </summary> </member> <member name="F:UnityEngine.UI.DefaultControls.Resources.standard"> <summary> <para>The primary sprite to be used for graphical UI elements, used by the button, toggle, and dropdown controls, among others.</para> </summary> </member> <member name="T:UnityEngine.UI.Dropdown"> <summary> <para>A standard dropdown that presents a list of options when clicked, of which one can be chosen.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.captionImage"> <summary> <para>The Image component to hold the image of the currently selected option.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.captionText"> <summary> <para>The Text component to hold the text of the currently selected option.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.itemImage"> <summary> <para>The Image component to hold the image of the item.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.itemText"> <summary> <para>The Text component to hold the text of the item.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.onValueChanged"> <summary> <para>A UnityEvent that is invoked when when a user has clicked one of the options in the dropdown list.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.options"> <summary> <para>The list of possible options. A text string and an image can be specified for each option.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.template"> <summary> <para>The Rect Transform of the template for the dropdown list.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.value"> <summary> <para>The index of the currently selected option. 0 is the first option, 1 is the second, and so on.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.AddOptions(System.Collections.Generic.List`1&lt;UnityEngine.UI.Dropdown/OptionData&gt;)"> <summary> <para>Add multiple options to the options of the Dropdown based on a list of OptionData objects.</para> </summary> <param name="options">The list of OptionData to add.</param> </member> <member name="M:UnityEngine.UI.Dropdown.AddOptions(System.Collections.Generic.List`1&lt;System.String&gt;)"> <summary> <para>Add multiple text-only options to the options of the Dropdown based on a list of strings.</para> </summary> <param name="options">The list of text strings to add.</param> </member> <member name="M:UnityEngine.UI.Dropdown.AddOptions(System.Collections.Generic.List`1&lt;UnityEngine.Sprite&gt;)"> <summary> <para>Add multiple image-only options to the options of the Dropdown based on a list of Sprites.</para> </summary> <param name="options">The list of Sprites to add.</param> </member> <member name="M:UnityEngine.UI.Dropdown.ClearOptions"> <summary> <para>Clear the list of options in the Dropdown.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.CreateBlocker(UnityEngine.Canvas)"> <summary> <para>Override this method to implement a different way to obtain a blocker GameObject.</para> </summary> <param name="rootCanvas">The root canvas the dropdown is under.</param> <returns> <para>The obtained blocker.</para> </returns> </member> <member name="M:UnityEngine.UI.Dropdown.CreateDropdownList(UnityEngine.GameObject)"> <summary> <para>Override this method to implement a different way to obtain a dropdown list GameObject.</para> </summary> <param name="template">The template to create the dropdown list from.</param> <returns> <para>The obtained dropdown list.</para> </returns> </member> <member name="M:UnityEngine.UI.Dropdown.CreateItem(UnityEngine.UI.Dropdown/DropdownItem)"> <summary> <para>Override this method to implement a different way to obtain an option item.</para> </summary> <param name="itemTemplate">The template to create the option item from.</param> <returns> <para>The obtained option item.</para> </returns> </member> <member name="M:UnityEngine.UI.Dropdown.DestroyBlocker(UnityEngine.GameObject)"> <summary> <para>Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.</para> </summary> <param name="blocker">The blocker to dispose of.</param> </member> <member name="M:UnityEngine.UI.Dropdown.DestroyDropdownList(UnityEngine.GameObject)"> <summary> <para>Override this method to implement a different way to dispose of a dropdown list GameObject.</para> </summary> <param name="dropdownList">The dropdown list to dispose of.</param> </member> <member name="M:UnityEngine.UI.Dropdown.DestroyItem(UnityEngine.UI.Dropdown/DropdownItem)"> <summary> <para>Override this method to implement a different way to dispose of an option item.</para> </summary> <param name="item">The option item to dispose of.</param> </member> <member name="T:UnityEngine.UI.Dropdown.DropdownEvent"> <summary> <para>UnityEvent callback for when a dropdown current option is changed.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.Hide"> <summary> <para>Hide the dropdown list.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.OnCancel(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Called by a BaseInputModule when a Cancel event occurs.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Dropdown.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the dropdown is 'clicked'.</para> </summary> <param name="eventData">Current event.</param> </member> <member name="M:UnityEngine.UI.Dropdown.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>What to do when the event system sends a submit Event.</para> </summary> <param name="eventData">Current event.</param> </member> <member name="T:UnityEngine.UI.Dropdown.OptionData"> <summary> <para>Class to store the text and/or image of a single option in the dropdown list.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.OptionData.image"> <summary> <para>The image associated with the option.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.OptionData.text"> <summary> <para>The text associated with the option.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.OptionData.#ctor"> <summary> <para>Create an object representing a single option for the dropdown list.</para> </summary> <param name="text">Optional text for the option.</param> <param name="image">Optional image for the option.</param> </member> <member name="M:UnityEngine.UI.Dropdown.OptionData.#ctor(System.String)"> <summary> <para>Create an object representing a single option for the dropdown list.</para> </summary> <param name="text">Optional text for the option.</param> <param name="image">Optional image for the option.</param> </member> <member name="M:UnityEngine.UI.Dropdown.OptionData.#ctor(UnityEngine.Sprite)"> <summary> <para>Create an object representing a single option for the dropdown list.</para> </summary> <param name="text">Optional text for the option.</param> <param name="image">Optional image for the option.</param> </member> <member name="M:UnityEngine.UI.Dropdown.OptionData.#ctor(System.String,UnityEngine.Sprite)"> <summary> <para>Create an object representing a single option for the dropdown list.</para> </summary> <param name="text">Optional text for the option.</param> <param name="image">Optional image for the option.</param> </member> <member name="T:UnityEngine.UI.Dropdown.OptionDataList"> <summary> <para>Class used internally to store the list of options for the dropdown list.</para> </summary> </member> <member name="P:UnityEngine.UI.Dropdown.OptionDataList.options"> <summary> <para>The list of options for the dropdown list.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.RefreshShownValue"> <summary> <para>Refreshes the text and image (if available) of the currently selected option. If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.</para> </summary> </member> <member name="M:UnityEngine.UI.Dropdown.Show"> <summary> <para>Show the dropdown list.</para> </summary> </member> <member name="T:UnityEngine.UI.FontData"> <summary> <para>Struct for storing Text generation settings.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.alignByGeometry"> <summary> <para>Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.alignment"> <summary> <para>How is the text aligned.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.bestFit"> <summary> <para>Is best fit used.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.defaultFontData"> <summary> <para>Get a font data with sensible defaults.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.font"> <summary> <para>Font to use.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.fontSize"> <summary> <para>Font size.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.fontStyle"> <summary> <para>Font Style.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.horizontalOverflow"> <summary> <para>Horizontal overflow mode.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.lineSpacing"> <summary> <para>Line spacing.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.maxSize"> <summary> <para>Maximum text size.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.minSize"> <summary> <para>Minimum text size.</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.richText"> <summary> <para>Should RichText be used?</para> </summary> </member> <member name="P:UnityEngine.UI.FontData.verticalOverflow"> <summary> <para>Vertical overflow mode.</para> </summary> </member> <member name="T:UnityEngine.UI.FontUpdateTracker"> <summary> <para>Utility class that is used to help with Text update.</para> </summary> </member> <member name="M:UnityEngine.UI.FontUpdateTracker.TrackText(UnityEngine.UI.Text)"> <summary> <para>Register a Text element for receiving texture atlas rebuild calls.</para> </summary> <param name="t"></param> </member> <member name="M:UnityEngine.UI.FontUpdateTracker.UntrackText(UnityEngine.UI.Text)"> <summary> <para>Deregister a Text element from receiving texture atlas rebuild calls.</para> </summary> <param name="t"></param> </member> <member name="T:UnityEngine.UI.Graphic"> <summary> <para>Base class for all visual UI Component.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.canvas"> <summary> <para>A reference to the Canvas this Graphic is rendering to.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.canvasRenderer"> <summary> <para>The CanvasRenderer used by this Graphic.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.color"> <summary> <para>Base color of the Graphic.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.defaultGraphicMaterial"> <summary> <para>Default material used to draw UI elements if no explicit material was specified.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.defaultMaterial"> <summary> <para>Returns the default material for the graphic.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.depth"> <summary> <para>Absolute depth of the graphic in the hierarchy, used by rendering and events.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.mainTexture"> <summary> <para>The graphic's texture. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.material"> <summary> <para>The Material set by the user.</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.materialForRendering"> <summary> <para>The material that will be sent for Rendering (Read only).</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.raycastTarget"> <summary> <para>Should this graphic be considered a target for raycasting?</para> </summary> </member> <member name="P:UnityEngine.UI.Graphic.rectTransform"> <summary> <para>The RectTransform component used by the Graphic.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.CrossFadeAlpha(System.Single,System.Single,System.Boolean)"> <summary> <para>Tweens the alpha of the CanvasRenderer color associated with this Graphic.</para> </summary> <param name="alpha">Target alpha.</param> <param name="duration">Duration of the tween in seconds.</param> <param name="ignoreTimeScale">Should ignore Time.scale?</param> </member> <member name="M:UnityEngine.UI.Graphic.CrossFadeColor(UnityEngine.Color,System.Single,System.Boolean,System.Boolean)"> <summary> <para>Tweens the CanvasRenderer color associated with this Graphic.</para> </summary> <param name="targetColor">Target color.</param> <param name="duration">Tween duration.</param> <param name="ignoreTimeScale">Should ignore Time.scale?</param> <param name="useAlpha">Should also Tween the alpha channel?</param> </member> <member name="M:UnityEngine.UI.Graphic.GetPixelAdjustedRect"> <summary> <para>Returns a pixel perfect Rect closest to the Graphic RectTransform.</para> </summary> <returns> <para>Pixel perfect Rect.</para> </returns> </member> <member name="M:UnityEngine.UI.Graphic.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.OnPopulateMesh(UnityEngine.Mesh)"> <summary> <para>Callback function when a UI element needs to generate vertices.</para> </summary> <param name="m">Mesh to populate with UI data.</param> <param name="vh">VertexHelper utility.</param> </member> <member name="M:UnityEngine.UI.Graphic.OnPopulateMesh(UnityEngine.UI.VertexHelper)"> <summary> <para>Callback function when a UI element needs to generate vertices.</para> </summary> <param name="m">Mesh to populate with UI data.</param> <param name="vh">VertexHelper utility.</param> </member> <member name="M:UnityEngine.UI.Graphic.OnRebuildRequested"> <summary> <para>Editor-only callback that is issued by Unity if a rebuild of the Graphic is required.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.PixelAdjustPoint(UnityEngine.Vector2)"> <summary> <para>Adjusts the given pixel to be pixel perfect.</para> </summary> <param name="point">Local space point.</param> <returns> <para>Pixel perfect adjusted point.</para> </returns> </member> <member name="M:UnityEngine.UI.Graphic.Raycast(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>When a GraphicRaycaster is raycasting into the scene it does two things. First it filters the elements using their RectTransform rect. Then it uses this Raycast function to determine the elements hit by the raycast.</para> </summary> <param name="sp">Screen point.</param> <param name="eventCamera">Camera.</param> <returns> <para>True if the provided point is a valid location for GraphicRaycaster raycasts.</para> </returns> </member> <member name="M:UnityEngine.UI.Graphic.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Rebuilds the graphic geometry and its material on the PreRender cycle.</para> </summary> <param name="update">The current step of the rendering CanvasUpdate cycle.</param> </member> <member name="M:UnityEngine.UI.Graphic.RegisterDirtyLayoutCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Add a listener to receive notification when the graphics layout is dirtied.</para> </summary> <param name="action"></param> </member> <member name="M:UnityEngine.UI.Graphic.RegisterDirtyMaterialCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Add a listener to receive notification when the graphics material is dirtied.</para> </summary> <param name="action"></param> </member> <member name="M:UnityEngine.UI.Graphic.RegisterDirtyVerticesCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Add a listener to receive notification when the graphics vertices are dirtied.</para> </summary> <param name="action"></param> </member> <member name="M:UnityEngine.UI.Graphic.SetAllDirty"> <summary> <para>Mark the Graphic as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.SetLayoutDirty"> <summary> <para>Mark the layout as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.SetMaterialDirty"> <summary> <para>Mark the Material as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.SetNativeSize"> <summary> <para>Adjusts the graphic size to make it pixel-perfect.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.SetVerticesDirty"> <summary> <para>Mark the vertices as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.UnregisterDirtyLayoutCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Remove a listener from receiving notifications when the graphics layout is dirtied.</para> </summary> <param name="action"></param> </member> <member name="M:UnityEngine.UI.Graphic.UnregisterDirtyMaterialCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Remove a listener from receiving notifications when the graphics material is dirtied.</para> </summary> <param name="action"></param> </member> <member name="M:UnityEngine.UI.Graphic.UnregisterDirtyVerticesCallback(UnityEngine.Events.UnityAction)"> <summary> <para>Remove a listener from receiving notifications when the graphics vertices are dirtied.</para> </summary> <param name="action">The delegate function to remove.</param> </member> <member name="M:UnityEngine.UI.Graphic.UpdateGeometry"> <summary> <para>Call to update the geometry of the Graphic onto the CanvasRenderer.</para> </summary> </member> <member name="M:UnityEngine.UI.Graphic.UpdateMaterial"> <summary> <para>Call to update the Material of the graphic onto the CanvasRenderer.</para> </summary> </member> <member name="T:UnityEngine.UI.GraphicRaycaster"> <summary> <para>A BaseRaycaster to raycast against Graphic elements.</para> </summary> </member> <member name="P:UnityEngine.UI.GraphicRaycaster.blockingObjects"> <summary> <para>Type of objects that will block graphic raycasts.</para> </summary> </member> <member name="P:UnityEngine.UI.GraphicRaycaster.eventCamera"> <summary> <para>See: BaseRaycaster.</para> </summary> </member> <member name="P:UnityEngine.UI.GraphicRaycaster.ignoreReversedGraphics"> <summary> <para>Should graphics facing away from the raycaster be considered?</para> </summary> </member> <member name="T:UnityEngine.UI.GraphicRaycaster.BlockingObjects"> <summary> <para>List of Raycasters to check for canvas blocking elements.</para> </summary> </member> <member name="F:UnityEngine.UI.GraphicRaycaster.BlockingObjects.All"> <summary> <para>Blocked by 2D and 3D.</para> </summary> </member> <member name="F:UnityEngine.UI.GraphicRaycaster.BlockingObjects.None"> <summary> <para>Not blocked.</para> </summary> </member> <member name="F:UnityEngine.UI.GraphicRaycaster.BlockingObjects.ThreeD"> <summary> <para>3D physics blocking.</para> </summary> </member> <member name="F:UnityEngine.UI.GraphicRaycaster.BlockingObjects.TwoD"> <summary> <para>2D physics blocking.</para> </summary> </member> <member name="M:UnityEngine.UI.GraphicRaycaster.Raycast(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List`1&lt;UnityEngine.EventSystems.RaycastResult&gt;)"> <summary> <para>See: BaseRaycaster.</para> </summary> <param name="eventData"></param> <param name="resultAppendList"></param> </member> <member name="T:UnityEngine.UI.GraphicRebuildTracker"> <summary> <para>EditorOnly class for tracking all Graphics.</para> </summary> </member> <member name="M:UnityEngine.UI.GraphicRebuildTracker.TrackGraphic(UnityEngine.UI.Graphic)"> <summary> <para>Track a Graphic.</para> </summary> <param name="g"></param> </member> <member name="M:UnityEngine.UI.GraphicRebuildTracker.UnTrackGraphic(UnityEngine.UI.Graphic)"> <summary> <para>Untrack a Graphic.</para> </summary> <param name="g"></param> </member> <member name="T:UnityEngine.UI.GraphicRegistry"> <summary> <para>Registry which maps a Graphic to the canvas it belongs to.</para> </summary> </member> <member name="P:UnityEngine.UI.GraphicRegistry.instance"> <summary> <para>Singleton instance.</para> </summary> </member> <member name="M:UnityEngine.UI.GraphicRegistry.GetGraphicsForCanvas(UnityEngine.Canvas)"> <summary> <para>Return a list of Graphics that are registered on the Canvas.</para> </summary> <param name="canvas">Input canvas.</param> <returns> <para>Graphics on the input canvas.</para> </returns> </member> <member name="M:UnityEngine.UI.GraphicRegistry.RegisterGraphicForCanvas(UnityEngine.Canvas,UnityEngine.UI.Graphic)"> <summary> <para>Store a link between the given canvas and graphic in the registry.</para> </summary> <param name="c">Canvas to register.</param> <param name="graphic">Graphic to register.</param> </member> <member name="M:UnityEngine.UI.GraphicRegistry.UnregisterGraphicForCanvas(UnityEngine.Canvas,UnityEngine.UI.Graphic)"> <summary> <para>Deregister the given Graphic from a Canvas.</para> </summary> <param name="c">Canvas.</param> <param name="graphic">Graphic to deregister.</param> </member> <member name="T:UnityEngine.UI.GridLayoutGroup"> <summary> <para>Layout child layout elements in a grid.</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.cellSize"> <summary> <para>The size to use for each cell in the grid.</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.constraint"> <summary> <para>Which constraint to use for the GridLayoutGroup.</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.constraintCount"> <summary> <para>How many cells there should be along the constrained axis.</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.spacing"> <summary> <para>The spacing to use between layout elements in the grid.</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.startAxis"> <summary> <para>Which axis should cells be placed along first?</para> </summary> </member> <member name="P:UnityEngine.UI.GridLayoutGroup.startCorner"> <summary> <para>Which corner should the first cell be placed in?</para> </summary> </member> <member name="T:UnityEngine.UI.GridLayoutGroup.Axis"> <summary> <para>An axis that can be horizontal or vertical.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Axis.Horizontal"> <summary> <para>Horizontal.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Axis.Vertical"> <summary> <para>Vertical.</para> </summary> </member> <member name="M:UnityEngine.UI.GridLayoutGroup.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.GridLayoutGroup.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="T:UnityEngine.UI.GridLayoutGroup.Constraint"> <summary> <para>A constraint on either the number of columns or rows.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Constraint.FixedColumnCount"> <summary> <para>Constraint the number of columns to a specified number.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Constraint.FixedRowCount"> <summary> <para>Constraint the number of rows to a specified number.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Constraint.Flexible"> <summary> <para>Don't constrain the number of rows or columns.</para> </summary> </member> <member name="T:UnityEngine.UI.GridLayoutGroup.Corner"> <summary> <para>One of the four corners in a rectangle.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Corner.LowerLeft"> <summary> <para>Lower left.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Corner.LowerRight"> <summary> <para>Lower right.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Corner.UpperLeft"> <summary> <para>Upper left.</para> </summary> </member> <member name="F:UnityEngine.UI.GridLayoutGroup.Corner.UpperRight"> <summary> <para>Upper right.</para> </summary> </member> <member name="M:UnityEngine.UI.GridLayoutGroup.SetLayoutHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.GridLayoutGroup.SetLayoutVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="T:UnityEngine.UI.HorizontalLayoutGroup"> <summary> <para>Layout child layout elements side by side.</para> </summary> </member> <member name="M:UnityEngine.UI.HorizontalLayoutGroup.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.HorizontalLayoutGroup.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.HorizontalLayoutGroup.SetLayoutHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.HorizontalLayoutGroup.SetLayoutVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="T:UnityEngine.UI.HorizontalOrVerticalLayoutGroup"> <summary> <para>Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup.</para> </summary> </member> <member name="P:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.childControlHeight"> <summary> <para>Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.</para> </summary> </member> <member name="P:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.childControlWidth"> <summary> <para>Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.</para> </summary> </member> <member name="P:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.childForceExpandHeight"> <summary> <para>Whether to force the children to expand to fill additional available vertical space.</para> </summary> </member> <member name="P:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.childForceExpandWidth"> <summary> <para>Whether to force the children to expand to fill additional available horizontal space.</para> </summary> </member> <member name="P:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.spacing"> <summary> <para>The spacing to use between layout elements in the layout group.</para> </summary> </member> <member name="M:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.CalcAlongAxis(System.Int32,System.Boolean)"> <summary> <para>Calculate the layout element properties for this layout element along the given axis.</para> </summary> <param name="axis">The axis to calculate for. 0 is horizontal and 1 is vertical.</param> <param name="isVertical">Is this group a vertical group?</param> </member> <member name="M:UnityEngine.UI.HorizontalOrVerticalLayoutGroup.SetChildrenAlongAxis(System.Int32,System.Boolean)"> <summary> <para>Set the positions and sizes of the child layout elements for the given axis.</para> </summary> <param name="axis">The axis to handle. 0 is horizontal and 1 is vertical.</param> <param name="isVertical">Is this group a vertical group?</param> </member> <member name="?:UnityEngine.UI.ICanvasElement"> <summary> <para>This is an element that can live on a Canvas.</para> </summary> </member> <member name="P:UnityEngine.UI.ICanvasElement.transform"> <summary> <para>Get the transform associated with the ICanvasElement.</para> </summary> </member> <member name="M:UnityEngine.UI.ICanvasElement.GraphicUpdateComplete"> <summary> <para>Callback sent when this ICanvasElement has completed Graphic rebuild.</para> </summary> </member> <member name="M:UnityEngine.UI.ICanvasElement.IsDestroyed"> <summary> <para>Return true if the element is considered destroyed. Used if the native representation has been destroyed.</para> </summary> </member> <member name="M:UnityEngine.UI.ICanvasElement.LayoutComplete"> <summary> <para>Callback sent when this ICanvasElement has completed layout.</para> </summary> </member> <member name="M:UnityEngine.UI.ICanvasElement.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Rebuild the element for the given stage.</para> </summary> <param name="executing">Stage being rebuild.</param> </member> <member name="?:UnityEngine.UI.IClippable"> <summary> <para>Interface for elements that can be clipped if they are under an [[IClipper].</para> </summary> </member> <member name="P:UnityEngine.UI.IClippable.gameObject"> <summary> <para>GameObject of the IClippable.</para> </summary> </member> <member name="P:UnityEngine.UI.IClippable.rectTransform"> <summary> <para>RectTransform of the clippable.</para> </summary> </member> <member name="M:UnityEngine.UI.IClippable.Cull(UnityEngine.Rect,System.Boolean)"> <summary> <para>Clip and cull the IClippable given the clipRect.</para> </summary> <param name="clipRect">Rectangle to clip against.</param> <param name="validRect">Is the Rect valid. If not then the rect has 0 size.</param> </member> <member name="M:UnityEngine.UI.IClippable.RecalculateClipping"> <summary> <para>Called when the state of a parent IClippable changes.</para> </summary> </member> <member name="M:UnityEngine.UI.IClippable.SetClipRect(UnityEngine.Rect,System.Boolean)"> <summary> <para>Set the clip rect for the IClippable.</para> </summary> <param name="value"></param> <param name="validRect"></param> </member> <member name="?:UnityEngine.UI.IClipper"> <summary> <para>Interface that can be used to recieve clipping callbacks as part of the canvas update loop.</para> </summary> </member> <member name="M:UnityEngine.UI.IClipper.PerformClipping"> <summary> <para>Called after layout and before Graphic update of the Canvas update loop.</para> </summary> </member> <member name="?:UnityEngine.UI.ILayoutController"> <summary> <para>Base interface to implement by componets that control the layout of RectTransforms.</para> </summary> </member> <member name="M:UnityEngine.UI.ILayoutController.SetLayoutHorizontal"> <summary> <para>Callback invoked by the auto layout system which handles horizontal aspects of the layout.</para> </summary> </member> <member name="M:UnityEngine.UI.ILayoutController.SetLayoutVertical"> <summary> <para>Callback invoked by the auto layout system which handles vertical aspects of the layout.</para> </summary> </member> <member name="?:UnityEngine.UI.ILayoutElement"> <summary> <para>A component is treated as a layout element by the auto layout system if it implements ILayoutElement.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.flexibleHeight"> <summary> <para>The extra relative height this layout element should be allocated if there is additional available space.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.flexibleWidth"> <summary> <para>The extra relative width this layout element should be allocated if there is additional available space.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.layoutPriority"> <summary> <para>The layout priority of this component.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.minHeight"> <summary> <para>The minimum height this layout element may be allocated.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.minWidth"> <summary> <para>The minimum width this layout element may be allocated.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.preferredHeight"> <summary> <para>The preferred height this layout element should be allocated if there is sufficient space.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutElement.preferredWidth"> <summary> <para>The preferred width this layout element should be allocated if there is sufficient space.</para> </summary> </member> <member name="M:UnityEngine.UI.ILayoutElement.CalculateLayoutInputHorizontal"> <summary> <para>The minWidth, preferredWidth, and flexibleWidth values may be calculated in this callback.</para> </summary> </member> <member name="M:UnityEngine.UI.ILayoutElement.CalculateLayoutInputVertical"> <summary> <para>The minHeight, preferredHeight, and flexibleHeight values may be calculated in this callback.</para> </summary> </member> <member name="?:UnityEngine.UI.ILayoutGroup"> <summary> <para>ILayoutGroup is an ILayoutController that should drive the RectTransforms of its children.</para> </summary> </member> <member name="?:UnityEngine.UI.ILayoutIgnorer"> <summary> <para>A RectTransform will be ignored by the layout system if it has a component which implements ILayoutIgnorer.</para> </summary> </member> <member name="P:UnityEngine.UI.ILayoutIgnorer.ignoreLayout"> <summary> <para>Should this RectTransform be ignored bvy the layout system?</para> </summary> </member> <member name="?:UnityEngine.UI.ILayoutSelfController"> <summary> <para>ILayoutSelfController is an ILayoutController that should drive its own RectTransform.</para> </summary> </member> <member name="T:UnityEngine.UI.Image"> <summary> <para>Displays a Sprite for the UI System.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.alphaHitTestMinimumThreshold"> <summary> <para>The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.defaultETC1GraphicMaterial"> <summary> <para>Cache of the default Canvas Ericsson Texture Compression 1 (ETC1) and alpha Material.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.eventAlphaThreshold"> <summary> <para>The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.fillAmount"> <summary> <para>Amount of the Image shown when the Image.type is set to Image.Type.Filled.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.fillCenter"> <summary> <para>Whether or not to render the center of a Tiled or Sliced image.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.fillClockwise"> <summary> <para>Whether the Image should be filled clockwise (true) or counter-clockwise (false).</para> </summary> </member> <member name="P:UnityEngine.UI.Image.fillMethod"> <summary> <para>What type of fill method to use.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.fillOrigin"> <summary> <para>Controls the origin point of the Fill process. Value means different things with each fill method.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.flexibleHeight"> <summary> <para>See ILayoutElement.flexibleHeight.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.flexibleWidth"> <summary> <para>See ILayoutElement.flexibleWidth.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.hasBorder"> <summary> <para>True if the sprite used has borders.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.layoutPriority"> <summary> <para>See ILayoutElement.layoutPriority.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.mainTexture"> <summary> <para>The image's texture. (ReadOnly).</para> </summary> </member> <member name="P:UnityEngine.UI.Image.material"> <summary> <para>The specified Material used by this Image. The default Material is used instead if one wasn't specified.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.minHeight"> <summary> <para>See ILayoutElement.minHeight.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.minWidth"> <summary> <para>See ILayoutElement.minWidth.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.overrideSprite"> <summary> <para>Set an override sprite to be used for rendering.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.preferredHeight"> <summary> <para>See ILayoutElement.preferredHeight.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.preferredWidth"> <summary> <para>See ILayoutElement.preferredWidth.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.preserveAspect"> <summary> <para>Whether this image should preserve its Sprite aspect ratio.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.sprite"> <summary> <para>The sprite that is used to render this image.</para> </summary> </member> <member name="P:UnityEngine.UI.Image.type"> <summary> <para>How to display the image.</para> </summary> </member> <member name="M:UnityEngine.UI.Image.CalculateLayoutInputHorizontal"> <summary> <para>See ILayoutElement.CalculateLayoutInputHorizontal.</para> </summary> </member> <member name="M:UnityEngine.UI.Image.CalculateLayoutInputVertical"> <summary> <para>See ILayoutElement.CalculateLayoutInputVertical.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.FillMethod"> <summary> <para>Fill method to be used by the UI.Image.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.FillMethod.Horizontal"> <summary> <para>The Image will be filled Horizontally.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.FillMethod.Radial180"> <summary> <para>The Image will be filled Radially with the radial center in one of the edges.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.FillMethod.Radial360"> <summary> <para>The Image will be filled Radially with the radial center at the center.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.FillMethod.Radial90"> <summary> <para>The Image will be filled Radially with the radial center in one of the corners.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.FillMethod.Vertical"> <summary> <para>The Image will be filled Vertically.</para> </summary> </member> <member name="M:UnityEngine.UI.Image.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>See:ICanvasRaycastFilter.</para> </summary> <param name="screenPoint"></param> <param name="eventCamera"></param> </member> <member name="M:UnityEngine.UI.Image.OnAfterDeserialize"> <summary> <para>Serialization Callback.</para> </summary> </member> <member name="M:UnityEngine.UI.Image.OnBeforeSerialize"> <summary> <para>Serialization Callback.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.Origin180"> <summary> <para>Origin for the Image.FillMethod.Radial180.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin180.Bottom"> <summary> <para>Center of the radial at the center of the Bottom edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin180.Left"> <summary> <para>Center of the radial at the center of the Left edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin180.Right"> <summary> <para>Center of the radial at the center of the Right edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin180.Top"> <summary> <para>Center of the radial at the center of the Top edge.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.Origin360"> <summary> <para>One of the points of the Arc for the Image.FillMethod.Radial360.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin360.Bottom"> <summary> <para>Arc starting at the center of the Bottom edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin360.Left"> <summary> <para>Arc starting at the center of the Left edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin360.Right"> <summary> <para>Arc starting at the center of the Right edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin360.Top"> <summary> <para>Arc starting at the center of the Top edge.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.Origin90"> <summary> <para>Origin for the Image.FillMethod.Radial90.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin90.BottomLeft"> <summary> <para>Radial starting at the Bottom Left corner.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin90.BottomRight"> <summary> <para>Radial starting at the Bottom Right corner.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin90.TopLeft"> <summary> <para>Radial starting at the Top Left corner.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Origin90.TopRight"> <summary> <para>Radial starting at the Top Right corner.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.OriginHorizontal"> <summary> <para>Origin for the Image.FillMethod.Horizontal.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.OriginHorizontal.Left"> <summary> <para>Origin at the Left side.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.OriginHorizontal.Right"> <summary> <para>Origin at the Right side.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.OriginVertical"> <summary> <para>Origin for the Image.FillMethod.Vertical.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.OriginVertical.Bottom"> <summary> <para>Origin at the Bottom edge.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.OriginVertical.Top"> <summary> <para>Origin at the Top edge.</para> </summary> </member> <member name="M:UnityEngine.UI.Image.SetNativeSize"> <summary> <para>Adjusts the image size to make it pixel-perfect.</para> </summary> </member> <member name="T:UnityEngine.UI.Image.Type"> <summary> <para>Image Type.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Type.Filled"> <summary> <para>Displays only a portion of the Image.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Type.Simple"> <summary> <para>Displays the full Image.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Type.Sliced"> <summary> <para>Displays the Image as a 9-sliced graphic.</para> </summary> </member> <member name="F:UnityEngine.UI.Image.Type.Tiled"> <summary> <para>Displays a sliced Sprite with its resizable sections tiled instead of stretched.</para> </summary> </member> <member name="?:UnityEngine.UI.IMask"> <summary> <para>Is this element a mask.</para> </summary> </member> <member name="P:UnityEngine.UI.IMask.rectTransform"> <summary> <para>Return the RectTransform associated with this mask.</para> </summary> </member> <member name="M:UnityEngine.UI.IMask.Enabled"> <summary> <para>Is the mask enabled.</para> </summary> </member> <member name="?:UnityEngine.UI.IMaskable"> <summary> <para>This element is capable of being masked out.</para> </summary> </member> <member name="M:UnityEngine.UI.IMaskable.RecalculateMasking"> <summary> <para>Recalculate masking for this element and all children elements.</para> </summary> </member> <member name="?:UnityEngine.UI.IMaterialModifier"> <summary> <para>Interface which allows for the modification of the Material used to render a Graphic before they are passed to the CanvasRenderer.</para> </summary> </member> <member name="M:UnityEngine.UI.IMaterialModifier.GetModifiedMaterial(UnityEngine.Material)"> <summary> <para>Perform material modification in this function.</para> </summary> <param name="baseMaterial">Configured Material.</param> <returns> <para>Modified material.</para> </returns> </member> <member name="?:UnityEngine.UI.IMeshModifier"> <summary> <para>Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer.</para> </summary> </member> <member name="M:UnityEngine.UI.IMeshModifier.ModifyMesh(UnityEngine.Mesh)"> <summary> <para>Call used to modify mesh.</para> </summary> <param name="mesh"></param> </member> <member name="T:UnityEngine.UI.InputField"> <summary> <para>Turn a simple label into a interactable input field.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.asteriskChar"> <summary> <para>The character used for password fields.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.caretBlinkRate"> <summary> <para>The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.caretColor"> <summary> <para>The custom caret color used if customCaretColor is set.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.caretPosition"> <summary> <para>Current InputField caret position (also selection tail).</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.caretSelectPosition"> <summary> <para>Current InputField selection head.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.caretWidth"> <summary> <para>The width of the caret in pixels.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.characterLimit"> <summary> <para>How many characters the input field is limited to. 0 = infinite.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.characterValidation"> <summary> <para>The type of validation to perform on a character.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.contentType"> <summary> <para>Specifies the type of the input text content.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.customCaretColor"> <summary> <para>Should a custom caret color be used or should the textComponent.color be used.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.inputType"> <summary> <para>The type of input expected. See InputField.InputType.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.isFocused"> <summary> <para>Does the InputField currently have focus and is able to process events.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.keyboardType"> <summary> <para>They type of mobile keyboard that will be used.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.lineType"> <summary> <para>The LineType used by the InputField.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.multiLine"> <summary> <para>If the input field supports multiple lines.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.onEndEdit"> <summary> <para>The Unity Event to call when editing has ended.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.onValidateInput"> <summary> <para>The function to call to validate the input characters.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.onValueChange"> <summary> <para>Accessor to the OnChangeEvent.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.onValueChanged"> <summary> <para>Accessor to the OnChangeEvent.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.placeholder"> <summary> <para>This is an optional ‘empty’ graphic to show that the InputField text field is empty. Note that this ‘empty' graphic still displays even when the InputField is selected (that is; when there is focus on it). A placeholder graphic can be used to show subtle hints or make it more obvious that the control is an InputField.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.readOnly"> <summary> <para>Set the InputField to be read only.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.selectionAnchorPosition"> <summary> <para>The beginning point of the selection.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.selectionColor"> <summary> <para>The color of the highlight to show which characters are selected.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.selectionFocusPosition"> <summary> <para>The end point of the selection.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.shouldHideMobileInput"> <summary> <para>Should the mobile keyboard input be hidden.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.text"> <summary> <para>The current value of the input field.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.textComponent"> <summary> <para>The Text component that is going to be used to render the text to screen.</para> </summary> </member> <member name="P:UnityEngine.UI.InputField.wasCanceled"> <summary> <para>If the UI.InputField was canceled and will revert back to the original text upon DeactivateInputField.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.ActivateInputField"> <summary> <para>Function to activate the InputField to begin processing Events.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.Append(System.String)"> <summary> <para>Append a character to the input field.</para> </summary> <param name="input">Character / string to append.</param> </member> <member name="M:UnityEngine.UI.InputField.Append(System.Char)"> <summary> <para>Append a character to the input field.</para> </summary> <param name="input">Character / string to append.</param> </member> <member name="T:UnityEngine.UI.InputField.CharacterValidation"> <summary> <para>The type of characters that are allowed to be added to the string.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.Alphanumeric"> <summary> <para>Allows letters A-Z, a-z and numbers 0-9.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.Decimal"> <summary> <para>Allows decimal numbers (positive or negative). Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only allowed as the first character. Only one dot in the string is allowed.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.EmailAddress"> <summary> <para>Allows the characters that are allowed in an email address.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.Integer"> <summary> <para>Allow whole numbers (positive or negative).</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.Name"> <summary> <para>Only allow names and enforces capitalization.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.CharacterValidation.None"> <summary> <para>No validation. Any input is valid.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.ClampPos(System.Int32&amp;)"> <summary> <para>Clamp a value (by reference) between 0 and the current text length.</para> </summary> <param name="pos">The value to be clamped.</param> </member> <member name="T:UnityEngine.UI.InputField.ContentType"> <summary> <para>Specifies the type of the input text content.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Alphanumeric"> <summary> <para>Allows letters A-Z, a-z and numbers 0-9.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Autocorrected"> <summary> <para>Allows all input and performs auto-correction on platforms that support it.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Custom"> <summary> <para>Custom types that allows user-defined settings.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.DecimalNumber"> <summary> <para>Allows decimal numbers (positive or negative).</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.EmailAddress"> <summary> <para>The input is used for typing in an email address.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.IntegerNumber"> <summary> <para>Allow whole numbers (positive or negative).</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Name"> <summary> <para>The InputField is used for typing in a name, and enforces capitalization of the first letter of each word. Note that the user can circumvent the first letter capitalization rules by deleting automatically-capitalized letters.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Password"> <summary> <para>Allows all input and hides the typed characters by showing them as asterisks characters.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Pin"> <summary> <para>Allows integer numbers and hides the typed characters by showing them as asterisks characters.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.ContentType.Standard"> <summary> <para>Allows all input.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.DeactivateInputField"> <summary> <para>Function to deactivate the InputField to stop the processing of Events and send OnSubmit if not canceled.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.ForceLabelUpdate"> <summary> <para>Force the label to update immediatly. This will recalculate the positioning of the caret and the visible text.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.GetCharacterIndexFromPosition(UnityEngine.Vector2)"> <summary> <para>The character that is under the mouse.</para> </summary> <param name="pos">Mouse position.</param> <returns> <para>Character index with in value.</para> </returns> </member> <member name="M:UnityEngine.UI.InputField.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="T:UnityEngine.UI.InputField.InputType"> <summary> <para>Type of data expected by the input field.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.InputType.AutoCorrect"> <summary> <para>The mobile autocorrect keyboard.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.InputType.Password"> <summary> <para>The mobile password keyboard.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.InputType.Standard"> <summary> <para>The standard mobile keyboard.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.KeyPressed(UnityEngine.Event)"> <summary> <para>Process the Event and perform the appropriate action for that key.</para> </summary> <param name="evt">The Event that is currently being processed.</param> <returns> <para>If we should continue processing events or we have hit an end condition.</para> </returns> </member> <member name="M:UnityEngine.UI.InputField.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="T:UnityEngine.UI.InputField.LineType"> <summary> <para>The LineType is used to describe the behavior of the InputField.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.LineType.MultiLineNewline"> <summary> <para>Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will insert a new line character.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.LineType.MultiLineSubmit"> <summary> <para>Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will submit.</para> </summary> </member> <member name="F:UnityEngine.UI.InputField.LineType.SingleLine"> <summary> <para>Only allows 1 line to be entered. Has horizontal scrolling and no word wrap. Pressing enter will submit the InputField.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.MoveTextEnd(System.Boolean)"> <summary> <para>Move the caret index to end of text.</para> </summary> <param name="shift">Only move the selectionPosition.</param> </member> <member name="M:UnityEngine.UI.InputField.MoveTextStart(System.Boolean)"> <summary> <para>Move the caret index to start of text.</para> </summary> <param name="shift">Only move the selectionPosition.</param> </member> <member name="M:UnityEngine.UI.InputField.OnBeginDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Capture the OnBeginDrag callback from the EventSystem and ensure we should listen to the drag events to follow.</para> </summary> <param name="eventData">The data passed by the EventSystem.</param> </member> <member name="T:UnityEngine.UI.InputField.OnChangeEvent"> <summary> <para>The callback sent anytime the Inputfield is updated.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.OnDeselect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>What to do when the event system sends a Deselect Event.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.InputField.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>What to do when the event system sends a Drag Event.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.InputField.OnEndDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Capture the OnEndDrag callback from the EventSystem and cancel the listening of drag events.</para> </summary> <param name="eventData">The eventData sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.InputField.OnFocus"> <summary> <para>Focus the input field initializing properties.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>What to do when the event system sends a pointer click Event.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.InputField.OnPointerDown(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>What to do when the event system sends a pointer down Event.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.InputField.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>What to do when the event system sends a submit Event.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.InputField.OnUpdateSelected(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>What to do when the event system sends a Update selected Event.</para> </summary> <param name="eventData"></param> </member> <member name="T:UnityEngine.UI.InputField.OnValidateInput"> <summary> <para>Custom validation callback.</para> </summary> <param name="text"></param> <param name="charIndex"></param> <param name="addedChar"></param> </member> <member name="M:UnityEngine.UI.InputField.ProcessEvent(UnityEngine.Event)"> <summary> <para>Helper function to allow separate events to be processed by the InputField.</para> </summary> <param name="e">The Event to be processed.</param> </member> <member name="M:UnityEngine.UI.InputField.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Rebuild the input fields geometry. (caret and highlight).</para> </summary> <param name="update"></param> </member> <member name="M:UnityEngine.UI.InputField.ScreenToLocal(UnityEngine.Vector2)"> <summary> <para>Convert screen space into input field local space.</para> </summary> <param name="screen"></param> </member> <member name="M:UnityEngine.UI.InputField.SelectAll"> <summary> <para>Highlight the whole InputField.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.SendOnSubmit"> <summary> <para>Convenience function to make functionality to send the SubmitEvent easier.</para> </summary> </member> <member name="T:UnityEngine.UI.InputField.SubmitEvent"> <summary> <para>Unity Event with a inputfield as a param.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.UpdateLabel"> <summary> <para>Update the Text associated with this input field.</para> </summary> </member> <member name="M:UnityEngine.UI.InputField.Validate(System.String,System.Int32,System.Char)"> <summary> <para>Predefined validation functionality for different characterValidation types.</para> </summary> <param name="text">The whole text string to validate.</param> <param name="pos">The position at which the current character is being inserted.</param> <param name="ch">The character that is being inserted.</param> <returns> <para>The character that should be inserted.</para> </returns> </member> <member name="?:UnityEngine.UI.IVertexModifier"> <summary> <para>Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer.</para> </summary> </member> <member name="M:UnityEngine.UI.IVertexModifier.ModifyVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)"> <summary> <para>Call used to modify vertices.</para> </summary> <param name="verts">To modify.</param> </member> <member name="T:UnityEngine.UI.LayoutElement"> <summary> <para>Add this component to a GameObject to make it into a layout element or override values on an existing layout element.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.flexibleHeight"> <summary> <para>The extra relative height this layout element should be allocated if there is additional available space.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.flexibleWidth"> <summary> <para>The extra relative width this layout element should be allocated if there is additional available space.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.ignoreLayout"> <summary> <para>Should this RectTransform be ignored by the layout system?</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.layoutPriority"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.minHeight"> <summary> <para>The minimum height this layout element may be allocated.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.minWidth"> <summary> <para>The minimum width this layout element may be allocated.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.preferredHeight"> <summary> <para>The preferred height this layout element should be allocated if there is sufficient space.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutElement.preferredWidth"> <summary> <para>The preferred width this layout element should be allocated if there is sufficient space.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutElement.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutElement.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutElement.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutElement.SetDirty"> <summary> <para>Mark the LayoutElement as dirty.</para> </summary> </member> <member name="T:UnityEngine.UI.LayoutGroup"> <summary> <para>Abstract base class to use for layout groups.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.childAlignment"> <summary> <para>The alignment to use for the child layout elements in the layout group.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.flexibleHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.flexibleWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.layoutPriority"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.minHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.minWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.padding"> <summary> <para>The padding to add around the child layout elements.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.preferredHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutGroup.preferredWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.GetAlignmentOnAxis(System.Int32)"> <summary> <para>Returns the alignment on the specified axis as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom.</para> </summary> <param name="axis">The axis to get alignment along. 0 is horizontal and 1 is vertical.</param> <returns> <para>The alignment as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutGroup.GetStartOffset(System.Int32,System.Single)"> <summary> <para>Returns the calculated position of the first child layout element along the given axis.</para> </summary> <param name="axis">The axis index. 0 is horizontal and 1 is vertical.</param> <param name="requiredSpaceWithoutPadding">The total space required on the given axis for all the layout elements including spacing and excluding padding.</param> <returns> <para>The position of the first child along the given axis.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutGroup.GetTotalFlexibleSize(System.Int32)"> <summary> <para>The flexible size for the layout group on the given axis.</para> </summary> <param name="axis">The axis index. 0 is horizontal and 1 is vertical.</param> <returns> <para>The flexible size.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutGroup.GetTotalMinSize(System.Int32)"> <summary> <para>The min size for the layout group on the given axis.</para> </summary> <param name="axis">The axis index. 0 is horizontal and 1 is vertical.</param> <returns> <para>The min size.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutGroup.GetTotalPreferredSize(System.Int32)"> <summary> <para>The preferred size for the layout group on the given axis.</para> </summary> <param name="axis">The axis index. 0 is horizontal and 1 is vertical.</param> <returns> <para>The preferred size.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutGroup.OnDidApplyAnimationProperties"> <summary> <para>Callback for when properties have been changed by animation.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetChildAlongAxis(UnityEngine.RectTransform,System.Int32,System.Single,System.Single)"> <summary> <para>Set the position and size of a child layout element along the given axis.</para> </summary> <param name="rect">The RectTransform of the child layout element.</param> <param name="axis">The axis to set the position and size along. 0 is horizontal and 1 is vertical.</param> <param name="pos">The position from the left side or top.</param> <param name="size">The size.</param> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetDirty"> <summary> <para>Mark the LayoutGroup as dirty.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetLayoutHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetLayoutInputForAxis(System.Single,System.Single,System.Single,System.Int32)"> <summary> <para>Used to set the calculated layout properties for the given axis.</para> </summary> <param name="totalMin">The min size for the layout group.</param> <param name="totalPreferred">The preferred size for the layout group.</param> <param name="totalFlexible">The flexible size for the layout group.</param> <param name="axis">The axis to set sizes for. 0 is horizontal and 1 is vertical.</param> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetLayoutVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutGroup.SetProperty(T&amp;,T)"> <summary> <para>Helper method used to set a given property if it has changed.</para> </summary> <param name="currentValue">A reference to the member value.</param> <param name="newValue">The new value.</param> </member> <member name="T:UnityEngine.UI.LayoutRebuilder"> <summary> <para>Wrapper class for managing layout rebuilding of CanvasElement.</para> </summary> </member> <member name="P:UnityEngine.UI.LayoutRebuilder.transform"> <summary> <para>See ICanvasElement.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.Equals"> <summary> <para>Does the passed rebuilder point to the same CanvasElement.</para> </summary> <param name="other">Other.</param> <returns> <para>Equal.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(UnityEngine.RectTransform)"> <summary> <para>Forces an immediate rebuild of the layout element and child layout elements affected by the calculations.</para> </summary> <param name="layoutRoot">The layout element to perform the layout rebuild on.</param> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.IsDestroyed"> <summary> <para>Has the native representation of this LayoutRebuilder been destroyed?</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.MarkLayoutForRebuild(UnityEngine.RectTransform)"> <summary> <para>Mark the given RectTransform as needing it's layout to be recalculated during the next layout pass.</para> </summary> <param name="rect">Rect to rebuild.</param> </member> <member name="M:UnityEngine.UI.LayoutRebuilder.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>See ICanvasElement.Rebuild.</para> </summary> <param name="executing"></param> </member> <member name="T:UnityEngine.UI.LayoutUtility"> <summary> <para>Utility functions for querying layout elements for their minimum, preferred, and flexible sizes.</para> </summary> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetFlexibleHeight(UnityEngine.RectTransform)"> <summary> <para>Returns the flexible height of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetFlexibleSize(UnityEngine.RectTransform,System.Int32)"> <summary> <para>Returns the flexible size of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> <param name="axis">The axis to query. This can be 0 or 1.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetFlexibleWidth(UnityEngine.RectTransform)"> <summary> <para>Returns the flexible width of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetLayoutProperty(UnityEngine.RectTransform,System.Func`2&lt;UnityEngine.UI.ILayoutElement,System.Single&gt;,System.Single)"> <summary> <para>Gets a calculated layout property for the layout element with the given RectTransform.</para> </summary> <param name="rect">The RectTransform of the layout element to get a property for.</param> <param name="property">The property to calculate.</param> <param name="defaultValue">The default value to use if no component on the layout element supplies the given property.</param> <param name="source">Optional out parameter to get the component that supplied the calculated value.</param> <returns> <para>The calculated value of the layout property.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetLayoutProperty(UnityEngine.RectTransform,System.Func`2&lt;UnityEngine.UI.ILayoutElement,System.Single&gt;,System.Single,UnityEngine.UI.ILayoutElement&amp;)"> <summary> <para>Gets a calculated layout property for the layout element with the given RectTransform.</para> </summary> <param name="rect">The RectTransform of the layout element to get a property for.</param> <param name="property">The property to calculate.</param> <param name="defaultValue">The default value to use if no component on the layout element supplies the given property.</param> <param name="source">Optional out parameter to get the component that supplied the calculated value.</param> <returns> <para>The calculated value of the layout property.</para> </returns> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetMinHeight(UnityEngine.RectTransform)"> <summary> <para>Returns the minimum height of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetMinSize(UnityEngine.RectTransform,System.Int32)"> <summary> <para>Returns the minimum size of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> <param name="axis">The axis to query. This can be 0 or 1.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetMinWidth(UnityEngine.RectTransform)"> <summary> <para>Returns the minimum width of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetPreferredHeight(UnityEngine.RectTransform)"> <summary> <para>Returns the preferred height of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetPreferredSize(UnityEngine.RectTransform,System.Int32)"> <summary> <para>Returns the preferred size of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> <param name="axis">The axis to query. This can be 0 or 1.</param> </member> <member name="M:UnityEngine.UI.LayoutUtility.GetPreferredWidth(UnityEngine.RectTransform)"> <summary> <para>Returns the preferred width of the layout element.</para> </summary> <param name="rect">The RectTransform of the layout element to query.</param> </member> <member name="T:UnityEngine.UI.Mask"> <summary> <para>A component for masking children elements.</para> </summary> </member> <member name="P:UnityEngine.UI.Mask.graphic"> <summary> <para>The graphic associated with the Mask.</para> </summary> </member> <member name="P:UnityEngine.UI.Mask.rectTransform"> <summary> <para>Cached RectTransform.</para> </summary> </member> <member name="P:UnityEngine.UI.Mask.showMaskGraphic"> <summary> <para>Show the graphic that is associated with the Mask render area.</para> </summary> </member> <member name="M:UnityEngine.UI.Mask.GetModifiedMaterial(UnityEngine.Material)"> <summary> <para>See: IMaterialModifier.</para> </summary> <param name="baseMaterial"></param> </member> <member name="M:UnityEngine.UI.Mask.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>See:ICanvasRaycastFilter.</para> </summary> <param name="sp"></param> <param name="eventCamera"></param> </member> <member name="M:UnityEngine.UI.Mask.MaskEnabled"> <summary> <para>See:IMask.</para> </summary> </member> <member name="M:UnityEngine.UI.Mask.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Mask.OnSiblingGraphicEnabledDisabled"> <summary> <para>See:IGraphicEnabledDisabled.</para> </summary> </member> <member name="T:UnityEngine.UI.MaskableGraphic"> <summary> <para>A Graphic that is capable of being masked out.</para> </summary> </member> <member name="P:UnityEngine.UI.MaskableGraphic.maskable"> <summary> <para>Does this graphic allow masking.</para> </summary> </member> <member name="P:UnityEngine.UI.MaskableGraphic.onCullStateChanged"> <summary> <para>Callback issued when culling changes.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskableGraphic.Cull(UnityEngine.Rect,System.Boolean)"> <summary> <para>See IClippable.Cull.</para> </summary> <param name="clipRect"></param> <param name="validRect"></param> </member> <member name="M:UnityEngine.UI.MaskableGraphic.GetModifiedMaterial(UnityEngine.Material)"> <summary> <para>See IMaterialModifier.GetModifiedMaterial.</para> </summary> <param name="baseMaterial"></param> </member> <member name="M:UnityEngine.UI.MaskableGraphic.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskableGraphic.ParentMaskStateChanged"> <summary> <para>See: IMaskable.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskableGraphic.RecalculateClipping"> <summary> <para>See: IClippable.RecalculateClipping.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskableGraphic.RecalculateMasking"> <summary> <para>See: IMaskable.RecalculateMasking.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskableGraphic.SetClipRect(UnityEngine.Rect,System.Boolean)"> <summary> <para>See IClippable.SetClipRect.</para> </summary> <param name="clipRect"></param> <param name="validRect"></param> </member> <member name="T:UnityEngine.UI.MaskUtilities"> <summary> <para>Mask related utility class.</para> </summary> </member> <member name="M:UnityEngine.UI.MaskUtilities.FindRootSortOverrideCanvas(UnityEngine.Transform)"> <summary> <para>Find a root Canvas.</para> </summary> <param name="start">Search start.</param> <returns> <para>Canvas transform.</para> </returns> </member> <member name="M:UnityEngine.UI.MaskUtilities.GetRectMaskForClippable(UnityEngine.UI.IClippable)"> <summary> <para>Find the correct RectMask2D for a given IClippable.</para> </summary> <param name="transform">Clippable to search from.</param> <param name="clippable"></param> </member> <member name="M:UnityEngine.UI.MaskUtilities.GetRectMasksForClip(UnityEngine.UI.RectMask2D,System.Collections.Generic.List`1&lt;UnityEngine.UI.RectMask2D&gt;)"> <summary> <para>Search for all RectMask2D that apply to the given RectMask2D (includes self).</para> </summary> <param name="clipper"></param> <param name="masks"></param> </member> <member name="M:UnityEngine.UI.MaskUtilities.GetStencilDepth(UnityEngine.Transform,UnityEngine.Transform)"> <summary> <para>Find the stencil depth for a given element.</para> </summary> <param name="transform"></param> <param name="stopAfter"></param> </member> <member name="M:UnityEngine.UI.MaskUtilities.IsDescendantOrSelf(UnityEngine.Transform,UnityEngine.Transform)"> <summary> <para>Helper function to determine if the child is a descendant of father or is father.</para> </summary> <param name="father">The transform to compare against.</param> <param name="child">The starting transform to search up the hierarchy.</param> <returns> <para>Is child equal to father or is a descendant.</para> </returns> </member> <member name="M:UnityEngine.UI.MaskUtilities.Notify2DMaskStateChanged(UnityEngine.Component)"> <summary> <para>Notify all IClippables under the given component that they need to recalculate clipping.</para> </summary> <param name="mask"></param> </member> <member name="M:UnityEngine.UI.MaskUtilities.NotifyStencilStateChanged(UnityEngine.Component)"> <summary> <para>Notify all IMaskable under the given component that they need to recalculate masking.</para> </summary> <param name="mask"></param> </member> <member name="T:UnityEngine.UI.Navigation"> <summary> <para>Structure storing details related to navigation.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.defaultNavigation"> <summary> <para>Return a Navigation with sensible default values.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.mode"> <summary> <para>Navigation mode.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.selectOnDown"> <summary> <para>Specify a Selectable UI GameObject to highlight when the down arrow key is pressed.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.selectOnLeft"> <summary> <para>Specify a Selectable UI GameObject to highlight when the left arrow key is pressed.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.selectOnRight"> <summary> <para>Specify a Selectable UI GameObject to highlight when the right arrow key is pressed.</para> </summary> </member> <member name="P:UnityEngine.UI.Navigation.selectOnUp"> <summary> <para>Specify a Selectable UI GameObject to highlight when the Up arrow key is pressed.</para> </summary> </member> <member name="T:UnityEngine.UI.Navigation.Mode"> <summary> <para>Navigation mode. Used by Selectable.</para> </summary> </member> <member name="F:UnityEngine.UI.Navigation.Mode.Automatic"> <summary> <para>Automatic navigation.</para> </summary> </member> <member name="F:UnityEngine.UI.Navigation.Mode.Explicit"> <summary> <para>Explicit navigaion.</para> </summary> </member> <member name="F:UnityEngine.UI.Navigation.Mode.Horizontal"> <summary> <para>Horizontal Navigation.</para> </summary> </member> <member name="F:UnityEngine.UI.Navigation.Mode.None"> <summary> <para>No navigation.</para> </summary> </member> <member name="F:UnityEngine.UI.Navigation.Mode.Vertical"> <summary> <para>Vertical navigation.</para> </summary> </member> <member name="T:UnityEngine.UI.Outline"> <summary> <para>Adds an outline to a graphic using IVertexModifier.</para> </summary> </member> <member name="T:UnityEngine.UI.PositionAsUV1"> <summary> <para>An IVertexModifier which sets the raw vertex position into UV1 of the generated verts.</para> </summary> </member> <member name="T:UnityEngine.UI.RawImage"> <summary> <para>Displays a Texture2D for the UI System.</para> </summary> </member> <member name="P:UnityEngine.UI.RawImage.mainTexture"> <summary> <para>The RawImage's texture. (ReadOnly).</para> </summary> </member> <member name="P:UnityEngine.UI.RawImage.texture"> <summary> <para>The RawImage's texture.</para> </summary> </member> <member name="P:UnityEngine.UI.RawImage.uvRect"> <summary> <para>The RawImage texture coordinates.</para> </summary> </member> <member name="M:UnityEngine.UI.RawImage.SetNativeSize"> <summary> <para>Adjusts the raw image size to make it pixel-perfect.</para> </summary> </member> <member name="T:UnityEngine.UI.RectMask2D"> <summary> <para>A 2D rectangular mask that allows for clipping / masking of areas outside the mask.</para> </summary> </member> <member name="P:UnityEngine.UI.RectMask2D.canvasRect"> <summary> <para>Get the Rect for the mask in canvas space.</para> </summary> </member> <member name="P:UnityEngine.UI.RectMask2D.rectTransform"> <summary> <para>Get the RectTransform for the mask.</para> </summary> </member> <member name="M:UnityEngine.UI.RectMask2D.AddClippable(UnityEngine.UI.IClippable)"> <summary> <para>Add a [IClippable]] to be tracked by the mask.</para> </summary> <param name="clippable"></param> </member> <member name="M:UnityEngine.UI.RectMask2D.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>See:ICanvasRaycastFilter.</para> </summary> <param name="sp"></param> <param name="eventCamera"></param> </member> <member name="M:UnityEngine.UI.RectMask2D.PerformClipping"> <summary> <para>See: IClipper.PerformClipping.</para> </summary> </member> <member name="M:UnityEngine.UI.RectMask2D.RemoveClippable(UnityEngine.UI.IClippable)"> <summary> <para>Remove an IClippable from being tracked by the mask.</para> </summary> <param name="clippable"></param> </member> <member name="T:UnityEngine.UI.Scrollbar"> <summary> <para>A standard scrollbar with a variable sized handle that can be dragged between 0 and 1.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.direction"> <summary> <para>The direction of the scrollbar from minimum to maximum value.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.handleRect"> <summary> <para>The RectTransform to use for the handle.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.numberOfSteps"> <summary> <para>The number of steps to use for the value. A value of 0 disables use of steps.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.onValueChanged"> <summary> <para>Handling for when the scrollbar value is changed.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.size"> <summary> <para>The size of the scrollbar handle where 1 means it fills the entire scrollbar.</para> </summary> </member> <member name="P:UnityEngine.UI.Scrollbar.value"> <summary> <para>The current value of the scrollbar, between 0 and 1.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.ClickRepeat(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Coroutine function for handling continual press during Scrollbar.OnPointerDown.</para> </summary> <param name="eventData"></param> </member> <member name="T:UnityEngine.UI.Scrollbar.Direction"> <summary> <para>Setting that indicates one of four directions.</para> </summary> </member> <member name="F:UnityEngine.UI.Scrollbar.Direction.BottomToTop"> <summary> <para>From bottom to top.</para> </summary> </member> <member name="F:UnityEngine.UI.Scrollbar.Direction.LeftToRight"> <summary> <para>From left to right.</para> </summary> </member> <member name="F:UnityEngine.UI.Scrollbar.Direction.RightToLeft"> <summary> <para>From right to left.</para> </summary> </member> <member name="F:UnityEngine.UI.Scrollbar.Direction.TopToBottom"> <summary> <para>From top to bottom.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.FindSelectableOnDown"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.FindSelectableOnLeft"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.FindSelectableOnRight"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.FindSelectableOnUp"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.OnBeginDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the scrollbar value is begin being dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the scrollbar value is dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.OnInitializePotentialDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>See: IInitializePotentialDragHandler.OnInitializePotentialDrag.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.OnMove(UnityEngine.EventSystems.AxisEventData)"> <summary> <para>Handling for movement events.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.OnPointerDown(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Event triggered when pointer is pressed down on the scrollbar.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.OnPointerUp(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Event triggered when pointer is released after pressing on the scrollbar.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Scrollbar.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Handling for when the canvas is rebuilt.</para> </summary> <param name="executing"></param> </member> <member name="T:UnityEngine.UI.Scrollbar.ScrollEvent"> <summary> <para>UnityEvent callback for when a scrollbar is scrolled.</para> </summary> </member> <member name="M:UnityEngine.UI.Scrollbar.SetDirection"> <summary> <para>Set the direction of the scrollbar, optionally setting the layout as well.</para> </summary> <param name="direction">The direction of the scrollbar.</param> <param name="includeRectLayouts">Should the layout be flipped together with the direction?</param> </member> <member name="T:UnityEngine.UI.ScrollRect"> <summary> <para>A component for making a child RectTransform scroll.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.content"> <summary> <para>The content that can be scrolled. It should be a child of the GameObject with ScrollRect on it.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.decelerationRate"> <summary> <para>The rate at which movement slows down.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.elasticity"> <summary> <para>The amount of elasticity to use when the content moves beyond the scroll rect.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.flexibleHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.flexibleWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.horizontal"> <summary> <para>Should horizontal scrolling be enabled?</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.horizontalNormalizedPosition"> <summary> <para>The horizontal scroll position as a value between 0 and 1, with 0 being at the left.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.horizontalScrollbar"> <summary> <para>Optional Scrollbar object linked to the horizontal scrolling of the ScrollRect.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.horizontalScrollbarSpacing"> <summary> <para>The space between the scrollbar and the viewport.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.horizontalScrollbarVisibility"> <summary> <para>The mode of visibility for the horizontal scrollbar.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.inertia"> <summary> <para>Should movement inertia be enabled?</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.layoutPriority"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.minHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.minWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.movementType"> <summary> <para>The behavior to use when the content moves beyond the scroll rect.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.normalizedPosition"> <summary> <para>The scroll position as a Vector2 between (0,0) and (1,1) with (0,0) being the lower left corner.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.onValueChanged"> <summary> <para>Callback executed when the position of the child changes.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.preferredHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.preferredWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.scrollSensitivity"> <summary> <para>The sensitivity to scroll wheel and track pad scroll events.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.velocity"> <summary> <para>The current velocity of the content.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.vertical"> <summary> <para>Should vertical scrolling be enabled?</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.verticalNormalizedPosition"> <summary> <para>The vertical scroll position as a value between 0 and 1, with 0 being at the bottom.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.verticalScrollbar"> <summary> <para>Optional Scrollbar object linked to the vertical scrolling of the ScrollRect.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.verticalScrollbarSpacing"> <summary> <para>The space between the scrollbar and the viewport.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.verticalScrollbarVisibility"> <summary> <para>The mode of visibility for the vertical scrollbar.</para> </summary> </member> <member name="P:UnityEngine.UI.ScrollRect.viewport"> <summary> <para>Reference to the viewport RectTransform that is the parent of the content RectTransform.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.IsActive"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="T:UnityEngine.UI.ScrollRect.MovementType"> <summary> <para>A setting for which behavior to use when content moves beyond the confines of its container.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.MovementType.Clamped"> <summary> <para>Clamped movement. The content can not be moved beyond its container.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.MovementType.Elastic"> <summary> <para>Elastic movement. The content is allowed to temporarily move beyond the container, but is pulled back elastically.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.MovementType.Unrestricted"> <summary> <para>Unrestricted movement. The content can move forever.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.OnBeginDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the content is beging being dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the content is dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.OnEndDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the content has finished being dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.OnInitializePotentialDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>See: IInitializePotentialDragHandler.OnInitializePotentialDrag.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.OnScroll(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>See IScrollHandler.OnScroll.</para> </summary> <param name="data"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Rebuilds the scroll rect data after initialization.</para> </summary> <param name="executing">The current step of the rendering CanvasUpdate cycle.</param> </member> <member name="T:UnityEngine.UI.ScrollRect.ScrollbarVisibility"> <summary> <para>Enum for which behavior to use for scrollbar visibility.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.ScrollbarVisibility.AutoHide"> <summary> <para>Automatically hide the scrollbar when no scrolling is needed on this axis. The viewport rect will not be changed.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport"> <summary> <para>Automatically hide the scrollbar when no scrolling is needed on this axis, and expand the viewport rect accordingly.</para> </summary> </member> <member name="F:UnityEngine.UI.ScrollRect.ScrollbarVisibility.Permanent"> <summary> <para>Always show the scrollbar.</para> </summary> </member> <member name="T:UnityEngine.UI.ScrollRect.ScrollRectEvent"> <summary> <para>Event type used by the ScrollRect.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.SetContentAnchoredPosition(UnityEngine.Vector2)"> <summary> <para>Sets the anchored position of the content.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.UI.ScrollRect.SetDirty"> <summary> <para>Override to alter or add to the code that keeps the appearance of the scroll rect synced with its data.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.SetDirtyCaching"> <summary> <para>Override to alter or add to the code that caches data to avoid repeated heavy operations.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.SetLayoutHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.SetLayoutVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.SetNormalizedPosition(System.Single,System.Int32)"> <summary> <para>Set the horizontal or vertical scroll position as a value between 0 and 1, with 0 being at the left or at the bottom.</para> </summary> <param name="value">The position to set, between 0 and 1.</param> <param name="axis">The axis to set: 0 for horizontal, 1 for vertical.</param> </member> <member name="M:UnityEngine.UI.ScrollRect.StopMovement"> <summary> <para>Sets the velocity to zero on both axes so the content stops moving.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.UpdateBounds"> <summary> <para>Calculate the bounds the ScrollRect should be using.</para> </summary> </member> <member name="M:UnityEngine.UI.ScrollRect.UpdatePrevData"> <summary> <para>Helper function to update the previous data fields on a ScrollRect. Call this before you change data in the ScrollRect.</para> </summary> </member> <member name="T:UnityEngine.UI.Selectable"> <summary> <para>Simple selectable object - derived from to create a selectable control.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.allSelectables"> <summary> <para>List of all the selectable objects currently active in the scene.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.animationTriggers"> <summary> <para>The AnimationTriggers for this selectable object.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.animator"> <summary> <para>Convenience function to get the Animator component on the GameObject.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.colors"> <summary> <para>The ColorBlock for this selectable object.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.image"> <summary> <para>Convenience function that converts the referenced Graphic to a Image, if possible.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.interactable"> <summary> <para>UI.Selectable.interactable.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.navigation"> <summary> <para>The Navigation setting for this selectable object.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.spriteState"> <summary> <para>The SpriteState for this selectable object.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.targetGraphic"> <summary> <para>Graphic that will be transitioned upon.</para> </summary> </member> <member name="P:UnityEngine.UI.Selectable.transition"> <summary> <para>The type of transition that will be applied to the targetGraphic when the state changes.</para> </summary> </member> <member name="M:UnityEngine.UI.Selectable.DoStateTransition(UnityEngine.UI.Selectable/SelectionState,System.Boolean)"> <summary> <para>Transition the Selectable to the entered state.</para> </summary> <param name="state">State to transition to.</param> <param name="instant">Should the transition occur instantly.</param> </member> <member name="M:UnityEngine.UI.Selectable.FindSelectable(UnityEngine.Vector3)"> <summary> <para>Finds the selectable object next to this one.</para> </summary> <param name="dir">The direction in which to search for a neighbouring Selectable object.</param> <returns> <para>The neighbouring Selectable object. Null if none found.</para> </returns> </member> <member name="M:UnityEngine.UI.Selectable.FindSelectableOnDown"> <summary> <para>Find the selectable object below this one.</para> </summary> <returns> <para>The Selectable object below current.</para> </returns> </member> <member name="M:UnityEngine.UI.Selectable.FindSelectableOnLeft"> <summary> <para>Find the selectable object to the left of this one.</para> </summary> <returns> <para>The Selectable object to the left of current.</para> </returns> </member> <member name="M:UnityEngine.UI.Selectable.FindSelectableOnRight"> <summary> <para>Find the selectable object to the right of this one.</para> </summary> <returns> <para>The Selectable object to the right of current.</para> </returns> </member> <member name="M:UnityEngine.UI.Selectable.FindSelectableOnUp"> <summary> <para>Find the selectable object above this one.</para> </summary> <returns> <para>The Selectable object above current.</para> </returns> </member> <member name="M:UnityEngine.UI.Selectable.InstantClearState"> <summary> <para>Clear any internal state from the Selectable (used when disabling).</para> </summary> </member> <member name="M:UnityEngine.UI.Selectable.IsHighlighted(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Is the selectable currently 'highlighted'.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Selectable.IsInteractable"> <summary> <para>UI.Selectable.IsInteractable.</para> </summary> </member> <member name="M:UnityEngine.UI.Selectable.IsPressed(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Whether the current selectable is being pressed.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Selectable.IsPressed"> <summary> <para>Whether the current selectable is being pressed.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Selectable.OnDeselect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Unset selection and transition to appropriate state.</para> </summary> <param name="eventData">The eventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Selectable.OnMove(UnityEngine.EventSystems.AxisEventData)"> <summary> <para>Determine in which of the 4 move directions the next selectable object should be found.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnPointerDown(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Evaluate current state and transition to pressed state.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Evaluate current state and transition to appropriate state.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnPointerExit(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Evaluate current state and transition to normal state.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnPointerUp(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Evaluate eventData and transition to appropriate state.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.OnSelect(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Set selection and transition to appropriate state.</para> </summary> <param name="eventData">The EventData usually sent by the EventSystem.</param> </member> <member name="M:UnityEngine.UI.Selectable.Select"> <summary> <para>Selects this Selectable.</para> </summary> </member> <member name="T:UnityEngine.UI.Selectable.SelectionState"> <summary> <para>An enumeration of selected states of objects.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.SelectionState.Disabled"> <summary> <para>The UI object cannot be selected.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.SelectionState.Highlighted"> <summary> <para>The UI object is highlighted.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.SelectionState.Normal"> <summary> <para>The UI object can be selected.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.SelectionState.Pressed"> <summary> <para>The UI object is pressed.</para> </summary> </member> <member name="T:UnityEngine.UI.Selectable.Transition"> <summary> <para>Transition mode for a Selectable.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.Transition.Animation"> <summary> <para>Use an animation transition.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.Transition.ColorTint"> <summary> <para>Use an color tint transition.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.Transition.None"> <summary> <para>No Transition.</para> </summary> </member> <member name="F:UnityEngine.UI.Selectable.Transition.SpriteSwap"> <summary> <para>Use a sprite swap transition.</para> </summary> </member> <member name="M:UnityEngine.UI.Selectable.UpdateSelectionState(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Internally update the selection state of the Selectable.</para> </summary> <param name="eventData"></param> </member> <member name="T:UnityEngine.UI.Shadow"> <summary> <para>Adds an outline to a graphic using IVertexModifier.</para> </summary> </member> <member name="P:UnityEngine.UI.Shadow.effectColor"> <summary> <para>Color for the effect.</para> </summary> </member> <member name="P:UnityEngine.UI.Shadow.effectDistance"> <summary> <para>How far is the shadow from the graphic.</para> </summary> </member> <member name="P:UnityEngine.UI.Shadow.useGraphicAlpha"> <summary> <para>Should the shadow inherit the alpha from the graphic?</para> </summary> </member> <member name="M:UnityEngine.UI.Shadow.ApplyShadow(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,UnityEngine.Color32,System.Int32,System.Int32,System.Single,System.Single)"> <summary> <para>Duplicate vertices from start to end and turn them into shadows with the given offset.</para> </summary> <param name="verts">Verts List.</param> <param name="color">Shadow Color.</param> <param name="start">Start Index.</param> <param name="end">End Index.</param> <param name="x">Shadow x offset.</param> <param name="y">Shadow y offset.</param> </member> <member name="M:UnityEngine.UI.Shadow.ModifyMesh"> <summary> <para>See: IMeshModifier.</para> </summary> </member> <member name="T:UnityEngine.UI.Slider"> <summary> <para>A standard slider that can be moved between a minimum and maximum value.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.direction"> <summary> <para>The direction of the slider, from minimum to maximum value.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.fillRect"> <summary> <para>Optional RectTransform to use as fill for the slider.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.handleRect"> <summary> <para>Optional RectTransform to use as a handle for the slider.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.maxValue"> <summary> <para>The maximum allowed value of the slider.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.minValue"> <summary> <para>The minimum allowed value of the slider.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.normalizedValue"> <summary> <para>The current value of the slider normalized into a value between 0 and 1.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.onValueChanged"> <summary> <para>Callback executed when the value of the slider is changed.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.value"> <summary> <para>The current value of the slider.</para> </summary> </member> <member name="P:UnityEngine.UI.Slider.wholeNumbers"> <summary> <para>Should the value only be allowed to be whole numbers?</para> </summary> </member> <member name="T:UnityEngine.UI.Slider.Direction"> <summary> <para>Setting that indicates one of four directions.</para> </summary> </member> <member name="F:UnityEngine.UI.Slider.Direction.BottomToTop"> <summary> <para>From bottom to top.</para> </summary> </member> <member name="F:UnityEngine.UI.Slider.Direction.LeftToRight"> <summary> <para>From left to right.</para> </summary> </member> <member name="F:UnityEngine.UI.Slider.Direction.RightToLeft"> <summary> <para>From right to left.</para> </summary> </member> <member name="F:UnityEngine.UI.Slider.Direction.TopToBottom"> <summary> <para>From top to bottom.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.FindSelectableOnDown"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.FindSelectableOnLeft"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.FindSelectableOnRight"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.FindSelectableOnUp"> <summary> <para>See member in base class.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Slider.OnDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the slider is dragged.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Slider.OnInitializePotentialDrag(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>See: IInitializePotentialDragHandler.OnInitializePotentialDrag.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Slider.OnMove(UnityEngine.EventSystems.AxisEventData)"> <summary> <para>Handling for movement events.</para> </summary> <param name="eventData"></param> </member> <member name="M:UnityEngine.UI.Slider.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Handling for when the canvas is rebuilt.</para> </summary> <param name="executing"></param> </member> <member name="M:UnityEngine.UI.Slider.Set(System.Single,System.Boolean)"> <summary> <para>Set the value of the slider.</para> </summary> <param name="input">The new value for the slider.</param> <param name="sendCallback">If the OnValueChanged callback should be invoked.</param> </member> <member name="M:UnityEngine.UI.Slider.SetDirection"> <summary> <para>Sets the direction of this slider, optionally changing the layout as well.</para> </summary> <param name="direction">The direction of the slider.</param> <param name="includeRectLayouts">Should the layout be flipped together with the slider direction?</param> </member> <member name="T:UnityEngine.UI.Slider.SliderEvent"> <summary> <para>Event type used by the UI.Slider.</para> </summary> </member> <member name="T:UnityEngine.UI.SpriteState"> <summary> <para>Structure to store the state of a sprite transition on a Selectable.</para> </summary> </member> <member name="P:UnityEngine.UI.SpriteState.disabledSprite"> <summary> <para>Disabled sprite.</para> </summary> </member> <member name="P:UnityEngine.UI.SpriteState.highlightedSprite"> <summary> <para>Highlighted sprite.</para> </summary> </member> <member name="P:UnityEngine.UI.SpriteState.pressedSprite"> <summary> <para>Pressed sprite.</para> </summary> </member> <member name="T:UnityEngine.UI.Text"> <summary> <para>The default Graphic to draw font data to screen.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.alignByGeometry"> <summary> <para>Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.alignment"> <summary> <para>The positioning of the text reliative to its RectTransform.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.cachedTextGenerator"> <summary> <para>The cached TextGenerator used when generating visible Text.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.cachedTextGeneratorForLayout"> <summary> <para>The cached TextGenerator used when determine Layout.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.flexibleHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.flexibleWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.font"> <summary> <para>The Font used by the text.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.fontSize"> <summary> <para>The size that the Font should render at.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.fontStyle"> <summary> <para>FontStyle used by the text.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.horizontalOverflow"> <summary> <para>Horizontal overflow mode.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.layoutPriority"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.lineSpacing"> <summary> <para>Line spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.mainTexture"> <summary> <para>The Texture that comes from the Font.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.minHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.minWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.pixelsPerUnit"> <summary> <para>(Read Only) Provides information about how fonts are scale to the screen.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.preferredHeight"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.preferredWidth"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.resizeTextForBestFit"> <summary> <para>Should the text be allowed to auto resized.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.resizeTextMaxSize"> <summary> <para>The maximum size the text is allowed to be. 1 = infinitly large.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.resizeTextMinSize"> <summary> <para>The minimum size the text is allowed to be.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.supportRichText"> <summary> <para>Whether this Text will support rich text.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.text"> <summary> <para>The string value this text will display.</para> </summary> </member> <member name="P:UnityEngine.UI.Text.verticalOverflow"> <summary> <para>Vertical overflow mode.</para> </summary> </member> <member name="M:UnityEngine.UI.Text.CalculateLayoutInputHorizontal"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.Text.CalculateLayoutInputVertical"> <summary> <para>Called by the layout system.</para> </summary> </member> <member name="M:UnityEngine.UI.Text.FontTextureChanged"> <summary> <para>Called by the [FontUpdateTracker] when the texture associated with a font is modified.</para> </summary> </member> <member name="M:UnityEngine.UI.Text.GetGenerationSettings(UnityEngine.Vector2)"> <summary> <para>Convenience function to populate the generation setting for the text.</para> </summary> <param name="extents">The extents the text can draw in.</param> <returns> <para>Generated settings.</para> </returns> </member> <member name="M:UnityEngine.UI.Text.GetTextAnchorPivot(UnityEngine.TextAnchor)"> <summary> <para>Convenience function to determine the vector offset of the anchor.</para> </summary> <param name="anchor"></param> </member> <member name="M:UnityEngine.UI.Text.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="T:UnityEngine.UI.Toggle"> <summary> <para>A standard toggle that has an on / off state.</para> </summary> </member> <member name="F:UnityEngine.UI.Toggle.graphic"> <summary> <para>Graphic affected by the toggle.</para> </summary> </member> <member name="P:UnityEngine.UI.Toggle.group"> <summary> <para>Group the toggle belongs to.</para> </summary> </member> <member name="P:UnityEngine.UI.Toggle.isOn"> <summary> <para>Is the toggle on.</para> </summary> </member> <member name="F:UnityEngine.UI.Toggle.onValueChanged"> <summary> <para>Callback executed when the value of the toggle is changed.</para> </summary> </member> <member name="F:UnityEngine.UI.Toggle.toggleTransition"> <summary> <para>Transition mode for the toggle.</para> </summary> </member> <member name="M:UnityEngine.UI.Toggle.GraphicUpdateComplete"> <summary> <para>See ICanvasElement.GraphicUpdateComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Toggle.LayoutComplete"> <summary> <para>See ICanvasElement.LayoutComplete.</para> </summary> </member> <member name="M:UnityEngine.UI.Toggle.OnDisable"> <summary> <para>See MonoBehaviour.OnDisable.</para> </summary> </member> <member name="M:UnityEngine.UI.Toggle.OnPointerClick(UnityEngine.EventSystems.PointerEventData)"> <summary> <para>Handling for when the toggle is 'clicked'.</para> </summary> <param name="eventData">Current event.</param> </member> <member name="M:UnityEngine.UI.Toggle.OnSubmit(UnityEngine.EventSystems.BaseEventData)"> <summary> <para>Handling for when the submit key is pressed.</para> </summary> <param name="eventData">Current event.</param> </member> <member name="M:UnityEngine.UI.Toggle.Rebuild(UnityEngine.UI.CanvasUpdate)"> <summary> <para>Handling for when the canvas is rebuilt.</para> </summary> <param name="executing"></param> </member> <member name="T:UnityEngine.UI.Toggle.ToggleEvent"> <summary> <para>UnityEvent callback for when a toggle is toggled.</para> </summary> </member> <member name="T:UnityEngine.UI.Toggle.ToggleTransition"> <summary> <para>Display settings for when a toggle is activated or deactivated.</para> </summary> </member> <member name="F:UnityEngine.UI.Toggle.ToggleTransition.Fade"> <summary> <para>Fade the toggle in / out.</para> </summary> </member> <member name="F:UnityEngine.UI.Toggle.ToggleTransition.None"> <summary> <para>Show / hide the toggle instantly.</para> </summary> </member> <member name="T:UnityEngine.UI.ToggleGroup"> <summary> <para>A component that represents a group of UI.Toggles.</para> </summary> </member> <member name="P:UnityEngine.UI.ToggleGroup.allowSwitchOff"> <summary> <para>Is it allowed that no toggle is switched on?</para> </summary> </member> <member name="M:UnityEngine.UI.ToggleGroup.ActiveToggles"> <summary> <para>Returns the toggles in this group that are active.</para> </summary> <returns> <para>The active toggles in the group.</para> </returns> </member> <member name="M:UnityEngine.UI.ToggleGroup.AnyTogglesOn"> <summary> <para>Are any of the toggles on?</para> </summary> </member> <member name="M:UnityEngine.UI.ToggleGroup.NotifyToggleOn"> <summary> <para>Notify the group that the given toggle is enabled.</para> </summary> </member> <member name="M:UnityEngine.UI.ToggleGroup.RegisterToggle"> <summary> <para>Register a toggle with the group.</para> </summary> <param name="toggle">To register.</param> </member> <member name="M:UnityEngine.UI.ToggleGroup.SetAllTogglesOff"> <summary> <para>Switch all toggles off.</para> </summary> </member> <member name="M:UnityEngine.UI.ToggleGroup.UnregisterToggle"> <summary> <para>Toggle to unregister.</para> </summary> <param name="toggle">Unregister toggle.</param> </member> <member name="T:UnityEngine.UI.VertexHelper"> <summary> <para>A utility class that can aid in the generation of meshes for the UI.</para> </summary> </member> <member name="P:UnityEngine.UI.VertexHelper.currentIndexCount"> <summary> <para>Get the number of indices set on the VertexHelper.</para> </summary> </member> <member name="P:UnityEngine.UI.VertexHelper.currentVertCount"> <summary> <para>Current number of 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</summary> <param name="expected">The expected Type.</param> <param name="actual">The object under examination</param> </member> <member name="M:NUnit.Framework.Assert.IsNotAssignableFrom``1(System.Object,System.String,System.Object[])"> <summary> Asserts that an object may not be assigned a value of a given Type. </summary> <typeparam name="TExpected">The expected Type.</typeparam> <param name="actual">The object under examination</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNotAssignableFrom``1(System.Object)"> <summary> Asserts that an object may not be assigned a value of a given Type. </summary> <typeparam name="TExpected">The expected Type.</typeparam> <param name="actual">The object under examination</param> </member> <member name="M:NUnit.Framework.Assert.IsInstanceOf(System.Type,System.Object,System.String,System.Object[])"> <summary> Asserts that an object is an instance of a given type. </summary> <param name="expected">The expected Type</param> <param name="actual">The object being examined</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsInstanceOf(System.Type,System.Object)"> <summary> Asserts that an object is an instance of a given type. </summary> <param name="expected">The expected Type</param> <param name="actual">The object being examined</param> </member> <member name="M:NUnit.Framework.Assert.IsInstanceOf``1(System.Object,System.String,System.Object[])"> <summary> Asserts that an object is an instance of a given type. </summary> <typeparam name="TExpected">The expected Type</typeparam> <param name="actual">The object being examined</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsInstanceOf``1(System.Object)"> <summary> Asserts that an object is an instance of a given type. </summary> <typeparam name="TExpected">The expected Type</typeparam> <param name="actual">The object being examined</param> </member> <member name="M:NUnit.Framework.Assert.IsNotInstanceOf(System.Type,System.Object,System.String,System.Object[])"> <summary> Asserts that an object is not an instance of a given type. </summary> <param name="expected">The expected Type</param> <param name="actual">The object being examined</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNotInstanceOf(System.Type,System.Object)"> <summary> Asserts that an object is not an instance of a given type. </summary> <param name="expected">The expected Type</param> <param name="actual">The object being examined</param> </member> <member name="M:NUnit.Framework.Assert.IsNotInstanceOf``1(System.Object,System.String,System.Object[])"> <summary> Asserts that an object is not an instance of a given type. </summary> <typeparam name="TExpected">The expected Type</typeparam> <param name="actual">The object being examined</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNotInstanceOf``1(System.Object)"> <summary> Asserts that an object is not an instance of a given type. </summary> <typeparam name="TExpected">The expected Type</typeparam> <param name="actual">The object being examined</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display if the condition is false</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Boolean)"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Boolean,System.Func{System.String})"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="getExceptionMessage">A function to build the message included with the Exception</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Func{System.Boolean},System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">A lambda that returns a Boolean</param> <param name="message">The message to display if the condition is false</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Func{System.Boolean})"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">A lambda that returns a Boolean</param> </member> <member name="M:NUnit.Framework.Assert.That(System.Func{System.Boolean},System.Func{System.String})"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">A lambda that returns a Boolean</param> <param name="getExceptionMessage">A function to build the message included with the Exception</param> </member> <member name="M:NUnit.Framework.Assert.That``1(NUnit.Framework.Constraints.ActualValueDelegate{``0},NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="del">An ActualValueDelegate returning the value to be tested</param> <param name="expr">A Constraint expression to be applied</param> </member> <member name="M:NUnit.Framework.Assert.That``1(NUnit.Framework.Constraints.ActualValueDelegate{``0},NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="del">An ActualValueDelegate returning the value to be tested</param> <param name="expr">A Constraint expression to be applied</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.That``1(NUnit.Framework.Constraints.ActualValueDelegate{``0},NUnit.Framework.Constraints.IResolveConstraint,System.Func{System.String})"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="del">An ActualValueDelegate returning the value to be tested</param> <param name="expr">A Constraint expression to be applied</param> <param name="getExceptionMessage">A function to build the message included with the Exception</param> </member> <member name="M:NUnit.Framework.Assert.That(NUnit.Framework.TestDelegate,NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Asserts that the code represented by a delegate throws an exception that satisfies the constraint provided. </summary> <param name="code">A TestDelegate to be executed</param> <param name="constraint">A ThrowsConstraint used in the test</param> </member> <member name="M:NUnit.Framework.Assert.That(NUnit.Framework.TestDelegate,NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Asserts that the code represented by a delegate throws an exception that satisfies the constraint provided. </summary> <param name="code">A TestDelegate to be executed</param> <param name="constraint">A ThrowsConstraint used in the test</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.That(NUnit.Framework.TestDelegate,NUnit.Framework.Constraints.IResolveConstraint,System.Func{System.String})"> <summary> Asserts that the code represented by a delegate throws an exception that satisfies the constraint provided. </summary> <param name="code">A TestDelegate to be executed</param> <param name="constraint">A ThrowsConstraint used in the test</param> <param name="getExceptionMessage">A function to build the message included with the Exception</param> </member> <member name="M:NUnit.Framework.Assert.That``1(``0,NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="actual">The actual value to test</param> <param name="expression">A Constraint to be applied</param> </member> <member name="M:NUnit.Framework.Assert.That``1(``0,NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="actual">The actual value to test</param> <param name="expression">A Constraint expression to be applied</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.That``1(``0,NUnit.Framework.Constraints.IResolveConstraint,System.Func{System.String})"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <typeparam name="TActual">The Type being compared.</typeparam> <param name="actual">The actual value to test</param> <param name="expression">A Constraint expression to be applied</param> <param name="getExceptionMessage">A function to build the message included with the Exception</param> </member> <member name="M:NUnit.Framework.Assert.ByVal(System.Object,NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. Used as a synonym for That in rare cases where a private setter causes a Visual Basic compilation error. </summary> <param name="actual">The actual value to test</param> <param name="expression">A Constraint to be applied</param> </member> <member name="M:NUnit.Framework.Assert.ByVal(System.Object,NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. Used as a synonym for That in rare cases where a private setter causes a Visual Basic compilation error. </summary> <remarks> This method is provided for use by VB developers needing to test the value of properties with private setters. </remarks> <param name="actual">The actual value to test</param> <param name="expression">A Constraint expression to be applied</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Int32,System.Int32,System.String,System.Object[])"> <summary> Verifies that the first int is greater than the second int. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Int32,System.Int32)"> <summary> Verifies that the first int is greater than the second int. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.UInt32,System.UInt32,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.UInt32,System.UInt32)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Int64,System.Int64,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Int64,System.Int64)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.UInt64,System.UInt64,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.UInt64,System.UInt64)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Decimal,System.Decimal,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Decimal,System.Decimal)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Double,System.Double,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Double,System.Double)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Single,System.Single,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.Single,System.Single)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.IComparable,System.IComparable,System.String,System.Object[])"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Greater(System.IComparable,System.IComparable)"> <summary> Verifies that the first value is greater than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Int32,System.Int32,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Int32,System.Int32)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.UInt32,System.UInt32,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.UInt32,System.UInt32)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Int64,System.Int64,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Int64,System.Int64)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.UInt64,System.UInt64,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.UInt64,System.UInt64)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Decimal,System.Decimal,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Decimal,System.Decimal)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Double,System.Double,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Double,System.Double)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Single,System.Single,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.Single,System.Single)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.IComparable,System.IComparable,System.String,System.Object[])"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Less(System.IComparable,System.IComparable)"> <summary> Verifies that the first value is less than the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Int32,System.Int32,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Int32,System.Int32)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.UInt32,System.UInt32,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.UInt32,System.UInt32)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Int64,System.Int64,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Int64,System.Int64)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.UInt64,System.UInt64,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.UInt64,System.UInt64)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Decimal,System.Decimal,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Decimal,System.Decimal)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Double,System.Double,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Double,System.Double)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Single,System.Single,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.Single,System.Single)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.IComparable,System.IComparable,System.String,System.Object[])"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.GreaterOrEqual(System.IComparable,System.IComparable)"> <summary> Verifies that the first value is greater than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be greater</param> <param name="arg2">The second value, expected to be less</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Int32,System.Int32,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Int32,System.Int32)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.UInt32,System.UInt32,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.UInt32,System.UInt32)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Int64,System.Int64,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Int64,System.Int64)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.UInt64,System.UInt64,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.UInt64,System.UInt64)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Decimal,System.Decimal,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Decimal,System.Decimal)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Double,System.Double,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Double,System.Double)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Single,System.Single,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.Single,System.Single)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.IComparable,System.IComparable,System.String,System.Object[])"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.LessOrEqual(System.IComparable,System.IComparable)"> <summary> Verifies that the first value is less than or equal to the second value. If it is not, then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="arg1">The first value, expected to be less</param> <param name="arg2">The second value, expected to be greater</param> </member> <member name="M:NUnit.Framework.Assert.True(System.Nullable{System.Boolean},System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.True(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.True(System.Nullable{System.Boolean})"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.True(System.Boolean)"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.IsTrue(System.Nullable{System.Boolean},System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsTrue(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsTrue(System.Nullable{System.Boolean})"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.IsTrue(System.Boolean)"> <summary> Asserts that a condition is true. If the condition is false the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.False(System.Nullable{System.Boolean},System.String,System.Object[])"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.False(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.False(System.Nullable{System.Boolean})"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.False(System.Boolean)"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.IsFalse(System.Nullable{System.Boolean},System.String,System.Object[])"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsFalse(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsFalse(System.Nullable{System.Boolean})"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.IsFalse(System.Boolean)"> <summary> Asserts that a condition is false. If the condition is true the method throws an <see cref="T:NUnit.Framework.AssertionException"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.Assert.NotNull(System.Object,System.String,System.Object[])"> <summary> Verifies that the object that is passed in is not equal to <code>null</code> If the object is <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.NotNull(System.Object)"> <summary> Verifies that the object that is passed in is not equal to <code>null</code> If the object is <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> </member> <member name="M:NUnit.Framework.Assert.IsNotNull(System.Object,System.String,System.Object[])"> <summary> Verifies that the object that is passed in is not equal to <code>null</code> If the object is <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNotNull(System.Object)"> <summary> Verifies that the object that is passed in is not equal to <code>null</code> If the object is <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> </member> <member name="M:NUnit.Framework.Assert.Null(System.Object,System.String,System.Object[])"> <summary> Verifies that the object that is passed in is equal to <code>null</code> If the object is not <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.Null(System.Object)"> <summary> Verifies that the object that is passed in is equal to <code>null</code> If the object is not <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> </member> <member name="M:NUnit.Framework.Assert.IsNull(System.Object,System.String,System.Object[])"> <summary> Verifies that the object that is passed in is equal to <code>null</code> If the object is not <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNull(System.Object)"> <summary> Verifies that the object that is passed in is equal to <code>null</code> If the object is not <code>null</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="anObject">The object that is to be tested</param> </member> <member name="M:NUnit.Framework.Assert.IsNaN(System.Double,System.String,System.Object[])"> <summary> Verifies that the double that is passed in is an <code>NaN</code> value. If the object is not <code>NaN</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="aDouble">The value that is to be tested</param> <param name="message">The message to display in case of failure</param> <param name="args">Array of objects to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.Assert.IsNaN(System.Double)"> <summary> Verifies that the double that is passed in is an <code>NaN</code> value. If the object is not <code>NaN</code> then an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="aDouble">The value that is to be tested</param> </member> <member name="M:NUnit.Framework.Assert.IsNaN(System.Nullable{System.Double},System.String,System.Object[])"> <summary> Verifies that the double that is passed in is an <code>NaN</code> value. 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name="M:NUnit.Framework.Interfaces.ITypeInfo.HasMethodWithAttribute(System.Type)"> <summary> Returns a value indicating whether this type has a method with a specified public attribute </summary> </member> <member name="M:NUnit.Framework.Interfaces.ITypeInfo.GetMethods(System.Reflection.BindingFlags)"> <summary> Returns an array of IMethodInfos for methods of this Type that match the specified flags. </summary> </member> <member name="M:NUnit.Framework.Interfaces.ITypeInfo.GetConstructor(System.Type[])"> <summary> Gets the public constructor taking the specified argument Types </summary> </member> <member name="M:NUnit.Framework.Interfaces.ITypeInfo.HasConstructor(System.Type[])"> <summary> Returns a value indicating whether this Type has a public constructor taking the specified argument Types. </summary> </member> <member name="M:NUnit.Framework.Interfaces.ITypeInfo.Construct(System.Object[])"> <summary> Construct an object of this Type, using the specified arguments. </summary> </member> <member name="T:NUnit.Framework.Interfaces.TestOutput"> <summary> The TestOutput class holds a unit of output from a test to a specific output stream </summary> </member> <member name="M:NUnit.Framework.Interfaces.TestOutput.#ctor(System.String,System.String,System.String)"> <summary> Construct with text, ouput destination type and the name of the test that produced the output. </summary> <param name="text">Text to be output</param> <param name="stream">Name of the stream or channel to which the text should be written</param> <param name="testName">FullName of test that produced the output</param> </member> <member name="M:NUnit.Framework.Interfaces.TestOutput.ToString"> <summary> Return string representation of the object for debugging </summary> <returns></returns> </member> <member name="P:NUnit.Framework.Interfaces.TestOutput.Text"> <summary> Get the text </summary> </member> <member name="P:NUnit.Framework.Interfaces.TestOutput.Stream"> <summary> Get the output type 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May appear on a Test, when the IgnoreAttribute is used. </summary> </member> <member name="T:NUnit.Framework.Interfaces.TestStatus"> <summary> The TestStatus enum indicates the result of running a test </summary> </member> <member name="F:NUnit.Framework.Interfaces.TestStatus.Inconclusive"> <summary> The test was inconclusive </summary> </member> <member name="F:NUnit.Framework.Interfaces.TestStatus.Skipped"> <summary> The test has skipped </summary> </member> <member name="F:NUnit.Framework.Interfaces.TestStatus.Passed"> <summary> The test succeeded </summary> </member> <member name="F:NUnit.Framework.Interfaces.TestStatus.Failed"> <summary> The test failed </summary> </member> <member name="T:NUnit.Framework.Interfaces.TNode"> <summary> TNode represents a single node in the XML representation of a Test or TestResult. It replaces System.Xml.XmlNode and System.Xml.Linq.XElement, providing a minimal set of methods for operating on the XML in a platform-independent manner. </summary> </member> <member name="M:NUnit.Framework.Interfaces.TNode.#ctor(System.String)"> <summary> Constructs a new instance of TNode </summary> <param name="name">The name of the node</param> </member> <member name="M:NUnit.Framework.Interfaces.TNode.#ctor(System.String,System.String)"> <summary> Constructs a new instance of TNode with a value </summary> <param name="name">The name of the node</param> <param name="value">The text content of the node</param> </member> <member name="M:NUnit.Framework.Interfaces.TNode.#ctor(System.String,System.String,System.Boolean)"> <summary> Constructs a new instance of TNode with a value </summary> <param name="name">The name of the node</param> <param name="value">The text content of the node</param> <param name="valueIsCDATA">Flag indicating whether to use CDATA when writing the text</param> </member> <member name="P:NUnit.Framework.Interfaces.TNode.Name"> <summary> Gets the name of the node </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.Value"> <summary> Gets the value of the node </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.ValueIsCDATA"> <summary> Gets a flag indicating whether the value should be output using CDATA. </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.Attributes"> <summary> Gets the dictionary of attributes </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.ChildNodes"> <summary> Gets a list of child nodes </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.FirstChild"> <summary> Gets the first ChildNode </summary> </member> <member name="P:NUnit.Framework.Interfaces.TNode.OuterXml"> <summary> Gets the XML representation of this node. </summary> </member> <member name="M:NUnit.Framework.Interfaces.TNode.FromXml(System.String)"> <summary> Create a TNode from it's XML text representation </summary> <param name="xmlText">The XML text to be parsed</param> <returns>A TNode</returns> </member> <member name="M:NUnit.Framework.Interfaces.TNode.AddElement(System.String)"> <summary> Adds a new element as a child of the current node and returns it. </summary> <param name="name">The element name.</param> <returns>The newly created child element</returns> </member> <member name="M:NUnit.Framework.Interfaces.TNode.AddElement(System.String,System.String)"> <summary> Adds a new element with a value as a child of the current node and returns it. </summary> <param name="name">The element name</param> <param name="value">The text content of the new element</param> <returns>The newly created child element</returns> </member> <member name="M:NUnit.Framework.Interfaces.TNode.AddElementWithCDATA(System.String,System.String)"> <summary> Adds a new element with a value as a child of the current node and returns it. The value will be output using a CDATA section. </summary> <param name="name">The element name</param> <param name="value">The text content of the new element</param> <returns>The newly created child element</returns> </member> <member name="M:NUnit.Framework.Interfaces.TNode.AddAttribute(System.String,System.String)"> <summary> Adds an attribute with a specified name and value to the XmlNode. </summary> <param name="name">The name of the attribute.</param> <param name="value">The value of the attribute.</param> </member> <member name="M:NUnit.Framework.Interfaces.TNode.SelectSingleNode(System.String)"> <summary> Finds a single descendant of this node matching an xpath specification. The format of the specification is limited to what is needed by NUnit and its tests. </summary> <param name="xpath"></param> <returns></returns> </member> <member name="M:NUnit.Framework.Interfaces.TNode.SelectNodes(System.String)"> <summary> Finds all descendants of this node matching an xpath specification. The format of the specification is limited to what is needed by NUnit and its tests. </summary> </member> <member name="M:NUnit.Framework.Interfaces.TNode.WriteTo(System.Xml.XmlWriter)"> <summary> Writes the XML representation of the node to an XmlWriter </summary> <param name="writer"></param> </member> <member name="T:NUnit.Framework.Interfaces.NodeList"> <summary> Class used to represent a list of XmlResults </summary> </member> <member name="T:NUnit.Framework.Interfaces.AttributeDictionary"> <summary> Class used to represent the attributes of a node </summary> </member> <member name="P:NUnit.Framework.Interfaces.AttributeDictionary.Item(System.String)"> <summary> Gets or sets the value associated with the specified key. Overridden to return null if attribute is not found. </summary> <param name="key">The key.</param> <returns>Value of the attribute or null</returns> </member> <member name="T:NUnit.Framework.Interfaces.IFixtureBuilder"> <summary> The IFixtureBuilder interface is exposed by a class that knows how to build a TestFixture from one or more Types. In general, it is exposed by an attribute, but may be implemented in a helper class used by the attribute in some cases. </summary> </member> <member name="M:NUnit.Framework.Interfaces.IFixtureBuilder.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Build one or more TestFixtures from type provided. At least one non-null TestSuite must always be returned, since the method is generally called because the user has marked the target class as a fixture. If something prevents the fixture from being used, it will be returned nonetheless, labelled as non-runnable. </summary> <param name="typeInfo">The type info of the fixture to be used.</param> <returns>A TestSuite object or one derived from TestSuite.</returns> </member> <member name="T:NUnit.Framework.Interfaces.IImplyFixture"> <summary> IImplyFixture is an empty marker interface used by attributes like TestAttribute that cause the class where they are used to be treated as a TestFixture even without a TestFixtureAttribute. Marker interfaces are not usually considered a good practice, but we use it here to avoid cluttering the attribute hierarchy with classes that don't contain any extra implementation. </summary> </member> <member name="T:NUnit.Framework.Interfaces.IApplyToContext"> <summary> The IApplyToContext interface is implemented by attributes that want to make changes to the execution context before a test is run. </summary> </member> <member name="M:NUnit.Framework.Interfaces.IApplyToContext.ApplyToContext(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Apply changes to the execution context </summary> <param name="context">The execution context</param> </member> <member name="T:NUnit.Framework.Interfaces.IApplyToTest"> <summary> The IApplyToTest interface is implemented by self-applying attributes that modify the state of a test in some way. </summary> </member> <member name="M:NUnit.Framework.Interfaces.IApplyToTest.ApplyToTest(NUnit.Framework.Internal.Test)"> <summary> Modifies a test as defined for the specific attribute. </summary> <param name="test">The test to modify</param> </member> <member name="T:NUnit.Framework.Interfaces.ISuiteBuilder"> <summary> The ISuiteBuilder interface is exposed by a class that knows how to build a suite from one or more Types. </summary> </member> <member name="M:NUnit.Framework.Interfaces.ISuiteBuilder.CanBuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Examine the type and determine if it is suitable for this builder to use in building a TestSuite. Note that returning false will cause the type to be ignored in loading the tests. If it is desired to load the suite but label it as non-runnable, ignored, etc., then this method must return true. </summary> <param name="typeInfo">The type of the fixture to be used</param> <returns>True if the type can be used to build a TestSuite</returns> </member> <member name="M:NUnit.Framework.Interfaces.ISuiteBuilder.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Build a TestSuite from type provided. </summary> <param name="typeInfo">The type of the fixture to be used</param> <returns>A TestSuite</returns> </member> <member name="T:NUnit.Framework.Interfaces.ITestCaseBuilder"> <summary> The ITestCaseBuilder interface is exposed by a class that knows how to build a test case from certain methods. </summary> <remarks> This interface is not the same as the ITestCaseBuilder interface in NUnit 2.x. We have reused the name because the two products don't interoperate at all. </remarks> </member> <member name="M:NUnit.Framework.Interfaces.ITestCaseBuilder.CanBuildFrom(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Examine the method and determine if it is suitable for this builder to use in building a TestCase to be included in the suite being populated. Note that returning false will cause the method to be ignored in loading the tests. If it is desired to load the method but label it as non-runnable, ignored, etc., then this method must return true. </summary> <param name="method">The test method to examine</param> <param name="suite">The suite being populated</param> <returns>True is the builder can use this method</returns> </member> <member name="M:NUnit.Framework.Interfaces.ITestCaseBuilder.BuildFrom(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Build a TestCase from the provided MethodInfo for inclusion in the suite being constructed. </summary> <param name="method">The method to be used as a test case</param> <param name="suite">The test suite being populated, or null</param> <returns>A TestCase or null</returns> </member> <member name="T:NUnit.Framework.Interfaces.ICommandWrapper"> <summary> ICommandWrapper is implemented by attributes and other objects able to wrap a TestCommand with another command. </summary> <remarks> Attributes or other objects should implement one of the derived interfaces, rather than this one, since they indicate in which part of the command chain the wrapper should be applied. </remarks> </member> <member name="M:NUnit.Framework.Interfaces.ICommandWrapper.Wrap(NUnit.Framework.Internal.Commands.TestCommand)"> <summary> Wrap a command and return the result. </summary> <param name="command">The command to be wrapped</param> <returns>The wrapped command</returns> </member> <member name="T:NUnit.Framework.Interfaces.IWrapTestMethod"> <summary> Objects implementing this interface are used to wrap the TestMethodCommand itself. They apply after SetUp has been run and before TearDown. </summary> </member> <member name="T:NUnit.Framework.Interfaces.IWrapSetUpTearDown"> <summary> Objects implementing this interface are used to wrap the entire test, including SetUp and TearDown. </summary> </member> <member name="T:NUnit.Framework.Internal.AssemblyHelper"> <summary> AssemblyHelper provides static methods for working with assemblies. </summary> </member> <member name="M:NUnit.Framework.Internal.AssemblyHelper.GetAssemblyPath(System.Reflection.Assembly)"> <summary> Gets the path from which an assembly was loaded. For builds where this is not possible, returns the name of the assembly. </summary> <param name="assembly">The assembly.</param> <returns>The path.</returns> </member> <member name="M:NUnit.Framework.Internal.AssemblyHelper.GetDirectoryName(System.Reflection.Assembly)"> <summary> Gets the path to the directory from which an assembly was loaded. </summary> <param name="assembly">The assembly.</param> <returns>The path.</returns> </member> <member name="M:NUnit.Framework.Internal.AssemblyHelper.GetAssemblyName(System.Reflection.Assembly)"> <summary> Gets the AssemblyName of an assembly. </summary> <param name="assembly">The assembly</param> <returns>An AssemblyName</returns> </member> <member name="M:NUnit.Framework.Internal.AssemblyHelper.Load(System.String)"> <summary> Loads an assembly given a string, which may be the path to the assembly or the AssemblyName </summary> <param name="nameOrPath"></param> <returns></returns> </member> <member name="M:NUnit.Framework.Internal.AssemblyHelper.GetAssemblyPathFromCodeBase(System.String)"> <summary> Gets the assembly path from code base. </summary> <remarks>Public for testing purposes</remarks> <param name="codeBase">The code base.</param> <returns></returns> </member> <member name="T:NUnit.Framework.Internal.Builders.ParameterDataProvider"> <summary> The ParameterDataProvider class implements IParameterDataProvider and hosts one or more individual providers. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.ParameterDataProvider.#ctor(NUnit.Framework.Interfaces.IParameterDataProvider[])"> <summary> Construct with a collection of individual providers </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.ParameterDataProvider.HasDataFor(NUnit.Framework.Interfaces.IParameterInfo)"> <summary> Determine whether any data is available for a parameter. </summary> <param name="parameter">An IParameterInfo representing one argument to a parameterized test</param> <returns>True if any data is available, otherwise false.</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.ParameterDataProvider.GetDataFor(NUnit.Framework.Interfaces.IParameterInfo)"> <summary> Return an IEnumerable providing data for use with the supplied parameter. </summary> <param name="parameter">An IParameterInfo representing one argument to a parameterized test</param> <returns>An IEnumerable providing the required data</returns> </member> <member name="T:NUnit.Framework.Internal.Builders.DefaultSuiteBuilder"> <summary> Built-in SuiteBuilder for all types of test classes. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultSuiteBuilder.CanBuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Checks to see if the provided Type is a fixture. To be considered a fixture, it must be a non-abstract class with one or more attributes implementing the IFixtureBuilder interface or one or more methods marked as tests. </summary> <param name="typeInfo">The fixture type to check</param> <returns>True if the fixture can be built, false if not</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultSuiteBuilder.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Build a TestSuite from TypeInfo provided. </summary> <param name="typeInfo">The fixture type to build</param> <returns>A TestSuite built from that type</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultSuiteBuilder.GetFixtureBuilderAttributes(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> We look for attributes implementing IFixtureBuilder at one level of inheritance at a time. Attributes on base classes are not used unless there are no fixture builder attributes at all on the derived class. This is by design. </summary> <param name="typeInfo">The type being examined for attributes</param> <returns>A list of the attributes found.</returns> </member> <member name="T:NUnit.Framework.Internal.Builders.NUnitTestCaseBuilder"> <summary> NUnitTestCaseBuilder is a utility class used by attributes that build test cases. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestCaseBuilder.#ctor"> <summary> Constructs an <see cref="T:NUnit.Framework.Internal.Builders.NUnitTestCaseBuilder"/> </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestCaseBuilder.BuildTestMethod(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test,NUnit.Framework.Internal.TestCaseParameters)"> <summary> Builds a single NUnitTestMethod, either as a child of the fixture or as one of a set of test cases under a ParameterizedTestMethodSuite. </summary> <param name="method">The MethodInfo from which to construct the TestMethod</param> <param name="parentSuite">The suite or fixture to which the new test will be added</param> <param name="parms">The ParameterSet to be used, or null</param> <returns></returns> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestCaseBuilder.CheckTestMethodSignature(NUnit.Framework.Internal.TestMethod,NUnit.Framework.Internal.TestCaseParameters)"> <summary> Helper method that checks the signature of a TestMethod and any supplied parameters to determine if the test is valid. Currently, NUnitTestMethods are required to be public, non-abstract methods, either static or instance, returning void. They may take arguments but the _values must be provided or the TestMethod is not considered runnable. Methods not meeting these criteria will be marked as non-runnable and the method will return false in that case. </summary> <param name="testMethod">The TestMethod to be checked. If it is found to be non-runnable, it will be modified.</param> <param name="parms">Parameters to be used for this test, or null</param> <returns>True if the method signature is valid, false if not</returns> <remarks> The return value is no longer used internally, but is retained for testing purposes. </remarks> </member> <member name="T:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder"> <summary> Class that can build a tree of automatic namespace suites from a group of fixtures. </summary> </member> <member name="F:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.namespaceSuites"> <summary> NamespaceDictionary of all test suites we have created to represent namespaces. Used to locate namespace parent suites for fixtures. </summary> </member> <member name="F:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.rootSuite"> <summary> The root of the test suite being created by this builder. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.#ctor(NUnit.Framework.Internal.TestSuite)"> <summary> Initializes a new instance of the <see cref="T:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder"/> class. </summary> <param name="rootSuite">The root suite.</param> </member> <member name="P:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.RootSuite"> <summary> Gets the root entry in the tree created by the NamespaceTreeBuilder. </summary> <value>The root suite.</value> </member> <member name="M:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.Add(System.Collections.Generic.IList{NUnit.Framework.Internal.Test})"> <summary> Adds the specified fixtures to the tree. </summary> <param name="fixtures">The fixtures to be added.</param> </member> <member name="M:NUnit.Framework.Internal.Builders.NamespaceTreeBuilder.Add(NUnit.Framework.Internal.TestSuite)"> <summary> Adds the specified fixture to the tree. </summary> <param name="fixture">The fixture to be added.</param> </member> <member name="T:NUnit.Framework.Internal.Builders.CombinatorialStrategy"> <summary> CombinatorialStrategy creates test cases by using all possible combinations of the parameter data. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.CombinatorialStrategy.GetTestCases(System.Collections.IEnumerable[])"> <summary> Gets the test cases generated by the CombiningStrategy. </summary> <returns>The test cases.</returns> </member> <member name="T:NUnit.Framework.Internal.Builders.DatapointProvider"> <summary> Provides data from fields marked with the DatapointAttribute or the DatapointsAttribute. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.DatapointProvider.HasDataFor(NUnit.Framework.Interfaces.IParameterInfo)"> <summary> Determine whether any data is available for a parameter. </summary> <param name="parameter">A ParameterInfo representing one argument to a parameterized test</param> <returns> True if any data is available, otherwise false. </returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DatapointProvider.GetDataFor(NUnit.Framework.Interfaces.IParameterInfo)"> <summary> Return an IEnumerable providing data for use with the supplied parameter. </summary> <param name="parameter">A ParameterInfo representing one argument to a parameterized test</param> <returns> An IEnumerable providing the required data </returns> </member> <member name="T:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder"> <summary> Class to build ether a parameterized or a normal NUnitTestMethod. There are four cases that the builder must deal with: 1. The method needs no params and none are provided 2. The method needs params and they are provided 3. The method needs no params but they are provided in error 4. The method needs params but they are not provided This could have been done using two different builders, but it turned out to be simpler to have just one. The BuildFrom method takes a different branch depending on whether any parameters are provided, but all four cases are dealt with in lower-level methods </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.CanBuildFrom(NUnit.Framework.Interfaces.IMethodInfo)"> <summary> Determines if the method can be used to build an NUnit test test method of some kind. The method must normally be marked with an identifying attribute for this to be true. Note that this method does not check that the signature of the method for validity. If we did that here, any test methods with invalid signatures would be passed over in silence in the test run. Since we want such methods to be reported, the check for validity is made in BuildFrom rather than here. </summary> <param name="method">An IMethodInfo for the method being used as a test method</param> <returns>True if the builder can create a test case from this method</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.BuildFrom(NUnit.Framework.Interfaces.IMethodInfo)"> <summary> Build a Test from the provided MethodInfo. Depending on whether the method takes arguments and on the availability of test case data, this method may return a single test or a group of tests contained in a ParameterizedMethodSuite. </summary> <param name="method">The method for which a test is to be built</param> <returns>A Test representing one or more method invocations</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.CanBuildFrom(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Determines if the method can be used to build an NUnit test test method of some kind. The method must normally be marked with an identifying attribute for this to be true. Note that this method does not check that the signature of the method for validity. If we did that here, any test methods with invalid signatures would be passed over in silence in the test run. Since we want such methods to be reported, the check for validity is made in BuildFrom rather than here. </summary> <param name="method">An IMethodInfo for the method being used as a test method</param> <param name="parentSuite">The test suite being built, to which the new test would be added</param> <returns>True if the builder can create a test case from this method</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.BuildFrom(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Build a Test from the provided MethodInfo. Depending on whether the method takes arguments and on the availability of test case data, this method may return a single test or a group of tests contained in a ParameterizedMethodSuite. </summary> <param name="method">The method for which a test is to be built</param> <param name="parentSuite">The test fixture being populated, or null</param> <returns>A Test representing one or more method invocations</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.BuildParameterizedMethodSuite(NUnit.Framework.Interfaces.IMethodInfo,System.Collections.Generic.IEnumerable{NUnit.Framework.Internal.TestMethod})"> <summary> Builds a ParameterizedMethodSuite containing individual test cases. </summary> <param name="method">The method for which a test is to be built.</param> <param name="tests">The list of test cases to include.</param> <returns>A ParameterizedMethodSuite populated with test cases</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.DefaultTestCaseBuilder.BuildSingleTestMethod(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Build a simple, non-parameterized TestMethod for this method. </summary> <param name="method">The MethodInfo for which a test is to be built</param> <param name="suite">The test suite for which the method is being built</param> <returns>A TestMethod.</returns> </member> <member name="T:NUnit.Framework.Internal.Builders.NUnitTestFixtureBuilder"> <summary> NUnitTestFixtureBuilder is able to build a fixture given a class marked with a TestFixtureAttribute or an unmarked class containing test methods. In the first case, it is called by the attribute and in the second directly by NUnitSuiteBuilder. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestFixtureBuilder.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Build a TestFixture from type provided. A non-null TestSuite must always be returned, since the method is generally called because the user has marked the target class as a fixture. If something prevents the fixture from being used, it should be returned nonetheless, labelled as non-runnable. </summary> <param name="typeInfo">An ITypeInfo for the fixture to be used.</param> <returns>A TestSuite object or one derived from TestSuite.</returns> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestFixtureBuilder.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo,NUnit.Framework.Interfaces.ITestFixtureData)"> <summary> Overload of BuildFrom called by tests that have arguments. Builds a fixture using the provided type and information in the ITestFixtureData object. </summary> <param name="typeInfo">The TypeInfo for which to construct a fixture.</param> <param name="testFixtureData">An object implementing ITestFixtureData or null.</param> <returns></returns> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestFixtureBuilder.AddTestCasesToFixture(NUnit.Framework.Internal.TestFixture)"> <summary> Method to add test cases to the newly constructed fixture. </summary> <param name="fixture">The fixture to which cases should be added</param> </member> <member name="M:NUnit.Framework.Internal.Builders.NUnitTestFixtureBuilder.BuildTestCase(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.TestSuite)"> <summary> Method to create a test case from a MethodInfo and add it to the fixture being built. It first checks to see if any global TestCaseBuilder addin wants to build the test case. If not, it uses the internal builder collection maintained by this fixture builder. The default implementation has no test case builders. Derived classes should add builders to the collection in their constructor. </summary> <param name="method">The method for which a test is to be created</param> <param name="suite">The test suite being built.</param> <returns>A newly constructed Test</returns> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy"> <summary> PairwiseStrategy creates test cases by combining the parameter data so that all possible pairs of data items are used. </summary> <remarks> <para> The number of test cases that cover all possible pairs of test function parameters values is significantly less than the number of test cases that cover all possible combination of test function parameters values. And because different studies show that most of software failures are caused by combination of no more than two parameters, pairwise testing can be an effective ways to test the system when it's impossible to test all combinations of parameters. </para> <para> The PairwiseStrategy code is based on "jenny" tool by Bob Jenkins: http://burtleburtle.net/bob/math/jenny.html </para> </remarks> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy.FleaRand"> <summary> FleaRand is a pseudo-random number generator developed by Bob Jenkins: http://burtleburtle.net/bob/rand/talksmall.html#flea </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.FleaRand.#ctor(System.UInt32)"> <summary> Initializes a new instance of the FleaRand class. </summary> <param name="seed">The seed.</param> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureInfo"> <summary> FeatureInfo represents coverage of a single value of test function parameter, represented as a pair of indices, Dimension and Feature. In terms of unit testing, Dimension is the index of the test parameter and Feature is the index of the supplied value in that parameter's list of sources. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureInfo.#ctor(System.Int32,System.Int32)"> <summary> Initializes a new instance of FeatureInfo class. </summary> <param name="dimension">Index of a dimension.</param> <param name="feature">Index of a feature.</param> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureTuple"> <summary> A FeatureTuple represents a combination of features, one per test parameter, which should be covered by a test case. In the PairwiseStrategy, we are only trying to cover pairs of features, so the tuples actually may contain only single feature or pair of features, but the algorithm itself works with triplets, quadruples and so on. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureTuple.#ctor(NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureInfo)"> <summary> Initializes a new instance of FeatureTuple class for a single feature. </summary> <param name="feature1">Single feature.</param> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureTuple.#ctor(NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureInfo,NUnit.Framework.Internal.Builders.PairwiseStrategy.FeatureInfo)"> <summary> Initializes a new instance of FeatureTuple class for a pair of features. </summary> <param name="feature1">First feature.</param> <param name="feature2">Second feature.</param> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy.TestCaseInfo"> <summary> TestCase represents a single test case covering a list of features. </summary> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.TestCaseInfo.#ctor(System.Int32)"> <summary> Initializes a new instance of TestCaseInfo class. </summary> <param name="length">A number of features in the test case.</param> </member> <member name="T:NUnit.Framework.Internal.Builders.PairwiseStrategy.PairwiseTestCaseGenerator"> <summary> PairwiseTestCaseGenerator class implements an algorithm which generates a set of test cases which covers all pairs of possible values of test function. </summary> <remarks> <para> The algorithm starts with creating a set of all feature tuples which we will try to cover (see <see cref="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.PairwiseTestCaseGenerator.CreateAllTuples" /> method). This set includes every single feature and all possible pairs of features. We store feature tuples in the 3-D collection (where axes are "dimension", "feature", and "all combinations which includes this feature"), and for every two feature (e.g. "A" and "B") we generate both ("A", "B") and ("B", "A") pairs. This data structure extremely reduces the amount of time needed to calculate coverage for a single test case (this calculation is the most time-consuming part of the algorithm). </para> <para> Then the algorithm picks one tuple from the uncovered tuple, creates a test case that covers this tuple, and then removes this tuple and all other tuples covered by this test case from the collection of uncovered tuples. </para> <para> Picking a tuple to cover </para> <para> There are no any special rules defined for picking tuples to cover. We just pick them one by one, in the order they were generated. </para> <para> Test generation </para> <para> Test generation starts from creating a completely random test case which covers, nevertheless, previously selected tuple. Then the algorithm tries to maximize number of tuples which this test covers. </para> <para> Test generation and maximization process repeats seven times for every selected tuple and then the algorithm picks the best test case ("seven" is a magic number which provides good results in acceptable time). </para> <para>Maximizing test coverage</para> <para> To maximize tests coverage, the algorithm walks thru the list of mutable dimensions (mutable dimension is a dimension that are not included in the previously selected tuple). Then for every dimension, the algorithm walks thru the list of features and checks if this feature provides better coverage than randomly selected feature, and if yes keeps this feature. </para> <para> This process repeats while it shows progress. If the last iteration doesn't improve coverage, the process ends. </para> <para> In addition, for better results, before start every iteration, the algorithm "scrambles" dimensions - so for every iteration dimension probes in a different order. </para> </remarks> </member> <member name="M:NUnit.Framework.Internal.Builders.PairwiseStrategy.PairwiseTestCaseGenerator.GetTestCases(System.Int32[])"> <summary> Creates a set of test cases for specified dimensions. </summary> <param name="dimensions"> An array which contains information about dimensions. 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If no event listener is active in the contet, or if there is no context, the output is forwarded to the supplied default writer. </summary> </member> <member name="M:NUnit.Framework.Internal.Execution.EventListenerTextWriter.#ctor(System.String,System.IO.TextWriter)"> <summary> Construct an EventListenerTextWriter </summary> <param name="streamName">The name of the stream to use for events</param> <param name="defaultWriter">The default writer to use if no listener is available</param> </member> <member name="M:NUnit.Framework.Internal.Execution.EventListenerTextWriter.Write(System.Char)"> <summary> Write a single char </summary> </member> <member name="M:NUnit.Framework.Internal.Execution.EventListenerTextWriter.Write(System.String)"> <summary> Write a string </summary> </member> <member name="M:NUnit.Framework.Internal.Execution.EventListenerTextWriter.WriteLine(System.String)"> <summary> Write a string followed by a newline </summary> </member> <member name="P:NUnit.Framework.Internal.Execution.EventListenerTextWriter.Encoding"> <summary> Get the Encoding for this TextWriter </summary> </member> <member name="T:NUnit.Framework.Internal.Execution.CommandBuilder"> <summary> A utility class to create TestCommands </summary> </member> <member name="M:NUnit.Framework.Internal.Execution.CommandBuilder.MakeOneTimeSetUpCommand(NUnit.Framework.Internal.TestSuite,System.Collections.Generic.List{NUnit.Framework.Internal.Commands.SetUpTearDownItem},System.Collections.Generic.List{NUnit.Framework.Internal.Commands.TestActionItem})"> <summary> Gets the command to be executed before any of the child tests are run. </summary> <returns>A TestCommand</returns> </member> <member name="M:NUnit.Framework.Internal.Execution.CommandBuilder.MakeOneTimeTearDownCommand(NUnit.Framework.Internal.TestSuite,System.Collections.Generic.List{NUnit.Framework.Internal.Commands.SetUpTearDownItem},System.Collections.Generic.List{NUnit.Framework.Internal.Commands.TestActionItem})"> <summary> Gets the command to be executed after all of the child tests are run. </summary> <returns>A TestCommand</returns> </member> <member name="M:NUnit.Framework.Internal.Execution.CommandBuilder.MakeTestCommand(NUnit.Framework.Internal.TestMethod)"> <summary> Creates a test command for use in running this test. </summary> <returns></returns> </member> <member name="M:NUnit.Framework.Internal.Execution.CommandBuilder.MakeSkipCommand(NUnit.Framework.Internal.Test)"> <summary> Creates a command for skipping a test. 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It is provided so that a dispatcher is always available in the context, thereby simplifying the code needed to run child tests. </summary> </member> <member name="M:NUnit.Framework.Internal.Execution.SimpleWorkItemDispatcher.Dispatch(NUnit.Framework.Internal.Execution.WorkItem)"> <summary> Dispatch a single work item for execution. The first work item dispatched is saved as the top-level work item and a thread is created on which to run it. Subsequent calls come from the top level item or its descendants on the proper thread. </summary> <param name="work">The item to dispatch</param> </member> <member name="M:NUnit.Framework.Internal.Execution.SimpleWorkItemDispatcher.CancelRun(System.Boolean)"> <summary> Cancel (abort or stop) the ongoing run. 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It is used to track whether the BeforeTest method has been called and suppress calling the AfterTest method if it has not. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.TestActionItem.#ctor(NUnit.Framework.ITestAction)"> <summary> Construct a TestActionItem </summary> <param name="action">The ITestAction to be included</param> </member> <member name="M:NUnit.Framework.Internal.Commands.TestActionItem.BeforeTest(NUnit.Framework.Interfaces.ITest)"> <summary> Run the BeforeTest method of the action and remember that it has been run. </summary> <param name="test">The test to which the action applies</param> </member> <member name="M:NUnit.Framework.Internal.Commands.TestActionItem.AfterTest(NUnit.Framework.Interfaces.ITest)"> <summary> Run the AfterTest action, but only if the BeforeTest action was actually run. </summary> <param name="test">The test to which the action applies</param> </member> <member name="T:NUnit.Framework.Internal.Commands.ApplyChangesToContextCommand"> <summary> ContextSettingsCommand applies specified changes to the TestExecutionContext prior to running a test. No special action is needed after the test runs, since the prior context will be restored automatically. </summary> </member> <member name="T:NUnit.Framework.Internal.Commands.DelegatingTestCommand"> <summary> TODO: Documentation needed for class </summary> </member> <member name="F:NUnit.Framework.Internal.Commands.DelegatingTestCommand.innerCommand"> <summary>TODO: Documentation needed for field</summary> </member> <member name="M:NUnit.Framework.Internal.Commands.DelegatingTestCommand.#ctor(NUnit.Framework.Internal.Commands.TestCommand)"> <summary> TODO: Documentation needed for constructor </summary> <param name="innerCommand"></param> </member> <member name="T:NUnit.Framework.Internal.Commands.MaxTimeCommand"> <summary> TODO: Documentation needed for class </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.MaxTimeCommand.#ctor(NUnit.Framework.Internal.Commands.TestCommand,System.Int32)"> <summary> Initializes a new instance of the <see cref="T:NUnit.Framework.Internal.Commands.MaxTimeCommand"/> class. </summary> <param name="innerCommand">The inner command.</param> <param name="maxTime">The max time allowed in milliseconds</param> </member> <member name="M:NUnit.Framework.Internal.Commands.MaxTimeCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Runs the test, saving a TestResult in the supplied TestExecutionContext </summary> <param name="context">The context in which the test should run.</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.OneTimeSetUpCommand"> <summary> OneTimeSetUpCommand runs any one-time setup methods for a suite, constructing the user test object if necessary. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.OneTimeSetUpCommand.#ctor(NUnit.Framework.Internal.TestSuite,System.Collections.Generic.List{NUnit.Framework.Internal.Commands.SetUpTearDownItem},System.Collections.Generic.List{NUnit.Framework.Internal.Commands.TestActionItem})"> <summary> Constructs a OneTimeSetUpCommand for a suite </summary> <param name="suite">The suite to which the command applies</param> <param name="setUpTearDown">A SetUpTearDownList for use by the command</param> <param name="actions">A List of TestActionItems to be run after Setup</param> </member> <member name="M:NUnit.Framework.Internal.Commands.OneTimeSetUpCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Overridden to run the one-time setup for a suite. </summary> <param name="context">The TestExecutionContext to be used.</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.OneTimeTearDownCommand"> <summary> OneTimeTearDownCommand performs any teardown actions specified for a suite and calls Dispose on the user test object, if any. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.OneTimeTearDownCommand.#ctor(NUnit.Framework.Internal.TestSuite,System.Collections.Generic.List{NUnit.Framework.Internal.Commands.SetUpTearDownItem},System.Collections.Generic.List{NUnit.Framework.Internal.Commands.TestActionItem})"> <summary> Construct a OneTimeTearDownCommand </summary> <param name="suite">The test suite to which the command applies</param> <param name="setUpTearDownItems">A SetUpTearDownList for use by the command</param> <param name="actions">A List of TestActionItems to be run before teardown.</param> </member> <member name="M:NUnit.Framework.Internal.Commands.OneTimeTearDownCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Overridden to run the teardown methods specified on the test. </summary> <param name="context">The TestExecutionContext to be used.</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.SetUpTearDownCommand"> <summary> SetUpTearDownCommand runs any SetUp methods for a suite, runs the test and then runs any TearDown methods. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.SetUpTearDownCommand.#ctor(NUnit.Framework.Internal.Commands.TestCommand)"> <summary> Initializes a new instance of the <see cref="T:NUnit.Framework.Internal.Commands.SetUpTearDownCommand"/> class. </summary> <param name="innerCommand">The inner command.</param> </member> <member name="M:NUnit.Framework.Internal.Commands.SetUpTearDownCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Runs the test, saving a TestResult in the supplied TestExecutionContext. </summary> <param name="context">The context in which the test should run.</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.SkipCommand"> <summary> TODO: Documentation needed for class </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.SkipCommand.#ctor(NUnit.Framework.Internal.Test)"> <summary> Initializes a new instance of the <see cref="T:NUnit.Framework.Internal.Commands.SkipCommand"/> class. </summary> <param name="test">The test being skipped.</param> </member> <member name="M:NUnit.Framework.Internal.Commands.SkipCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Overridden to simply set the CurrentResult to the appropriate Skipped state. </summary> <param name="context">The execution context for the test</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.TestCommand"> <summary> TestCommand is the abstract base class for all test commands in the framework. 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Scheduling test execution on separate threads is handled at a higher level, using the task dispatcher. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.TestCommand.#ctor(NUnit.Framework.Internal.Test)"> <summary> Construct a TestCommand for a test. </summary> <param name="test">The test to be executed</param> </member> <member name="P:NUnit.Framework.Internal.Commands.TestCommand.Test"> <summary> Gets the test associated with this command. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.TestCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Runs the test in a specified context, returning a TestResult. </summary> <param name="context">The TestExecutionContext to be used for running the test.</param> <returns>A TestResult</returns> </member> <member name="T:NUnit.Framework.Internal.Commands.TestMethodCommand"> <summary> TestMethodCommand is the lowest level concrete command used to run actual test cases. </summary> </member> <member name="M:NUnit.Framework.Internal.Commands.TestMethodCommand.#ctor(NUnit.Framework.Internal.TestMethod)"> <summary> Initializes a new instance of the <see cref="T:NUnit.Framework.Internal.Commands.TestMethodCommand"/> class. </summary> <param name="testMethod">The test.</param> </member> <member name="M:NUnit.Framework.Internal.Commands.TestMethodCommand.Execute(NUnit.Framework.Internal.TestExecutionContext)"> <summary> Runs the test, saving a TestResult in the execution context, as well as returning it. 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This stage is used internally by NUnit and should not normally appear in user-defined decorators. </summary> </member> <member name="F:NUnit.Framework.Internal.Commands.CommandStage.AboveSetUpTearDown"> <summary> Make adjustments needed before and after running the entire test - including SetUp and TearDown. </summary> </member> <member name="T:NUnit.Framework.Internal.TextMessageWriter"> <summary> TextMessageWriter writes constraint descriptions and messages in displayable form as a text stream. It tailors the display of individual message components to form the standard message format of NUnit assertion failure messages. </summary> </member> <member name="F:NUnit.Framework.Internal.TextMessageWriter.Pfx_Expected"> <summary> Prefix used for the expected value line of a message </summary> </member> <member name="F:NUnit.Framework.Internal.TextMessageWriter.Pfx_Actual"> <summary> Prefix used for the actual value line of a message </summary> </member> <member name="F:NUnit.Framework.Internal.TextMessageWriter.PrefixLength"> <summary> Length of a message prefix </summary> </member> <member name="M:NUnit.Framework.Internal.TextMessageWriter.#ctor"> <summary> Construct a TextMessageWriter </summary> </member> <member name="M:NUnit.Framework.Internal.TextMessageWriter.#ctor(System.String,System.Object[])"> <summary> Construct a TextMessageWriter, specifying a user message and optional formatting arguments. </summary> <param name="userMessage"></param> <param name="args"></param> </member> <member name="P:NUnit.Framework.Internal.TextMessageWriter.MaxLineLength"> <summary> Gets or sets the maximum line length for this writer </summary> </member> <member name="M:NUnit.Framework.Internal.TextMessageWriter.WriteMessageLine(System.Int32,System.String,System.Object[])"> <summary> Method to write single line message with optional args, usually written to precede the general failure message, at a given indentation level. </summary> <param name="level">The indentation level of the message</param> <param name="message">The message to be written</param> <param name="args">Any arguments used in formatting the message</param> </member> <member name="M:NUnit.Framework.Internal.TextMessageWriter.DisplayDifferences(NUnit.Framework.Constraints.ConstraintResult)"> <summary> Display Expected and Actual lines for a constraint. 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It extends the .NET Random class, providing random values for a much wider range of types. The class is used internally by the framework to generate test case data and is also exposed for use by users through the TestContext.Random property. </summary> <remarks> For consistency with the underlying Random Type, methods returning a single value use the prefix "Next..." Those without an argument return a non-negative value up to the full positive range of the Type. Overloads are provided for specifying a maximum or a range. 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<summary> Returns a random sbyte within a specified range </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextBool"> <summary> Returns a random bool </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextBool(System.Double)"> <summary> Returns a random bool based on the probablility a true result </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextDouble(System.Double)"> <summary> Returns a random double between 0.0 and the specified maximum. </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextDouble(System.Double,System.Double)"> <summary> Returns a random double within a specified range. </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextFloat"> <summary> Returns a random float. </summary> </member> <member name="M:NUnit.Framework.Internal.Randomizer.NextFloat(System.Single)"> <summary> Returns a random float between 0.0 and the specified maximum. </summary> 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If it does not exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">A directory containing the actual value</param> <param name="message">The message to display if directories are not equal</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.Exists(System.IO.DirectoryInfo)"> <summary> Asserts that the directory exists. If it does not exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">A directory containing the actual value</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.Exists(System.String,System.String,System.Object[])"> <summary> Asserts that the directory exists. If it does not exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">The path to a directory containing the actual value</param> <param name="message">The message to display if directories are not equal</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.Exists(System.String)"> <summary> Asserts that the directory exists. If it does not exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">The path to a directory containing the actual value</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.DoesNotExist(System.IO.DirectoryInfo,System.String,System.Object[])"> <summary> Asserts that the directory does not exist. If it does exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">A directory containing the actual value</param> <param name="message">The message to display if directories are not equal</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.DoesNotExist(System.IO.DirectoryInfo)"> <summary> Asserts that the directory does not exist. If it does exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">A directory containing the actual value</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.DoesNotExist(System.String,System.String,System.Object[])"> <summary> Asserts that the directory does not exist. If it does exist an <see cref="T:NUnit.Framework.AssertionException"/> is thrown. </summary> <param name="actual">The path to a directory containing the actual value</param> <param name="message">The message to display if directories are not equal</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.DirectoryAssert.DoesNotExist(System.String)"> <summary> Asserts that the directory does not exist. 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This constraint will, in turn, make use of the appropriate second-level constraint, depending on the type of the actual argument. This overload is only used if the item sought is a string, since any other type implies that we are looking for a collection member. </summary> </member> <member name="M:NUnit.Framework.Does.StartWith(System.String)"> <summary> Returns a constraint that succeeds if the actual value starts with the substring supplied as an argument. </summary> </member> <member name="M:NUnit.Framework.Does.EndWith(System.String)"> <summary> Returns a constraint that succeeds if the actual value ends with the substring supplied as an argument. </summary> </member> <member name="M:NUnit.Framework.Does.Match(System.String)"> <summary> Returns a constraint that succeeds if the actual value matches the regular expression supplied as an argument. </summary> </member> <member name="T:NUnit.Framework.ResultStateException"> <summary> Abstract base for Exceptions that terminate a test and provide a ResultState. </summary> </member> <member name="M:NUnit.Framework.ResultStateException.#ctor(System.String)"> <param name="message">The error message that explains the reason for the exception</param> </member> <member name="M:NUnit.Framework.ResultStateException.#ctor(System.String,System.Exception)"> <param name="message">The error message that explains the reason for the exception</param> <param name="inner">The exception that caused the current exception</param> </member> <member name="M:NUnit.Framework.ResultStateException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)"> <summary> Serialization Constructor </summary> </member> <member name="P:NUnit.Framework.ResultStateException.ResultState"> <summary> Gets the ResultState provided by this exception </summary> </member> <member name="T:NUnit.Framework.ITestAction"> <summary> When implemented by an attribute, this interface implemented to provide actions to execute before and after tests. </summary> </member> <member name="M:NUnit.Framework.ITestAction.BeforeTest(NUnit.Framework.Interfaces.ITest)"> <summary> Executed before each test is run </summary> <param name="test">The test that is going to be run.</param> </member> <member name="M:NUnit.Framework.ITestAction.AfterTest(NUnit.Framework.Interfaces.ITest)"> <summary> Executed after each test is run </summary> <param name="test">The test that has just been run.</param> </member> <member name="P:NUnit.Framework.ITestAction.Targets"> <summary> Provides the target for the action attribute </summary> <returns>The target for the action attribute</returns> </member> <member name="T:NUnit.Framework.TestDelegate"> <summary> Delegate used by tests that execute code and capture any thrown exception. </summary> </member> <member name="T:NUnit.Framework.AssertionHelper"> <summary> AssertionHelper is an optional base class for user tests, allowing the use of shorter ids for constraints and asserts and avoiding conflict with the definition of <see cref="T:NUnit.Framework.Is"/>, from which it inherits much of its behavior, in certain mock object frameworks. </summary> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect(System.Boolean,System.String,System.Object[])"> <summary> Asserts that a condition is true. 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Works Identically to <see cref="M:NUnit.Framework.Assert.That(System.Boolean)"/>. </summary> <param name="condition">The evaluated condition</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect``1(NUnit.Framework.Constraints.ActualValueDelegate{``0},NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <param name="expr">A Constraint expression to be applied</param> <param name="del">An ActualValueDelegate returning the value to be tested</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect``1(NUnit.Framework.Constraints.ActualValueDelegate{``0},NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <param name="del">An ActualValueDelegate returning the value to be tested</param> <param name="expr">A Constraint expression to be applied</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect(NUnit.Framework.TestDelegate,NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Asserts that the code represented by a delegate throws an exception that satisfies the constraint provided. </summary> <param name="code">A TestDelegate to be executed</param> <param name="constraint">A ThrowsConstraint used in the test</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect``1(``0,NUnit.Framework.Constraints.IResolveConstraint)"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <param name="expression">A Constraint to be applied</param> <param name="actual">The actual value to test</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Expect``1(``0,NUnit.Framework.Constraints.IResolveConstraint,System.String,System.Object[])"> <summary> Apply a constraint to an actual value, succeeding if the constraint is satisfied and throwing an assertion exception on failure. </summary> <param name="expression">A Constraint expression to be applied</param> <param name="actual">The actual value to test</param> <param name="message">The message that will be displayed on failure</param> <param name="args">Arguments to be used in formatting the message</param> </member> <member name="M:NUnit.Framework.AssertionHelper.Map(System.Collections.ICollection)"> <summary> Returns a ListMapper based on a collection. </summary> <param name="original">The original collection</param> <returns></returns> </member> <member name="T:NUnit.Framework.Assume"> <summary> Provides static methods to express the assumptions that must be met for a test to give a meaningful result. If an assumption is not met, the test should produce an inconclusive result. </summary> </member> <member name="M:NUnit.Framework.Assume.Equals(System.Object,System.Object)"> <summary> The Equals method throws an InvalidOperationException. This is done to make sure there is no mistake by calling this function. </summary> <param name="a">The left object.</param> <param name="b">The right object.</param> <returns>Not applicable</returns> </member> <member name="M:NUnit.Framework.Assume.ReferenceEquals(System.Object,System.Object)"> <summary> override the default ReferenceEquals to throw an InvalidOperationException. 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If the condition is false the method throws an <see cref="T:NUnit.Framework.InconclusiveException"/>. </summary> <param name="condition">A lambda that returns a Boolean</param> </member> <member name="M:NUnit.Framework.Assume.That(System.Func{System.Boolean},System.Func{System.String})"> <summary> Asserts that a condition is true. 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Synonymous with DatapointSourceAttribute. </summary> </member> <member name="T:NUnit.Framework.DatapointSourceAttribute"> <summary> Used to mark a field, property or method providing a set of datapoints to be used in executing any theories within the same fixture that require an argument of the Type provided. The data source may provide an array of the required Type or an <see cref="T:System.Collections.Generic.IEnumerable`1"/>. 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<member name="M:NUnit.Framework.RandomAttribute.#ctor(System.Double,System.Double,System.Int32)"> <summary> Construct a set of doubles within a specified range </summary> </member> <member name="M:NUnit.Framework.RandomAttribute.#ctor(System.Single,System.Single,System.Int32)"> <summary> Construct a set of floats within a specified range </summary> </member> <member name="M:NUnit.Framework.RandomAttribute.#ctor(System.Byte,System.Byte,System.Int32)"> <summary> Construct a set of bytes within a specified range </summary> </member> <member name="M:NUnit.Framework.RandomAttribute.#ctor(System.SByte,System.SByte,System.Int32)"> <summary> Construct a set of sbytes within a specified range </summary> </member> <member name="M:NUnit.Framework.RandomAttribute.GetData(NUnit.Framework.Interfaces.IParameterInfo)"> <summary> Get the collection of _values to be used as arguments. </summary> </member> <member name="T:NUnit.Framework.RangeAttribute"> <summary> RangeAttribute is used to supply a range 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name="step"></param> </member> <member name="M:NUnit.Framework.RangeAttribute.#ctor(System.Double,System.Double,System.Double)"> <summary> Construct a range of doubles </summary> <param name="from"></param> <param name="to"></param> <param name="step"></param> </member> <member name="M:NUnit.Framework.RangeAttribute.#ctor(System.Single,System.Single,System.Single)"> <summary> Construct a range of floats </summary> <param name="from"></param> <param name="to"></param> <param name="step"></param> </member> <member name="T:NUnit.Framework.RepeatAttribute"> <summary> RepeatAttribute may be applied to test case in order to run it multiple times. </summary> </member> <member name="M:NUnit.Framework.RepeatAttribute.#ctor(System.Int32)"> <summary> Construct a RepeatAttribute </summary> <param name="count">The number of times to run the test</param> </member> <member name="M:NUnit.Framework.RepeatAttribute.Wrap(NUnit.Framework.Internal.Commands.TestCommand)"> <summary> Wrap a command and return 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name="T:NUnit.Framework.RequiresMTAAttribute"> <summary> Marks a test that must run in the MTA, causing it to run in a separate thread if necessary. 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Arguments will be combined into test cases, taking the next value of each argument until all are used. </summary> </member> <member name="M:NUnit.Framework.SequentialAttribute.#ctor"> <summary> Default constructor </summary> </member> <member name="T:NUnit.Framework.SetCultureAttribute"> <summary> Summary description for SetCultureAttribute. </summary> </member> <member name="M:NUnit.Framework.SetCultureAttribute.#ctor(System.String)"> <summary> Construct given the name of a culture </summary> <param name="culture"></param> </member> <member name="T:NUnit.Framework.SetUICultureAttribute"> <summary> Summary description for SetUICultureAttribute. </summary> </member> <member name="M:NUnit.Framework.SetUICultureAttribute.#ctor(System.String)"> <summary> Construct given the name of a culture </summary> <param name="culture"></param> </member> <member name="T:NUnit.Framework.SetUpAttribute"> <summary> Attribute used to mark a class that contains one-time SetUp and/or TearDown methods that apply to all the tests in a namespace or an assembly. </summary> </member> <member name="T:NUnit.Framework.PreTestAttribute"> <summary> Attribute used to mark a class that contains one-time SetUp and/or TearDown methods that apply to all the tests in a namespace or an assembly. </summary> </member> <member name="T:NUnit.Framework.PostTestAttribute"> <summary> Attribute used to mark a class that contains one-time SetUp and/or TearDown methods that apply to all the tests in a namespace or an assembly. </summary> </member> <member name="T:NUnit.Framework.SetUpFixtureAttribute"> <summary> SetUpFixtureAttribute is used to identify a SetUpFixture </summary> </member> <member name="M:NUnit.Framework.SetUpFixtureAttribute.BuildFrom(NUnit.Framework.Interfaces.ITypeInfo)"> <summary> Build a SetUpFixture from type provided. 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This class cannot be inherited. </summary> <example> [TestFixture] public class Fixture { [Test] public void MethodToTest() {} [Test(Description = "more detailed description")] public void TestDescriptionMethod() {} } </example> </member> <member name="P:NUnit.Framework.TestAttribute.Description"> <summary> Descriptive text for this test </summary> </member> <member name="P:NUnit.Framework.TestAttribute.Author"> <summary> The author of this test </summary> </member> <member name="P:NUnit.Framework.TestAttribute.TestOf"> <summary> The type that this test is testing </summary> </member> <member name="M:NUnit.Framework.TestAttribute.ApplyToTest(NUnit.Framework.Internal.Test)"> <summary> Modifies a test by adding a description, if not already set. </summary> <param name="test">The test to modify</param> </member> <member name="P:NUnit.Framework.TestAttribute.ExpectedResult"> <summary> Gets or sets the expected result. </summary> <value>The result.</value> </member> <member name="P:NUnit.Framework.TestAttribute.HasExpectedResult"> <summary> Returns true if an expected result has been set </summary> </member> <member name="M:NUnit.Framework.TestAttribute.BuildFrom(NUnit.Framework.Interfaces.IMethodInfo,NUnit.Framework.Internal.Test)"> <summary> Construct a TestMethod from a given method. </summary> <param name="method">The method for which a test is to be constructed.</param> <param name="suite">The suite to which the test will be added.</param> <returns>A TestMethod</returns> </member> <member name="T:NUnit.Framework.TestCaseAttribute"> <summary> TestCaseAttribute is used to mark parameterized test cases and provide them with their arguments. </summary> </member> <member name="M:NUnit.Framework.TestCaseAttribute.#ctor(System.Object[])"> <summary> Construct a TestCaseAttribute with a list of arguments. 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This property is not supported. </summary> <exception cref="T:System.NotSupportedException">The SyncRoot property is not supported.</exception> </member> <member name="P:System.Collections.Concurrent.ConcurrentQueue`1.Count"> <summary> Gets the number of elements contained in the <see cref="T:System.Collections.Concurrent.ConcurrentQueue`1"/>. </summary> <value>The number of elements contained in the <see cref="T:System.Collections.Concurrent.ConcurrentQueue`1"/>.</value> <remarks> For determining whether the collection contains any items, use of the <see cref="P:System.Collections.Concurrent.ConcurrentQueue`1.IsEmpty"/> property is recommended rather than retrieving the number of items from the <see cref="P:System.Collections.Concurrent.ConcurrentQueue`1.Count"/> property and comparing it to 0. </remarks> </member> <member name="P:System.Collections.Concurrent.ConcurrentQueue`1.IsEmpty"> <summary> Gets a value that indicates whether the <see cref="T:System.Collections.Concurrent.ConcurrentQueue`1"/> is empty. </summary> <value>true if the <see cref="T:System.Collections.Concurrent.ConcurrentQueue`1"/> is empty; otherwise, false.</value> <remarks> For determining whether the collection contains any items, use of this property is recommended rather than retrieving the number of items from the <see cref="P:System.Collections.Concurrent.ConcurrentQueue`1.Count"/> property and comparing it to 0. However, as this collection is intended to be accessed concurrently, it may be the case that another thread will modify the collection after <see cref="P:System.Collections.Concurrent.ConcurrentQueue`1.IsEmpty"/> returns, thus invalidating the result. </remarks> </member> <member name="T:System.Collections.Concurrent.IProducerConsumerCollection`1"> <summary> Defines methods to manipulate thread-safe collections intended for producer/consumer usage. </summary> <typeparam name="T">Specifies the type of elements in the collection.</typeparam> <remarks> All implementations of this interface must enable all members of this interface to be used concurrently from multiple threads. </remarks> </member> <member name="M:System.Collections.Concurrent.IProducerConsumerCollection`1.TryAdd(`0)"> <summary> Attempts to add an object to the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/>. </summary> <param name="item">The object to add to the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/>.</param> <returns>true if the object was added successfully; otherwise, false.</returns> <exception cref="T:System.ArgumentException">The <paramref name="item"/> was invalid for this collection.</exception> </member> <member name="M:System.Collections.Concurrent.IProducerConsumerCollection`1.TryTake(`0@)"> <summary> Attempts to remove and return an object from the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/>. </summary> <param name="item"> When this method returns, if the object was removed and returned successfully, <paramref name="item"/> contains the removed object. If no object was available to be removed, the value is unspecified. </param> <returns>true if an object was removed and returned successfully; otherwise, false.</returns> </member> <member name="M:System.Collections.Concurrent.IProducerConsumerCollection`1.ToArray"> <summary> Copies the elements contained in the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/> to a new array. </summary> <returns>A new array containing the elements copied from the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/>.</returns> </member> <member name="M:System.Collections.Concurrent.IProducerConsumerCollection`1.CopyTo(`0[],System.Int32)"> <summary> Copies the elements of the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/> to an <see cref="T:System.Array"/>, starting at a specified index. </summary> <param name="array">The one-dimensional <see cref="T:System.Array"/> that is the destination of the elements copied from the <see cref="T:System.Collections.Concurrent.IProducerConsumerCollection`1"/>. The array must have zero-based indexing.</param> <param name="index">The zero-based index in <paramref name="array"/> at which copying begins.</param> <exception cref="T:System.ArgumentNullException"><paramref name="array"/> is a null reference (Nothing in Visual Basic).</exception> <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="index"/> is less than zero.</exception> <exception cref="T:System.ArgumentException"><paramref name="index"/> is equal to or greater than the length of the <paramref name="array"/> -or- The number of elements in the source <see cref="T:System.Collections.Concurrent.ConcurrentQueue`1"/> is greater than the available space from <paramref name="index"/> to the end of the destination <paramref name="array"/>. </exception> </member> <member name="T:System.Threading.LazyThreadSafetyMode"> <summary> </summary> </member> <member name="F:System.Threading.LazyThreadSafetyMode.None"> <summary> </summary> </member> <member name="F:System.Threading.LazyThreadSafetyMode.PublicationOnly"> <summary> </summary> </member> <member name="F:System.Threading.LazyThreadSafetyMode.ExecutionAndPublication"> <summary> </summary> </member> <member name="T:System.Threading.SpinWait"> <summary> </summary> </member> <member name="M:System.Threading.SpinWait.SpinOnce"> <summary> </summary> </member> <member name="M:System.Threading.SpinWait.SpinUntil(System.Func{System.Boolean})"> <summary> </summary> <param name="condition"></param> </member> <member name="M:System.Threading.SpinWait.SpinUntil(System.Func{System.Boolean},System.TimeSpan)"> <summary> </summary> <param name="condition"></param> <param name="timeout"></param> <returns></returns> </member> <member name="M:System.Threading.SpinWait.SpinUntil(System.Func{System.Boolean},System.Int32)"> <summary> </summary> <param name="condition"></param> <param name="millisecondsTimeout"></param> <returns></returns> </member> <member name="M:System.Threading.SpinWait.Reset"> <summary> </summary> </member> <member name="P:System.Threading.SpinWait.NextSpinWillYield"> <summary> </summary> </member> <member name="P:System.Threading.SpinWait.Count"> <summary> </summary> </member> <member name="T:System.Web.UI.ICallbackEventHandler"> <summary> A shim of the .NET interface for platforms that do not support it. Used to indicate that a control can be the target of a callback event on the server. </summary> </member> <member name="M:System.Web.UI.ICallbackEventHandler.RaiseCallbackEvent(System.String)"> <summary> Processes a callback event that targets a control. </summary> <param name="report"></param> </member> <member name="M:System.Web.UI.ICallbackEventHandler.GetCallbackResult"> <summary> Returns the results of a callback event that targets a control. </summary> <returns></returns> </member> <member name="T:System.Lazy`1"> <summary> </summary> <typeparam name="T"></typeparam> </member> <member name="M:System.Lazy`1.#ctor"> <summary> </summary> </member> <member name="M:System.Lazy`1.#ctor(System.Func{`0})"> <summary> </summary> <param name="valueFactory"></param> </member> <member name="M:System.Lazy`1.#ctor(System.Boolean)"> <summary> </summary> <param name="isThreadSafe"></param> </member> <member name="M:System.Lazy`1.#ctor(System.Func{`0},System.Boolean)"> <summary> </summary> <param name="valueFactory"></param> <param name="isThreadSafe"></param> </member> <member name="M:System.Lazy`1.#ctor(System.Threading.LazyThreadSafetyMode)"> <summary> </summary> <param name="mode"></param> </member> <member name="M:System.Lazy`1.#ctor(System.Func{`0},System.Threading.LazyThreadSafetyMode)"> <summary> </summary> <param name="valueFactory"></param> <param name="mode"></param> </member> <member name="P:System.Lazy`1.Value"> <summary> </summary> </member> <member name="P:System.Lazy`1.IsValueCreated"> <summary> </summary> </member> <member name="M:System.Lazy`1.ToString"> <summary> </summary> <returns></returns> </member> </members> </doc>
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    <?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine</name> </assembly> <member name="T:UnityEngine.AccelerationEvent"> <summary> <para>Structure describing acceleration status of the device.</para> </summary> </member> <member name="P:UnityEngine.AccelerationEvent.acceleration"> <summary> <para>Value of acceleration.</para> </summary> </member> <member name="P:UnityEngine.AccelerationEvent.deltaTime"> <summary> <para>Amount of time passed since last accelerometer measurement.</para> </summary> </member> <member name="T:UnityEngine.AddComponentMenu"> <summary> <para>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</para> </summary> </member> <member name="P:UnityEngine.AddComponentMenu.componentOrder"> <summary> <para>The order of the component in the component menu (lower is higher to the top).</para> </summary> </member> <member name="M:UnityEngine.AddComponentMenu.#ctor(System.String)"> <summary> <para>Add an item in the Component menu.</para> </summary> <param name="menuName">The path to the component.</param> <param name="order">Where in the component menu to add the new item.</param> </member> <member name="M:UnityEngine.AddComponentMenu.#ctor(System.String,System.Int32)"> <summary> <para>Add an item in the Component menu.</para> </summary> <param name="menuName">The path to the component.</param> <param name="order">Where in the component menu to add the new item.</param> </member> <member name="T:UnityEngine.AdditionalCanvasShaderChannels"> <summary> <para>Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.None"> <summary> <para>No additional shader parameters are needed.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.Normal"> <summary> <para>Include the normals on the mesh vertices.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.Tangent"> <summary> <para>Include the Tangent on the mesh vertices.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord1"> <summary> <para>Include UV1 on the mesh vertices.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord2"> <summary> <para>Include UV2 on the mesh vertices.</para> </summary> </member> <member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord3"> <summary> <para>Include UV3 on the mesh vertices.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMesh"> <summary> <para>Singleton class to access the baked NavMesh.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMesh.avoidancePredictionTime"> <summary> <para>Describes how far in the future the agents predict collisions for avoidance.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMesh.onPreUpdate"> <summary> <para>Set a function to be called before the NavMesh is updated during the frame update execution.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMesh.pathfindingIterationsPerFrame"> <summary> <para>The maximum amount of nodes processed each frame in the asynchronous pathfinding process.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMesh.AddLink(UnityEngine.AI.NavMeshLinkData)"> <summary> <para>Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct.</para> </summary> <param name="link">Describing the properties of the link.</param> <returns> <para>Representing the added link.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.AddLink(UnityEngine.AI.NavMeshLinkData,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct.</para> </summary> <param name="link">Describing the properties of the link.</param> <param name="position">Translate the link to this position.</param> <param name="rotation">Rotate the link to this orientation.</param> <returns> <para>Representing the added link.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.AddNavMeshData(UnityEngine.AI.NavMeshData)"> <summary> <para>Adds the specified NavMeshData to the game.</para> </summary> <param name="navMeshData">Contains the data for the navmesh.</param> <returns> <para>Representing the added navmesh.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.AddNavMeshData(UnityEngine.AI.NavMeshData,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Adds the specified NavMeshData to the game.</para> </summary> <param name="navMeshData">Contains the data for the navmesh.</param> <param name="position">Translate the navmesh to this position.</param> <param name="rotation">Rotate the navmesh to this orientation.</param> <returns> <para>Representing the added navmesh.</para> </returns> </member> <member name="F:UnityEngine.AI.NavMesh.AllAreas"> <summary> <para>Area mask constant that includes all NavMesh areas.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.AI.NavMeshPath)"> <summary> <para>Calculate a path between two points and store the resulting path.</para> </summary> <param name="sourcePosition">The initial position of the path requested.</param> <param name="targetPosition">The final position of the path requested.</param> <param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when calculating a path.</param> <param name="path">The resulting path.</param> <returns> <para>True if a either a complete or partial path is found and false otherwise.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.AI.NavMeshQueryFilter,UnityEngine.AI.NavMeshPath)"> <summary> <para>Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument.</para> </summary> <param name="sourcePosition">The initial position of the path requested.</param> <param name="targetPosition">The final position of the path requested.</param> <param name="filter">A filter specifying the cost of NavMesh areas that can be passed when calculating a path.</param> <param name="path">The resulting path.</param> <returns> <para>True if a either a complete or partial path is found and false otherwise.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.CalculateTriangulation"> <summary> <para>Calculates triangulation of the current navmesh.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMesh.CreateSettings"> <summary> <para>Creates and returns a new entry of NavMesh build settings available for runtime NavMesh building.</para> </summary> <returns> <para>The created settings.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,System.Int32)"> <summary> <para>Locate the closest NavMesh edge from a point on the NavMesh.</para> </summary> <param name="sourcePosition">The origin of the distance query.</param> <param name="hit">Holds the properties of the resulting location.</param> <param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge.</param> <returns> <para>True if a nearest edge is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,UnityEngine.AI.NavMeshQueryFilter)"> <summary> <para>Locate the closest NavMesh edge from a point on the NavMesh, subject to the constraints of the filter argument.</para> </summary> <param name="sourcePosition">The origin of the distance query.</param> <param name="hit">Holds the properties of the resulting location.</param> <param name="filter">A filter specifying which NavMesh areas can be passed when finding the nearest edge.</param> <returns> <para>True if a nearest edge is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.GetAreaCost(System.Int32)"> <summary> <para>Gets the cost for path finding over geometry of the area type.</para> </summary> <param name="areaIndex">Index of the area to get.</param> </member> <member name="M:UnityEngine.AI.NavMesh.GetAreaFromName(System.String)"> <summary> <para>Returns the area index for a named NavMesh area type.</para> </summary> <param name="areaName">Name of the area to look up.</param> <returns> <para>Index if the specified are, or -1 if no area found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.GetLayerCost(System.Int32)"> <summary> <para>Gets the cost for traversing over geometry of the layer type on all agents.</para> </summary> <param name="layer"></param> </member> <member name="M:UnityEngine.AI.NavMesh.GetNavMeshLayerFromName(System.String)"> <summary> <para>Returns the layer index for a named layer.</para> </summary> <param name="layerName"></param> </member> <member name="M:UnityEngine.AI.NavMesh.GetSettingsByID(System.Int32)"> <summary> <para>Returns an existing entry of NavMesh build settings.</para> </summary> <param name="agentTypeID">The ID to look for.</param> <returns> <para>The settings found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.GetSettingsByIndex(System.Int32)"> <summary> <para>Returns an existing entry of NavMesh build settings by its ordered index.</para> </summary> <param name="index">The index to retrieve from.</param> <returns> <para>The found settings.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.GetSettingsCount"> <summary> <para>Returns the number of registered NavMesh build settings.</para> </summary> <returns> <para>The number of registered entries.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.GetSettingsNameFromID(System.Int32)"> <summary> <para>Returns the name associated with the NavMesh build settings matching the provided agent type ID.</para> </summary> <param name="agentTypeID">The ID to look for.</param> <returns> <para>The name associated with the ID found.</para> </returns> </member> <member name="T:UnityEngine.AI.NavMesh.OnNavMeshPreUpdate"> <summary> <para>A delegate which can be used to register callback methods to be invoked before the NavMesh system updates.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,System.Int32)"> <summary> <para>Trace a line between two points on the NavMesh.</para> </summary> <param name="sourcePosition">The origin of the ray.</param> <param name="targetPosition">The end of the ray.</param> <param name="hit">Holds the properties of the ray cast resulting location.</param> <param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when tracing the ray.</param> <returns> <para>True if the ray is terminated before reaching target position. Otherwise returns false.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,UnityEngine.AI.NavMeshQueryFilter)"> <summary> <para>Traces a line between two positions on the NavMesh, subject to the constraints defined by the filter argument.</para> </summary> <param name="sourcePosition">The origin of the ray.</param> <param name="targetPosition">The end of the ray.</param> <param name="hit">Holds the properties of the ray cast resulting location.</param> <param name="filter">A filter specifying which NavMesh areas can be passed when tracing the ray.</param> <returns> <para>True if the ray is terminated before reaching target position. Otherwise returns false.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.RemoveLink(UnityEngine.AI.NavMeshLinkInstance)"> <summary> <para>Removes a link from the NavMesh.</para> </summary> <param name="handle">The instance of a link to remove.</param> </member> <member name="M:UnityEngine.AI.NavMesh.RemoveNavMeshData(UnityEngine.AI.NavMeshDataInstance)"> <summary> <para>Removes the specified NavMeshDataInstance from the game, making it unavailable for agents and queries.</para> </summary> <param name="handle">The instance of a NavMesh to remove.</param> </member> <member name="M:UnityEngine.AI.NavMesh.RemoveSettings(System.Int32)"> <summary> <para>Removes the build settings matching the agent type ID.</para> </summary> <param name="agentTypeID">The ID of the entry to remove.</param> </member> <member name="M:UnityEngine.AI.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,System.Single,System.Int32)"> <summary> <para>Finds the closest point on NavMesh within specified range.</para> </summary> <param name="sourcePosition">The origin of the sample query.</param> <param name="hit">Holds the properties of the resulting location.</param> <param name="maxDistance">Sample within this distance from sourcePosition.</param> <param name="areaMask">A mask specifying which NavMesh areas are allowed when finding the nearest point.</param> <returns> <para>True if a nearest point is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;,System.Single,UnityEngine.AI.NavMeshQueryFilter)"> <summary> <para>Samples the position closest to sourcePosition - on any NavMesh built for the agent type specified by the filter.</para> </summary> <param name="sourcePosition">The origin of the sample query.</param> <param name="hit">Holds the properties of the resulting location.</param> <param name="maxDistance">Sample within this distance from sourcePosition.</param> <param name="filter">A filter specifying which NavMesh areas are allowed when finding the nearest point.</param> <returns> <para>True if a nearest point is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMesh.SetAreaCost(System.Int32,System.Single)"> <summary> <para>Sets the cost for finding path over geometry of the area type on all agents.</para> </summary> <param name="areaIndex">Index of the area to set.</param> <param name="cost">New cost.</param> </member> <member name="M:UnityEngine.AI.NavMesh.SetLayerCost(System.Int32,System.Single)"> <summary> <para>Sets the cost for traversing over geometry of the layer type on all agents.</para> </summary> <param name="layer"></param> <param name="cost"></param> </member> <member name="T:UnityEngine.AI.NavMeshAgent"> <summary> <para>Navigation mesh agent.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.acceleration"> <summary> <para>The maximum acceleration of an agent as it follows a path, given in units / sec^2.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.agentTypeID"> <summary> <para>The type ID for the agent.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.angularSpeed"> <summary> <para>Maximum turning speed in (deg/s) while following a path.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.areaMask"> <summary> <para>Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.autoBraking"> <summary> <para>Should the agent brake automatically to avoid overshooting the destination point?</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.autoRepath"> <summary> <para>Should the agent attempt to acquire a new path if the existing path becomes invalid?</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.autoTraverseOffMeshLink"> <summary> <para>Should the agent move across OffMeshLinks automatically?</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.avoidancePriority"> <summary> <para>The avoidance priority level.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.baseOffset"> <summary> <para>The relative vertical displacement of the owning GameObject.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.currentOffMeshLinkData"> <summary> <para>The current OffMeshLinkData.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.desiredVelocity"> <summary> <para>The desired velocity of the agent including any potential contribution from avoidance. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.destination"> <summary> <para>Gets or attempts to set the destination of the agent in world-space units.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.hasPath"> <summary> <para>Does the agent currently have a path? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.height"> <summary> <para>The height of the agent for purposes of passing under obstacles, etc.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.isOnNavMesh"> <summary> <para>Is the agent currently bound to the navmesh? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.isOnOffMeshLink"> <summary> <para>Is the agent currently positioned on an OffMeshLink? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.isPathStale"> <summary> <para>Is the current path stale. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.isStopped"> <summary> <para>This property holds the stop or resume condition of the NavMesh agent.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.navMeshOwner"> <summary> <para>Returns the owning object of the NavMesh the agent is currently placed on (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.nextOffMeshLinkData"> <summary> <para>The next OffMeshLinkData on the current path.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.nextPosition"> <summary> <para>Gets or sets the simulation position of the navmesh agent.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.obstacleAvoidanceType"> <summary> <para>The level of quality of avoidance.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.path"> <summary> <para>Property to get and set the current path.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.pathPending"> <summary> <para>Is a path in the process of being computed but not yet ready? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.pathStatus"> <summary> <para>The status of the current path (complete, partial or invalid).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.radius"> <summary> <para>The avoidance radius for the agent.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.remainingDistance"> <summary> <para>The distance between the agent's position and the destination on the current path. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.speed"> <summary> <para>Maximum movement speed when following a path.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.steeringTarget"> <summary> <para>Get the current steering target along the path. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.stoppingDistance"> <summary> <para>Stop within this distance from the target position.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.updatePosition"> <summary> <para>Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.updateRotation"> <summary> <para>Should the agent update the transform orientation?</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.updateUpAxis"> <summary> <para>Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.velocity"> <summary> <para>Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshAgent.walkableMask"> <summary> <para>Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshAgent.ActivateCurrentOffMeshLink(System.Boolean)"> <summary> <para>Enables or disables the current off-mesh link.</para> </summary> <param name="activated">Is the link activated?</param> </member> <member name="M:UnityEngine.AI.NavMeshAgent.CalculatePath(UnityEngine.Vector3,UnityEngine.AI.NavMeshPath)"> <summary> <para>Calculate a path to a specified point and store the resulting path.</para> </summary> <param name="targetPosition">The final position of the path requested.</param> <param name="path">The resulting path.</param> <returns> <para>True if a path is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.CompleteOffMeshLink"> <summary> <para>Completes the movement on the current OffMeshLink.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshAgent.FindClosestEdge(UnityEngine.AI.NavMeshHit&amp;)"> <summary> <para>Locate the closest NavMesh edge.</para> </summary> <param name="hit">Holds the properties of the resulting location.</param> <returns> <para>True if a nearest edge is found.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.GetAreaCost(System.Int32)"> <summary> <para>Gets the cost for path calculation when crossing area of a particular type.</para> </summary> <param name="areaIndex">Area Index.</param> <returns> <para>Current cost for specified area index.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.GetLayerCost(System.Int32)"> <summary> <para>Gets the cost for crossing ground of a particular type.</para> </summary> <param name="layer">Layer index.</param> <returns> <para>Current cost of specified layer.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.Move(UnityEngine.Vector3)"> <summary> <para>Apply relative movement to current position.</para> </summary> <param name="offset">The relative movement vector.</param> </member> <member name="M:UnityEngine.AI.NavMeshAgent.Raycast(UnityEngine.Vector3,UnityEngine.AI.NavMeshHit&amp;)"> <summary> <para>Trace a straight path towards a target postion in the NavMesh without moving the agent.</para> </summary> <param name="targetPosition">The desired end position of movement.</param> <param name="hit">Properties of the obstacle detected by the ray (if any).</param> <returns> <para>True if there is an obstacle between the agent and the target position, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.ResetPath"> <summary> <para>Clears the current path.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshAgent.Resume"> <summary> <para>Resumes the movement along the current path after a pause.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshAgent.SamplePathPosition(System.Int32,System.Single,UnityEngine.AI.NavMeshHit&amp;)"> <summary> <para>Sample a position along the current path.</para> </summary> <param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when tracing the path.</param> <param name="maxDistance">Terminate scanning the path at this distance.</param> <param name="hit">Holds the properties of the resulting location.</param> <returns> <para>True if terminated before reaching the position at maxDistance, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.SetAreaCost(System.Int32,System.Single)"> <summary> <para>Sets the cost for traversing over areas of the area type.</para> </summary> <param name="areaIndex">Area cost.</param> <param name="areaCost">New cost for the specified area index.</param> </member> <member name="M:UnityEngine.AI.NavMeshAgent.SetDestination(UnityEngine.Vector3)"> <summary> <para>Sets or updates the destination thus triggering the calculation for a new path.</para> </summary> <param name="target">The target point to navigate to.</param> <returns> <para>True if the destination was requested successfully, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.SetLayerCost(System.Int32,System.Single)"> <summary> <para>Sets the cost for traversing over geometry of the layer type.</para> </summary> <param name="layer">Layer index.</param> <param name="cost">New cost for the specified layer.</param> </member> <member name="M:UnityEngine.AI.NavMeshAgent.SetPath(UnityEngine.AI.NavMeshPath)"> <summary> <para>Assign a new path to this agent.</para> </summary> <param name="path">New path to follow.</param> <returns> <para>True if the path is succesfully assigned.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshAgent.Stop"> <summary> <para>Stop movement of this agent along its current path.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshAgent.Warp(UnityEngine.Vector3)"> <summary> <para>Warps agent to the provided position.</para> </summary> <param name="newPosition">New position to warp the agent to.</param> <returns> <para>True if agent is successfully warped, otherwise false.</para> </returns> </member> <member name="T:UnityEngine.AI.NavMeshBuilder"> <summary> <para>Navigation mesh builder interface.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(UnityEngine.AI.NavMeshBuildSettings,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildSource&gt;,UnityEngine.Bounds,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Builds a NavMesh data object from the provided input sources.</para> </summary> <param name="buildSettings">Settings for the bake process, see NavMeshBuildSettings.</param> <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param> <param name="localBounds">Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs.</param> <param name="position">Center of the NavMeshData. This specifies the origin for the NavMesh tiles (See Also: NavMeshBuildSettings.tileSize).</param> <param name="rotation">Orientation of the NavMeshData, you can use this to generate NavMesh with an arbitrary up-vector – e.g. for walkable vertical surfaces.</param> <returns> <para>Returns a newly built NavMeshData, or null if the NavMeshData was empty or an error occurred. The newly built NavMeshData, or null if the NavMeshData was empty or an error occurred.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.Cancel(UnityEngine.AI.NavMeshData)"> <summary> <para>Cancels an asynchronous update of the specified NavMesh data. See Also: UpdateNavMeshDataAsync.</para> </summary> <param name="data">The data associated with asynchronous updating.</param> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.CollectSources(UnityEngine.Bounds,System.Int32,UnityEngine.AI.NavMeshCollectGeometry,System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildMarkup&gt;,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildSource&gt;)"> <summary> <para>Collects renderers or physics colliders, and terrains within a volume.</para> </summary> <param name="includedWorldBounds">The queried objects must overlap these bounds to be included in the results.</param> <param name="includedLayerMask">Specifies which layers are included in the query.</param> <param name="geometry">Which type of geometry to collect - e.g. physics colliders.</param> <param name="defaultArea">Area type to assign to results, unless modified by NavMeshMarkup.</param> <param name="markups">List of markups which allows finer control over how objects are collected.</param> <param name="results">List where results are stored, the list is cleared at the beginning of the call.</param> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.CollectSources(UnityEngine.Transform,System.Int32,UnityEngine.AI.NavMeshCollectGeometry,System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildMarkup&gt;,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildSource&gt;)"> <summary> <para>Collects renderers or physics colliders, and terrains within a transform hierarchy.</para> </summary> <param name="root">If not null, consider only root and its children in the query; if null, includes everything loaded.</param> <param name="includedLayerMask">Specifies which layers are included in the query.</param> <param name="geometry">Which type of geometry to collect - e.g. physics colliders.</param> <param name="defaultArea">Area type to assign to results, unless modified by NavMeshMarkup.</param> <param name="markups">List of markups which allows finer control over how objects are collected.</param> <param name="results">List where results are stored, the list is cleared at the beginning of the call.</param> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.UpdateNavMeshData(UnityEngine.AI.NavMeshData,UnityEngine.AI.NavMeshBuildSettings,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildSource&gt;,UnityEngine.Bounds)"> <summary> <para>Incrementally updates the NavMeshData based on the sources.</para> </summary> <param name="data">The NavMeshData to update.</param> <param name="buildSettings">The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild.</param> <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param> <param name="localBounds">Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.</param> <returns> <para>Returns true if the update was successful.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshBuilder.UpdateNavMeshDataAsync(UnityEngine.AI.NavMeshData,UnityEngine.AI.NavMeshBuildSettings,System.Collections.Generic.List`1&lt;UnityEngine.AI.NavMeshBuildSource&gt;,UnityEngine.Bounds)"> <summary> <para>Asynchronously and incrementally updates the NavMeshData based on the sources.</para> </summary> <param name="data">The NavMeshData to update.</param> <param name="buildSettings">The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will likely to cause full rebuild.</param> <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param> <param name="localBounds">Bounding box relative to position and rotation which describes to volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.</param> <returns> <para>Can be used to check the progress of the update.</para> </returns> </member> <member name="T:UnityEngine.AI.NavMeshBuildMarkup"> <summary> <para>The NavMesh build markup allows you to control how certain objects are treated during the NavMesh build process, specifically when collecting sources for building.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildMarkup.area"> <summary> <para>The area type to use when override area is enabled.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildMarkup.ignoreFromBuild"> <summary> <para>Use this to specify whether the GameObject and its children should be ignored.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildMarkup.overrideArea"> <summary> <para>Use this to specify whether the area type of the GameObject and its children should be overridden by the area type specified in this struct.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildMarkup.root"> <summary> <para>Use this to specify which GameObject (including the GameObject’s children) the markup should be applied to.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshBuildSettings"> <summary> <para>The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.agentClimb"> <summary> <para>The maximum vertical step size an agent can take.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.agentHeight"> <summary> <para>The height of the agent for baking in world units.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.agentRadius"> <summary> <para>The radius of the agent for baking in world units.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.agentSlope"> <summary> <para>The maximum slope angle which is walkable (angle in degrees).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.agentTypeID"> <summary> <para>The agent type ID the NavMesh will be baked for.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.minRegionArea"> <summary> <para>The approximate minimum area of individual NavMesh regions.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.overrideTileSize"> <summary> <para>Enables overriding the default tile size. See Also: tileSize.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.overrideVoxelSize"> <summary> <para>Enables overriding the default voxel size. See Also: voxelSize.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.tileSize"> <summary> <para>Sets the tile size in voxel units.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSettings.voxelSize"> <summary> <para>Sets the voxel size in world length units.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshBuildSettings.ValidationReport(UnityEngine.Bounds)"> <summary> <para>Validates the properties of NavMeshBuildSettings.</para> </summary> <param name="buildBounds">Describes the volume to build NavMesh for.</param> <returns> <para>The list of violated constraints.</para> </returns> </member> <member name="T:UnityEngine.AI.NavMeshBuildSource"> <summary> <para>The input to the NavMesh builder is a list of NavMesh build sources.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.area"> <summary> <para>Describes the area type of the NavMesh surface for this object.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.component"> <summary> <para>Points to the owning component - if available, otherwise null.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.shape"> <summary> <para>The type of the shape this source describes. See Also: NavMeshBuildSourceShape.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.size"> <summary> <para>Describes the dimensions of the shape.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.sourceObject"> <summary> <para>Describes the object referenced for Mesh and Terrain types of input sources.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshBuildSource.transform"> <summary> <para>Describes the local to world transformation matrix of the build source. That is, position and orientation and scale of the shape.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshBuildSourceShape"> <summary> <para>Used with NavMeshBuildSource to define the shape for building NavMesh.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.Box"> <summary> <para>Describes a box primitive for use with NavMeshBuildSource.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.Capsule"> <summary> <para>Describes a capsule primitive for use with NavMeshBuildSource.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.Mesh"> <summary> <para>Describes a Mesh source for use with NavMeshBuildSource.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.ModifierBox"> <summary> <para>Describes a ModifierBox source for use with NavMeshBuildSource.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.Sphere"> <summary> <para>Describes a sphere primitive for use with NavMeshBuildSource.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshBuildSourceShape.Terrain"> <summary> <para>Describes a TerrainData source for use with NavMeshBuildSource.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshCollectGeometry"> <summary> <para>Used for specifying the type of geometry to collect. Used with NavMeshBuilder.CollectSources.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshCollectGeometry.PhysicsColliders"> <summary> <para>Collect geometry from the 3D physics collision representation.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshCollectGeometry.RenderMeshes"> <summary> <para>Collect meshes form the rendered geometry.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshData"> <summary> <para>Contains and represents NavMesh data.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshData.position"> <summary> <para>Gets or sets the world space position of the NavMesh data.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshData.rotation"> <summary> <para>Gets or sets the orientation of the NavMesh data.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshData.sourceBounds"> <summary> <para>Returns the bounding volume of the input geometry used to build this NavMesh (Read Only).</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshData.#ctor"> <summary> <para>Constructs a new object for representing a NavMesh for the default agent type.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshData.#ctor(System.Int32)"> <summary> <para>Constructs a new object representing a NavMesh for the specified agent type.</para> </summary> <param name="agentTypeID">The agent type ID to create a NavMesh for.</param> </member> <member name="T:UnityEngine.AI.NavMeshDataInstance"> <summary> <para>The instance is returned when adding NavMesh data.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshDataInstance.owner"> <summary> <para>Get or set the owning Object.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshDataInstance.valid"> <summary> <para>True if the NavMesh data is added to the navigation system - otherwise false (Read Only).</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshDataInstance.Remove"> <summary> <para>Removes this instance from the NavMesh system.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshHit"> <summary> <para>Result information for NavMesh queries.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshHit.distance"> <summary> <para>Distance to the point of hit.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshHit.hit"> <summary> <para>Flag set when hit.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshHit.mask"> <summary> <para>Mask specifying NavMesh area at point of hit.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshHit.normal"> <summary> <para>Normal at the point of hit.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshHit.position"> <summary> <para>Position of hit.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshLinkData"> <summary> <para>Used for runtime manipulation of links connecting polygons of the NavMesh.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.agentTypeID"> <summary> <para>Specifies which agent type this link is available for.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.area"> <summary> <para>Area type of the link.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.bidirectional"> <summary> <para>If true, the link can be traversed in both directions, otherwise only from start to end position.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.costModifier"> <summary> <para>If positive, overrides the pathfinder cost to traverse the link.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.endPosition"> <summary> <para>End position of the link.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.startPosition"> <summary> <para>Start position of the link.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkData.width"> <summary> <para>If positive, the link will be rectangle aligned along the line from start to end.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshLinkInstance"> <summary> <para>An instance representing a link available for pathfinding.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkInstance.owner"> <summary> <para>Get or set the owning Object.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshLinkInstance.valid"> <summary> <para>True if the NavMesh link is added to the navigation system - otherwise false (Read Only).</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshLinkInstance.Remove"> <summary> <para>Removes this instance from the game.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshObstacle"> <summary> <para>An obstacle for NavMeshAgents to avoid.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.carveOnlyStationary"> <summary> <para>Should this obstacle be carved when it is constantly moving?</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.carving"> <summary> <para>Should this obstacle make a cut-out in the navmesh.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.carvingMoveThreshold"> <summary> <para>Threshold distance for updating a moving carved hole (when carving is enabled).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.carvingTimeToStationary"> <summary> <para>Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.center"> <summary> <para>The center of the obstacle, measured in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.height"> <summary> <para>Height of the obstacle's cylinder shape.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.radius"> <summary> <para>Radius of the obstacle's capsule shape.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.shape"> <summary> <para>The shape of the obstacle.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.size"> <summary> <para>The size of the obstacle, measured in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshObstacle.velocity"> <summary> <para>Velocity at which the obstacle moves around the NavMesh.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshObstacleShape"> <summary> <para>Shape of the obstacle.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshObstacleShape.Box"> <summary> <para>Box shaped obstacle.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshObstacleShape.Capsule"> <summary> <para>Capsule shaped obstacle.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshPath"> <summary> <para>A path as calculated by the navigation system.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshPath.corners"> <summary> <para>Corner points of the path. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshPath.status"> <summary> <para>Status of the path. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshPath.ClearCorners"> <summary> <para>Erase all corner points from path.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshPath.#ctor"> <summary> <para>NavMeshPath constructor.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshPath.GetCornersNonAlloc(UnityEngine.Vector3[])"> <summary> <para>Calculate the corners for the path.</para> </summary> <param name="results">Array to store path corners.</param> <returns> <para>The number of corners along the path - including start and end points.</para> </returns> </member> <member name="T:UnityEngine.AI.NavMeshPathStatus"> <summary> <para>Status of path.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshPathStatus.PathComplete"> <summary> <para>The path terminates at the destination.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshPathStatus.PathInvalid"> <summary> <para>The path is invalid.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshPathStatus.PathPartial"> <summary> <para>The path cannot reach the destination.</para> </summary> </member> <member name="T:UnityEngine.AI.NavMeshQueryFilter"> <summary> <para>Specifies which agent type and areas to consider when searching the NavMesh.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshQueryFilter.agentTypeID"> <summary> <para>The agent type ID, specifying which navigation meshes to consider for the query functions.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshQueryFilter.areaMask"> <summary> <para>A bitmask representing the traversable area types.</para> </summary> </member> <member name="M:UnityEngine.AI.NavMeshQueryFilter.GetAreaCost(System.Int32)"> <summary> <para>Returns the area cost multiplier for the given area type for this filter.</para> </summary> <param name="areaIndex">Index to retreive the cost for.</param> <returns> <para>The cost multiplier for the supplied area index.</para> </returns> </member> <member name="M:UnityEngine.AI.NavMeshQueryFilter.SetAreaCost(System.Int32,System.Single)"> <summary> <para>Sets the pathfinding cost multiplier for this filter for a given area type.</para> </summary> <param name="areaIndex">The area index to set the cost for.</param> <param name="cost">The cost for the supplied area index.</param> </member> <member name="T:UnityEngine.AI.NavMeshTriangulation"> <summary> <para>Contains data describing a triangulation of a navmesh.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshTriangulation.areas"> <summary> <para>NavMesh area indices for the navmesh triangulation.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshTriangulation.indices"> <summary> <para>Triangle indices for the navmesh triangulation.</para> </summary> </member> <member name="P:UnityEngine.AI.NavMeshTriangulation.layers"> <summary> <para>NavMeshLayer values for the navmesh triangulation.</para> </summary> </member> <member name="F:UnityEngine.AI.NavMeshTriangulation.vertices"> <summary> <para>Vertices for the navmesh triangulation.</para> </summary> </member> <member name="T:UnityEngine.AI.ObstacleAvoidanceType"> <summary> <para>Level of obstacle avoidance.</para> </summary> </member> <member name="F:UnityEngine.AI.ObstacleAvoidanceType.GoodQualityObstacleAvoidance"> <summary> <para>Good avoidance. High performance impact.</para> </summary> </member> <member name="F:UnityEngine.AI.ObstacleAvoidanceType.HighQualityObstacleAvoidance"> <summary> <para>Enable highest precision. Highest performance impact.</para> </summary> </member> <member name="F:UnityEngine.AI.ObstacleAvoidanceType.LowQualityObstacleAvoidance"> <summary> <para>Enable simple avoidance. Low performance impact.</para> </summary> </member> <member name="F:UnityEngine.AI.ObstacleAvoidanceType.MedQualityObstacleAvoidance"> <summary> <para>Medium avoidance. Medium performance impact.</para> </summary> </member> <member name="F:UnityEngine.AI.ObstacleAvoidanceType.NoObstacleAvoidance"> <summary> <para>Disable avoidance.</para> </summary> </member> <member name="T:UnityEngine.AI.OffMeshLink"> <summary> <para>Link allowing movement outside the planar navigation mesh.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.activated"> <summary> <para>Is link active.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.area"> <summary> <para>NavMesh area index for this OffMeshLink component.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.autoUpdatePositions"> <summary> <para>Automatically update endpoints.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.biDirectional"> <summary> <para>Can link be traversed in both directions.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.costOverride"> <summary> <para>Modify pathfinding cost for the link.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.endTransform"> <summary> <para>The transform representing link end position.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.navMeshLayer"> <summary> <para>NavMeshLayer for this OffMeshLink component.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.occupied"> <summary> <para>Is link occupied. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLink.startTransform"> <summary> <para>The transform representing link start position.</para> </summary> </member> <member name="M:UnityEngine.AI.OffMeshLink.UpdatePositions"> <summary> <para>Explicitly update the link endpoints.</para> </summary> </member> <member name="T:UnityEngine.AI.OffMeshLinkData"> <summary> <para>State of OffMeshLink.</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.activated"> <summary> <para>Is link active (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.endPos"> <summary> <para>Link end world position (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.linkType"> <summary> <para>Link type specifier (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.offMeshLink"> <summary> <para>The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.startPos"> <summary> <para>Link start world position (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AI.OffMeshLinkData.valid"> <summary> <para>Is link valid (Read Only).</para> </summary> </member> <member name="T:UnityEngine.AI.OffMeshLinkType"> <summary> <para>Link type specifier.</para> </summary> </member> <member name="F:UnityEngine.AI.OffMeshLinkType.LinkTypeDropDown"> <summary> <para>Vertical drop.</para> </summary> </member> <member name="F:UnityEngine.AI.OffMeshLinkType.LinkTypeJumpAcross"> <summary> <para>Horizontal jump.</para> </summary> </member> <member name="F:UnityEngine.AI.OffMeshLinkType.LinkTypeManual"> <summary> <para>Manually specified type of link.</para> </summary> </member> <member name="T:UnityEngine.Analytics.Analytics"> <summary> <para>Unity Analytics provides insight into your game users e.g. DAU, MAU.</para> </summary> </member> <member name="P:UnityEngine.Analytics.Analytics.deviceStatsEnabled"> <summary> <para>Controls whether the sending of device stats at runtime is enabled.</para> </summary> </member> <member name="P:UnityEngine.Analytics.Analytics.enabled"> <summary> <para>Controls whether the Analytics service is enabled at runtime.</para> </summary> </member> <member name="P:UnityEngine.Analytics.Analytics.limitUserTracking"> <summary> <para>Controls whether to limit user tracking at runtime.</para> </summary> </member> <member name="M:UnityEngine.Analytics.Analytics.CustomEvent(System.String,System.Collections.Generic.IDictionary`2&lt;System.String,System.Object&gt;)"> <summary> <para>Custom Events (optional).</para> </summary> <param name="customEventName">Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword.</param> <param name="eventData">Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword.</param> </member> <member name="M:UnityEngine.Analytics.Analytics.CustomEvent(System.String)"> <summary> <para>Custom Events (optional).</para> </summary> <param name="customEventName"></param> </member> <member name="M:UnityEngine.Analytics.Analytics.CustomEvent(System.String,UnityEngine.Vector3)"> <summary> <para>Custom Events (optional).</para> </summary> <param name="customEventName"></param> <param name="position"></param> </member> <member name="M:UnityEngine.Analytics.Analytics.FlushEvents"> <summary> <para>Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional).</para> </summary> </member> <member name="M:UnityEngine.Analytics.Analytics.SetUserBirthYear(System.Int32)"> <summary> <para>User Demographics (optional).</para> </summary> <param name="birthYear">Birth year of user. Must be 4-digit year format, only.</param> </member> <member name="M:UnityEngine.Analytics.Analytics.SetUserGender(UnityEngine.Analytics.Gender)"> <summary> <para>User Demographics (optional).</para> </summary> <param name="gender">Gender of user can be "Female", "Male", or "Unknown".</param> </member> <member name="M:UnityEngine.Analytics.Analytics.SetUserId(System.String)"> <summary> <para>User Demographics (optional).</para> </summary> <param name="userId">User id.</param> </member> <member name="M:UnityEngine.Analytics.Analytics.Transaction(System.String,System.Decimal,System.String)"> <summary> <para>Tracking Monetization (optional).</para> </summary> <param name="productId">The id of the purchased item.</param> <param name="amount">The price of the item.</param> <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param> <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param> <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param> <param name="usingIAPService">Set to true when using UnityIAP.</param> </member> <member name="M:UnityEngine.Analytics.Analytics.Transaction(System.String,System.Decimal,System.String,System.String,System.String)"> <summary> <para>Tracking Monetization (optional).</para> </summary> <param name="productId">The id of the purchased item.</param> <param name="amount">The price of the item.</param> <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param> <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param> <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param> <param name="usingIAPService">Set to true when using UnityIAP.</param> </member> <member name="M:UnityEngine.Analytics.Analytics.Transaction(System.String,System.Decimal,System.String,System.String,System.String,System.Boolean)"> <summary> <para>Tracking Monetization (optional).</para> </summary> <param name="productId">The id of the purchased item.</param> <param name="amount">The price of the item.</param> <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param> <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param> <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param> <param name="usingIAPService">Set to true when using UnityIAP.</param> </member> <member name="T:UnityEngine.Analytics.AnalyticsResult"> <summary> <para>Analytics API result.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.AnalyticsDisabled"> <summary> <para>Analytics API result: Analytics is disabled.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.InvalidData"> <summary> <para>Analytics API result: Invalid argument value.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.NotInitialized"> <summary> <para>Analytics API result: Analytics not initialized.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.Ok"> <summary> <para>Analytics API result: Success.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.SizeLimitReached"> <summary> <para>Analytics API result: Argument size limit.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.TooManyItems"> <summary> <para>Analytics API result: Too many parameters.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.TooManyRequests"> <summary> <para>Analytics API result: Too many requests.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsResult.UnsupportedPlatform"> <summary> <para>Analytics API result: This platform doesn't support Analytics.</para> </summary> </member> <member name="T:UnityEngine.Analytics.Gender"> <summary> <para>User Demographics: Gender of a user.</para> </summary> </member> <member name="F:UnityEngine.Analytics.Gender.Female"> <summary> <para>User Demographics: Female Gender of a user.</para> </summary> </member> <member name="F:UnityEngine.Analytics.Gender.Male"> <summary> <para>User Demographics: Male Gender of a user.</para> </summary> </member> <member name="F:UnityEngine.Analytics.Gender.Unknown"> <summary> <para>User Demographics: Unknown Gender of a user.</para> </summary> </member> <member name="T:UnityEngine.Analytics.PerformanceReporting"> <summary> <para>Unity Performace provides insight into your game performace.</para> </summary> </member> <member name="P:UnityEngine.Analytics.PerformanceReporting.enabled"> <summary> <para>Controls whether the Performance Reporting service is enabled at runtime.</para> </summary> </member> <member name="T:UnityEngine.AnchoredJoint2D"> <summary> <para>Parent class for all joints that have anchor points.</para> </summary> </member> <member name="P:UnityEngine.AnchoredJoint2D.anchor"> <summary> <para>The joint's anchor point on the object that has the joint component.</para> </summary> </member> <member name="P:UnityEngine.AnchoredJoint2D.autoConfigureConnectedAnchor"> <summary> <para>Should the connectedAnchor be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor"> <summary> <para>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</para> </summary> </member> <member name="T:UnityEngine.AndroidActivityIndicatorStyle"> <summary> <para>ActivityIndicator Style (Android Specific).</para> </summary> </member> <member name="F:UnityEngine.AndroidActivityIndicatorStyle.DontShow"> <summary> <para>Do not show ActivityIndicator.</para> </summary> </member> <member name="F:UnityEngine.AndroidActivityIndicatorStyle.InversedLarge"> <summary> <para>Large Inversed (android.R.attr.progressBarStyleLargeInverse).</para> </summary> </member> <member name="F:UnityEngine.AndroidActivityIndicatorStyle.InversedSmall"> <summary> <para>Small Inversed (android.R.attr.progressBarStyleSmallInverse).</para> </summary> </member> <member name="F:UnityEngine.AndroidActivityIndicatorStyle.Large"> <summary> <para>Large (android.R.attr.progressBarStyleLarge).</para> </summary> </member> <member name="F:UnityEngine.AndroidActivityIndicatorStyle.Small"> <summary> <para>Small (android.R.attr.progressBarStyleSmall).</para> </summary> </member> <member name="T:UnityEngine.AndroidInput"> <summary> <para>AndroidInput provides support for off-screen touch input, such as a touchpad.</para> </summary> </member> <member name="P:UnityEngine.AndroidInput.secondaryTouchEnabled"> <summary> <para>Property indicating whether the system provides secondary touch input.</para> </summary> </member> <member name="P:UnityEngine.AndroidInput.secondaryTouchHeight"> <summary> <para>Property indicating the height of the secondary touchpad.</para> </summary> </member> <member name="P:UnityEngine.AndroidInput.secondaryTouchWidth"> <summary> <para>Property indicating the width of the secondary touchpad.</para> </summary> </member> <member name="P:UnityEngine.AndroidInput.touchCountSecondary"> <summary> <para>Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).</para> </summary> </member> <member name="M:UnityEngine.AndroidInput.GetSecondaryTouch(System.Int32)"> <summary> <para>Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).</para> </summary> <param name="index"></param> </member> <member name="T:UnityEngine.AndroidJavaClass"> <summary> <para>AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaClass.#ctor(System.String)"> <summary> <para>Construct an AndroidJavaClass from the class name.</para> </summary> <param name="className">Specifies the Java class name (e.g. &lt;tt&gt;java.lang.String&lt;/tt&gt;).</param> </member> <member name="T:UnityEngine.AndroidJavaObject"> <summary> <para>AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])"> <summary> <para>Calls a Java method on an object (non-static).</para> </summary> <param name="methodName">Specifies which method to call.</param> <param name="args">An array of parameters passed to the method.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])"> <summary> <para>Call a Java method on an object.</para> </summary> <param name="methodName">Specifies which method to call.</param> <param name="args">An array of parameters passed to the method.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])"> <summary> <para>Call a static Java method on a class.</para> </summary> <param name="methodName">Specifies which method to call.</param> <param name="args">An array of parameters passed to the method.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])"> <summary> <para>Call a static Java method on a class.</para> </summary> <param name="methodName">Specifies which method to call.</param> <param name="args">An array of parameters passed to the method.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.#ctor(System.String,System.Object[])"> <summary> <para>Construct an AndroidJavaObject based on the name of the class.</para> </summary> <param name="className">Specifies the Java class name (e.g. "&lt;tt&gt;java.lang.String&lt;tt&gt;" or "&lt;tt&gt;javalangString&lt;tt&gt;").</param> <param name="args">An array of parameters passed to the constructor.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.Dispose"> <summary> <para>IDisposable callback.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaObject.Get(System.String)"> <summary> <para>Get the value of a field in an object (non-static).</para> </summary> <param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param> </member> <member name="M:UnityEngine.AndroidJavaObject.GetRawClass"> <summary> <para>Retrieves the raw &lt;tt&gt;jclass&lt;/tt&gt; pointer to the Java class. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaObject.GetRawObject"> <summary> <para>Retrieves the raw &lt;tt&gt;jobject&lt;/tt&gt; pointer to the Java object. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaObject.GetStatic(System.String)"> <summary> <para>Get the value of a static field in an object type.</para> </summary> <param name="fieldName">The name of the field (e.g. &lt;i&gt;int counter;&lt;/i&gt; would have fieldName = "counter").</param> </member> <member name="M:UnityEngine.AndroidJavaObject.Set(System.String,FieldType)"> <summary> <para>Set the value of a field in an object (non-static).</para> </summary> <param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param> <param name="val">The value to assign to the field. It has to match the field type.</param> </member> <member name="M:UnityEngine.AndroidJavaObject.SetStatic(System.String,FieldType)"> <summary> <para>Set the value of a static field in an object type.</para> </summary> <param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param> <param name="val">The value to assign to the field. It has to match the field type.</param> </member> <member name="T:UnityEngine.AndroidJavaProxy"> <summary> <para>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaProxy.equals(UnityEngine.AndroidJavaObject)"> <summary> <para>The equivalent of the java.lang.Object equals() method.</para> </summary> <param name="obj"></param> <returns> <para>Returns true when the objects are equal and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.AndroidJavaProxy.hashCode"> <summary> <para>The equivalent of the java.lang.Object hashCode() method.</para> </summary> <returns> <para>Returns the hash code of the java proxy object.</para> </returns> </member> <member name="F:UnityEngine.AndroidJavaProxy.javaInterface"> <summary> <para>Java interface implemented by the proxy.</para> </summary> </member> <member name="M:UnityEngine.AndroidJavaProxy.toString"> <summary> <para>The equivalent of the java.lang.Object toString() method.</para> </summary> <returns> <para>Returns C# class name + " &lt;c# proxy java object&gt;".</para> </returns> </member> <member name="M:UnityEngine.AndroidJavaProxy.#ctor(System.String)"> <summary> <para></para> </summary> <param name="javaInterface">Java interface to be implemented by the proxy.</param> </member> <member name="M:UnityEngine.AndroidJavaProxy.#ctor(UnityEngine.AndroidJavaClass)"> <summary> <para></para> </summary> <param name="javaInterface">Java interface to be implemented by the proxy.</param> </member> <member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,System.Object[])"> <summary> <para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para> </summary> <param name="methodName">Name of the invoked java method.</param> <param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param> <param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param> </member> <member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,UnityEngine.AndroidJavaObject[])"> <summary> <para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para> </summary> <param name="methodName">Name of the invoked java method.</param> <param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param> <param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param> </member> <member name="T:UnityEngine.AndroidJavaRunnable"> <summary> <para>AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.</para> </summary> </member> <member name="T:UnityEngine.AndroidJNI"> <summary> <para>'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.AllocObject(System.IntPtr)"> <summary> <para>Allocates a new Java object without invoking any of the constructors for the object.</para> </summary> <param name="clazz"></param> </member> <member name="M:UnityEngine.AndroidJNI.AttachCurrentThread"> <summary> <para>Attaches the current thread to a Java (Dalvik) VM.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.CallBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStaticVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.CallVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para> </summary> <param name="obj"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.DeleteGlobalRef(System.IntPtr)"> <summary> <para>Deletes the global reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.DeleteLocalRef(System.IntPtr)"> <summary> <para>Deletes the local reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.DetachCurrentThread"> <summary> <para>Detaches the current thread from a Java (Dalvik) VM.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.EnsureLocalCapacity(System.Int32)"> <summary> <para>Ensures that at least a given number of local references can be created in the current thread.</para> </summary> <param name="capacity"></param> </member> <member name="M:UnityEngine.AndroidJNI.ExceptionClear"> <summary> <para>Clears any exception that is currently being thrown.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.ExceptionDescribe"> <summary> <para>Prints an exception and a backtrace of the stack to the &lt;tt&gt;logcat&lt;/tt&gt;</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.ExceptionOccurred"> <summary> <para>Determines if an exception is being thrown.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.FatalError(System.String)"> <summary> <para>Raises a fatal error and does not expect the VM to recover. This function does not return.</para> </summary> <param name="message"></param> </member> <member name="M:UnityEngine.AndroidJNI.FindClass(System.String)"> <summary> <para>This function loads a locally-defined class.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromBooleanArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;boolean&lt;/tt&gt; to a managed array of System.Boolean.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromByteArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;byte&lt;/tt&gt; to a managed array of System.Byte.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromCharArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;char&lt;/tt&gt; to a managed array of System.Char.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromDoubleArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;double&lt;/tt&gt; to a managed array of System.Double.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromFloatArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;float&lt;/tt&gt; to a managed array of System.Single.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromIntArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;int&lt;/tt&gt; to a managed array of System.Int32.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromLongArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;long&lt;/tt&gt; to a managed array of System.Int64.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromObjectArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt; to a managed array of System.IntPtr, representing Java objects.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromReflectedField(System.IntPtr)"> <summary> <para>Converts a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; to a field ID.</para> </summary> <param name="refField"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromReflectedMethod(System.IntPtr)"> <summary> <para>Converts a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object to a method ID.</para> </summary> <param name="refMethod"></param> </member> <member name="M:UnityEngine.AndroidJNI.FromShortArray(System.IntPtr)"> <summary> <para>Convert a Java array of &lt;tt&gt;short&lt;/tt&gt; to a managed array of System.Int16.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetArrayLength(System.IntPtr)"> <summary> <para>Returns the number of elements in the array.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetBooleanArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetBooleanField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetByteArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetByteField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetCharArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetCharField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetDoubleArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetDoubleField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetFieldID(System.IntPtr,System.String,System.String)"> <summary> <para>Returns the field ID for an instance (nonstatic) field of a class.</para> </summary> <param name="clazz"></param> <param name="name"></param> <param name="sig"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetFloatArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetFloatField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetIntArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetIntField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetLongArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetLongField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetMethodID(System.IntPtr,System.String,System.String)"> <summary> <para>Returns the method ID for an instance (nonstatic) method of a class or interface.</para> </summary> <param name="clazz"></param> <param name="name"></param> <param name="sig"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetObjectArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns an element of an &lt;tt&gt;Object&lt;/tt&gt; array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetObjectClass(System.IntPtr)"> <summary> <para>Returns the class of an object.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetObjectField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetShortArrayElement(System.IntPtr,System.Int32)"> <summary> <para>Returns the value of one element of a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetShortField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticBooleanField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticByteField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticCharField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticDoubleField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticFieldID(System.IntPtr,System.String,System.String)"> <summary> <para>Returns the field ID for a static field of a class.</para> </summary> <param name="clazz"></param> <param name="name"></param> <param name="sig"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticFloatField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticIntField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticLongField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticMethodID(System.IntPtr,System.String,System.String)"> <summary> <para>Returns the method ID for a static method of a class.</para> </summary> <param name="clazz"></param> <param name="name"></param> <param name="sig"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticObjectField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticShortField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStaticStringField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStringField(System.IntPtr,System.IntPtr)"> <summary> <para>This function returns the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStringUTFChars(System.IntPtr)"> <summary> <para>Returns a managed string object representing the string in modified UTF-8 encoding.</para> </summary> <param name="str"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetStringUTFLength(System.IntPtr)"> <summary> <para>Returns the length in bytes of the modified UTF-8 representation of a string.</para> </summary> <param name="str"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetSuperclass(System.IntPtr)"> <summary> <para>If &lt;tt&gt;clazz&lt;tt&gt; represents any class other than the class &lt;tt&gt;Object&lt;tt&gt;, then this function returns the object that represents the superclass of the class specified by &lt;tt&gt;clazz&lt;/tt&gt;.</para> </summary> <param name="clazz"></param> </member> <member name="M:UnityEngine.AndroidJNI.GetVersion"> <summary> <para>Returns the version of the native method interface.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNI.IsAssignableFrom(System.IntPtr,System.IntPtr)"> <summary> <para>Determines whether an object of &lt;tt&gt;clazz1&lt;tt&gt; can be safely cast to &lt;tt&gt;clazz2&lt;tt&gt;.</para> </summary> <param name="clazz1"></param> <param name="clazz2"></param> </member> <member name="M:UnityEngine.AndroidJNI.IsInstanceOf(System.IntPtr,System.IntPtr)"> <summary> <para>Tests whether an object is an instance of a class.</para> </summary> <param name="obj"></param> <param name="clazz"></param> </member> <member name="M:UnityEngine.AndroidJNI.IsSameObject(System.IntPtr,System.IntPtr)"> <summary> <para>Tests whether two references refer to the same Java object.</para> </summary> <param name="obj1"></param> <param name="obj2"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewBooleanArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewByteArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewCharArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewDoubleArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewFloatArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewGlobalRef(System.IntPtr)"> <summary> <para>Creates a new global reference to the object referred to by the &lt;tt&gt;obj&lt;/tt&gt; argument.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewIntArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewLocalRef(System.IntPtr)"> <summary> <para>Creates a new local reference that refers to the same object as &lt;tt&gt;obj&lt;/tt&gt;.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewLongArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewObject(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])"> <summary> <para>Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with &lt;init&gt; as the method name and void (V) as the return type.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="args"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewObjectArray(System.Int32,System.IntPtr,System.IntPtr)"> <summary> <para>Constructs a new array holding objects in class &lt;tt&gt;clazz&lt;tt&gt;. All elements are initially set to &lt;tt&gt;obj&lt;tt&gt;.</para> </summary> <param name="size"></param> <param name="clazz"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewShortArray(System.Int32)"> <summary> <para>Construct a new primitive array object.</para> </summary> <param name="size"></param> </member> <member name="M:UnityEngine.AndroidJNI.NewStringUTF(System.String)"> <summary> <para>Constructs a new &lt;tt&gt;java.lang.String&lt;/tt&gt; object from an array of characters in modified UTF-8 encoding.</para> </summary> <param name="bytes"></param> </member> <member name="M:UnityEngine.AndroidJNI.PopLocalFrame(System.IntPtr)"> <summary> <para>Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given &lt;tt&gt;result&lt;/tt&gt; object.</para> </summary> <param name="ptr"></param> </member> <member name="M:UnityEngine.AndroidJNI.PushLocalFrame(System.Int32)"> <summary> <para>Creates a new local reference frame, in which at least a given number of local references can be created.</para> </summary> <param name="capacity"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetBooleanArrayElement(System.IntPtr,System.Int32,System.Byte)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array">The array of native booleans.</param> <param name="index">Index of the array element to set.</param> <param name="val">The value to set - for 'true' use 1, for 'false' use 0.</param> </member> <member name="M:UnityEngine.AndroidJNI.SetBooleanField(System.IntPtr,System.IntPtr,System.Boolean)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetByteArrayElement(System.IntPtr,System.Int32,System.SByte)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetByteField(System.IntPtr,System.IntPtr,System.Byte)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetCharArrayElement(System.IntPtr,System.Int32,System.Char)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetCharField(System.IntPtr,System.IntPtr,System.Char)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetDoubleArrayElement(System.IntPtr,System.Int32,System.Double)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetDoubleField(System.IntPtr,System.IntPtr,System.Double)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetFloatArrayElement(System.IntPtr,System.Int32,System.Single)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetFloatField(System.IntPtr,System.IntPtr,System.Single)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetIntArrayElement(System.IntPtr,System.Int32,System.Int32)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetIntField(System.IntPtr,System.IntPtr,System.Int32)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetLongArrayElement(System.IntPtr,System.Int32,System.Int64)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetLongField(System.IntPtr,System.IntPtr,System.Int64)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetObjectArrayElement(System.IntPtr,System.Int32,System.IntPtr)"> <summary> <para>Sets an element of an &lt;tt&gt;Object&lt;/tt&gt; array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetObjectField(System.IntPtr,System.IntPtr,System.IntPtr)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetShortArrayElement(System.IntPtr,System.Int32,System.Int16)"> <summary> <para>Sets the value of one element in a primitive array.</para> </summary> <param name="array"></param> <param name="index"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetShortField(System.IntPtr,System.IntPtr,System.Int16)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticBooleanField(System.IntPtr,System.IntPtr,System.Boolean)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticByteField(System.IntPtr,System.IntPtr,System.Byte)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticCharField(System.IntPtr,System.IntPtr,System.Char)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticDoubleField(System.IntPtr,System.IntPtr,System.Double)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticFloatField(System.IntPtr,System.IntPtr,System.Single)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticIntField(System.IntPtr,System.IntPtr,System.Int32)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticLongField(System.IntPtr,System.IntPtr,System.Int64)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticObjectField(System.IntPtr,System.IntPtr,System.IntPtr)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticShortField(System.IntPtr,System.IntPtr,System.Int16)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStaticStringField(System.IntPtr,System.IntPtr,System.String)"> <summary> <para>This function ets the value of a static field of an object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.SetStringField(System.IntPtr,System.IntPtr,System.String)"> <summary> <para>This function sets the value of an instance (nonstatic) field of an object.</para> </summary> <param name="obj"></param> <param name="fieldID"></param> <param name="val"></param> </member> <member name="M:UnityEngine.AndroidJNI.Throw(System.IntPtr)"> <summary> <para>Causes a &lt;tt&gt;java.lang.Throwable&lt;/tt&gt; object to be thrown.</para> </summary> <param name="obj"></param> </member> <member name="M:UnityEngine.AndroidJNI.ThrowNew(System.IntPtr,System.String)"> <summary> <para>Constructs an exception object from the specified class with the &lt;tt&gt;message&lt;/tt&gt; specified by message and causes that exception to be thrown.</para> </summary> <param name="clazz"></param> <param name="message"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToBooleanArray(System.Boolean[])"> <summary> <para>Convert a managed array of System.Boolean to a Java array of &lt;tt&gt;boolean&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToByteArray(System.Byte[])"> <summary> <para>Convert a managed array of System.Byte to a Java array of &lt;tt&gt;byte&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToCharArray(System.Char[])"> <summary> <para>Convert a managed array of System.Char to a Java array of &lt;tt&gt;char&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToDoubleArray(System.Double[])"> <summary> <para>Convert a managed array of System.Double to a Java array of &lt;tt&gt;double&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToFloatArray(System.Single[])"> <summary> <para>Convert a managed array of System.Single to a Java array of &lt;tt&gt;float&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToIntArray(System.Int32[])"> <summary> <para>Convert a managed array of System.Int32 to a Java array of &lt;tt&gt;int&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToLongArray(System.Int64[])"> <summary> <para>Convert a managed array of System.Int64 to a Java array of &lt;tt&gt;long&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToObjectArray(System.IntPtr[])"> <summary> <para>Convert a managed array of System.IntPtr, representing Java objects, to a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToReflectedField(System.IntPtr,System.IntPtr,System.Boolean)"> <summary> <para>Converts a field ID derived from cls to a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; object.</para> </summary> <param name="clazz"></param> <param name="fieldID"></param> <param name="isStatic"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToReflectedMethod(System.IntPtr,System.IntPtr,System.Boolean)"> <summary> <para>Converts a method ID derived from clazz to a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object.</para> </summary> <param name="clazz"></param> <param name="methodID"></param> <param name="isStatic"></param> </member> <member name="M:UnityEngine.AndroidJNI.ToShortArray(System.Int16[])"> <summary> <para>Convert a managed array of System.Int16 to a Java array of &lt;tt&gt;short&lt;/tt&gt;.</para> </summary> <param name="array"></param> </member> <member name="T:UnityEngine.AndroidJNIHelper"> <summary> <para>Helper interface for JNI interaction; signature creation and method lookups. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para> </summary> </member> <member name="P:UnityEngine.AndroidJNIHelper.debug"> <summary> <para>Set debug to true to log calls through the AndroidJNIHelper.</para> </summary> </member> <member name="M:UnityEngine.AndroidJNIHelper.ConvertFromJNIArray(System.IntPtr)"> <summary> <para>Creates a managed array from a Java array.</para> </summary> <param name="array">Java array object to be converted into a managed array.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.ConvertToJNIArray(System.Array)"> <summary> <para>Creates a Java array from a managed array.</para> </summary> <param name="array">Managed array to be converted into a Java array object.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.CreateJavaProxy(UnityEngine.AndroidJavaProxy)"> <summary> <para>Creates a java proxy object which connects to the supplied proxy implementation.</para> </summary> <param name="proxy">An implementatinon of a java interface in c#.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.CreateJavaRunnable(UnityEngine.AndroidJavaRunnable)"> <summary> <para>Creates a UnityJavaRunnable object (implements java.lang.Runnable).</para> </summary> <param name="runnable">A delegate representing the java.lang.Runnable.</param> <param name="jrunnable"></param> </member> <member name="M:UnityEngine.AndroidJNIHelper.CreateJNIArgArray(System.Object[])"> <summary> <para>Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.</para> </summary> <param name="args">An array of objects that should be converted to Call parameters.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.DeleteJNIArgArray(System.Object[],UnityEngine.jvalue[])"> <summary> <para>Deletes any local jni references previously allocated by CreateJNIArgArray().</para> </summary> <param name="args">The array of arguments used as a parameter to CreateJNIArgArray().</param> <param name="jniArgs">The array returned by CreateJNIArgArray().</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr)"> <summary> <para>Scans a particular Java class for a constructor method matching a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="signature">Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.String)"> <summary> <para>Scans a particular Java class for a constructor method matching a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="signature">Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.Object[])"> <summary> <para>Get a JNI method ID for a constructor based on calling arguments.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="args">Array with parameters to be passed to the constructor when invoked.</param> <param name="jclass"></param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String)"> <summary> <para>Scans a particular Java class for a field matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="fieldName">Name of the field as declared in Java.</param> <param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String)"> <summary> <para>Scans a particular Java class for a field matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="fieldName">Name of the field as declared in Java.</param> <param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String,System.Boolean)"> <summary> <para>Scans a particular Java class for a field matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="fieldName">Name of the field as declared in Java.</param> <param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.Boolean)"> <summary> <para>Get a JNI field ID based on type detection. Generic parameter represents the field type.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="fieldName">Name of the field as declared in Java.</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param> <param name="jclass"></param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String)"> <summary> <para>Scans a particular Java class for a method matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="methodName">Name of the method as declared in Java.</param> <param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String)"> <summary> <para>Scans a particular Java class for a method matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="methodName">Name of the method as declared in Java.</param> <param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String,System.Boolean)"> <summary> <para>Scans a particular Java class for a method matching a name and a signature.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="methodName">Name of the method as declared in Java.</param> <param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)"> <summary> <para>Get a JNI method ID based on calling arguments.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="methodName">Name of the method as declared in Java.</param> <param name="args">Array with parameters to be passed to the method when invoked.</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param> <param name="jclass"></param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)"> <summary> <para>Get a JNI method ID based on calling arguments.</para> </summary> <param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param> <param name="methodName">Name of the method as declared in Java.</param> <param name="args">Array with parameters to be passed to the method when invoked.</param> <param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param> <param name="jclass"></param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object)"> <summary> <para>Creates the JNI signature string for particular object type.</para> </summary> <param name="obj">Object for which a signature is to be produced.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])"> <summary> <para>Creates the JNI signature string for an object parameter list.</para> </summary> <param name="args">Array of object for which a signature is to be produced.</param> </member> <member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])"> <summary> <para>Creates the JNI signature string for an object parameter list.</para> </summary> <param name="args">Array of object for which a signature is to be produced.</param> </member> <member name="T:UnityEngine.Animation"> <summary> <para>The animation component is used to play back animations.</para> </summary> </member> <member name="P:UnityEngine.Animation.animateOnlyIfVisible"> <summary> <para>When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.</para> </summary> </member> <member name="P:UnityEngine.Animation.animatePhysics"> <summary> <para>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</para> </summary> </member> <member name="P:UnityEngine.Animation.clip"> <summary> <para>The default animation.</para> </summary> </member> <member name="P:UnityEngine.Animation.cullingType"> <summary> <para>Controls culling of this Animation component.</para> </summary> </member> <member name="P:UnityEngine.Animation.isPlaying"> <summary> <para>Are we playing any animations?</para> </summary> </member> <member name="P:UnityEngine.Animation.localBounds"> <summary> <para>AABB of this Animation animation component in local space.</para> </summary> </member> <member name="P:UnityEngine.Animation.playAutomatically"> <summary> <para>Should the default animation clip (the Animation.clip property) automatically start playing on startup?</para> </summary> </member> <member name="P:UnityEngine.Animation.wrapMode"> <summary> <para>How should time beyond the playback range of the clip be treated?</para> </summary> </member> <member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String)"> <summary> <para>Adds a clip to the animation with name newName.</para> </summary> <param name="clip"></param> <param name="newName"></param> </member> <member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32)"> <summary> <para>Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.</para> </summary> <param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param> <param name="clip"></param> <param name="newName"></param> <param name="firstFrame"></param> <param name="lastFrame"></param> </member> <member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32,System.Boolean)"> <summary> <para>Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.</para> </summary> <param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param> <param name="clip"></param> <param name="newName"></param> <param name="firstFrame"></param> <param name="lastFrame"></param> </member> <member name="M:UnityEngine.Animation.Blend(System.String)"> <summary> <para>Blends the animation named animation towards targetWeight over the next time seconds.</para> </summary> <param name="animation"></param> <param name="targetWeight"></param> <param name="fadeLength"></param> </member> <member name="M:UnityEngine.Animation.Blend(System.String,System.Single)"> <summary> <para>Blends the animation named animation towards targetWeight over the next time seconds.</para> </summary> <param name="animation"></param> <param name="targetWeight"></param> <param name="fadeLength"></param> </member> <member name="M:UnityEngine.Animation.Blend(System.String,System.Single,System.Single)"> <summary> <para>Blends the animation named animation towards targetWeight over the next time seconds.</para> </summary> <param name="animation"></param> <param name="targetWeight"></param> <param name="fadeLength"></param> </member> <member name="M:UnityEngine.Animation.CrossFade(System.String)"> <summary> <para>Fades the animation with name animation in over a period of time seconds and fades other animations out.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single)"> <summary> <para>Fades the animation with name animation in over a period of time seconds and fades other animations out.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single,UnityEngine.PlayMode)"> <summary> <para>Fades the animation with name animation in over a period of time seconds and fades other animations out.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFadeQueued(System.String)"> <summary> <para>Cross fades an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single)"> <summary> <para>Cross fades an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode)"> <summary> <para>Cross fades an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode,UnityEngine.PlayMode)"> <summary> <para>Cross fades an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="fadeLength"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.GetClipCount"> <summary> <para>Get the number of clips currently assigned to this animation.</para> </summary> </member> <member name="M:UnityEngine.Animation.IsPlaying(System.String)"> <summary> <para>Is the animation named name playing?</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Animation.Play()"> <summary> <para>Plays an animation without any blending.</para> </summary> <param name="mode"></param> <param name="animation"></param> </member> <member name="M:UnityEngine.Animation.Play(System.String)"> <summary> <para>Plays an animation without any blending.</para> </summary> <param name="mode"></param> <param name="animation"></param> </member> <member name="M:UnityEngine.Animation.Play(UnityEngine.PlayMode)"> <summary> <para>Plays an animation without any blending.</para> </summary> <param name="mode"></param> <param name="animation"></param> </member> <member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.PlayMode)"> <summary> <para>Plays an animation without any blending.</para> </summary> <param name="mode"></param> <param name="animation"></param> </member> <member name="M:UnityEngine.Animation.PlayQueued(System.String)"> <summary> <para>Plays an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode)"> <summary> <para>Plays an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode,UnityEngine.PlayMode)"> <summary> <para>Plays an animation after previous animations has finished playing.</para> </summary> <param name="animation"></param> <param name="queue"></param> <param name="mode"></param> </member> <member name="M:UnityEngine.Animation.RemoveClip(UnityEngine.AnimationClip)"> <summary> <para>Remove clip from the animation list.</para> </summary> <param name="clip"></param> </member> <member name="M:UnityEngine.Animation.RemoveClip(System.String)"> <summary> <para>Remove clip from the animation list.</para> </summary> <param name="clipName"></param> </member> <member name="M:UnityEngine.Animation.Rewind(System.String)"> <summary> <para>Rewinds the animation named name.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Animation.Rewind"> <summary> <para>Rewinds all animations.</para> </summary> </member> <member name="M:UnityEngine.Animation.Sample"> <summary> <para>Samples animations at the current state.</para> </summary> </member> <member name="M:UnityEngine.Animation.Stop"> <summary> <para>Stops all playing animations that were started with this Animation.</para> </summary> </member> <member name="M:UnityEngine.Animation.Stop(System.String)"> <summary> <para>Stops an animation named name.</para> </summary> <param name="name"></param> </member> <member name="P:UnityEngine.Animation.this"> <summary> <para>Returns the animation state named name.</para> </summary> </member> <member name="T:UnityEngine.AnimationBlendMode"> <summary> <para>Used by Animation.Play function.</para> </summary> </member> <member name="F:UnityEngine.AnimationBlendMode.Additive"> <summary> <para>Animations will be added.</para> </summary> </member> <member name="F:UnityEngine.AnimationBlendMode.Blend"> <summary> <para>Animations will be blended.</para> </summary> </member> <member name="T:UnityEngine.AnimationClip"> <summary> <para>Stores keyframe based animations.</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.empty"> <summary> <para>Returns true if the animation clip has no curves and no events.</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.events"> <summary> <para>Animation Events for this animation clip.</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.frameRate"> <summary> <para>Frame rate at which keyframes are sampled. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.humanMotion"> <summary> <para>Returns true if the animation contains curve that drives a humanoid rig.</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.legacy"> <summary> <para>Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.length"> <summary> <para>Animation length in seconds. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.localBounds"> <summary> <para>AABB of this Animation Clip in local space of Animation component that it is attached too.</para> </summary> </member> <member name="P:UnityEngine.AnimationClip.wrapMode"> <summary> <para>Sets the default wrap mode used in the animation state.</para> </summary> </member> <member name="M:UnityEngine.AnimationClip.AddEvent(UnityEngine.AnimationEvent)"> <summary> <para>Adds an animation event to the clip.</para> </summary> <param name="evt">AnimationEvent to add.</param> </member> <member name="M:UnityEngine.AnimationClip.ClearCurves"> <summary> <para>Clears all curves from the clip.</para> </summary> </member> <member name="M:UnityEngine.AnimationClip.#ctor"> <summary> <para>Creates a new animation clip.</para> </summary> </member> <member name="M:UnityEngine.AnimationClip.EnsureQuaternionContinuity"> <summary> <para>Realigns quaternion keys to ensure shortest interpolation paths.</para> </summary> </member> <member name="M:UnityEngine.AnimationClip.SampleAnimation(UnityEngine.GameObject,System.Single)"> <summary> <para>Samples an animation at a given time for any animated properties.</para> </summary> <param name="go">The animated game object.</param> <param name="time">The time to sample an animation.</param> </member> <member name="M:UnityEngine.AnimationClip.SetCurve(System.String,System.Type,System.String,UnityEngine.AnimationCurve)"> <summary> <para>Assigns the curve to animate a specific property.</para> </summary> <param name="relativePath">Path to the game object this curve applies to. The relativePath is formatted similar to a pathname, e.g. "rootspineleftArm". If relativePath is empty it refers to the game object the animation clip is attached to.</param> <param name="type">The class type of the component that is animated.</param> <param name="propertyName">The name or path to the property being animated.</param> <param name="curve">The animation curve.</param> </member> <member name="T:UnityEngine.AnimationClipPair"> <summary> <para>This class defines a pair of clips used by AnimatorOverrideController.</para> </summary> </member> <member name="F:UnityEngine.AnimationClipPair.originalClip"> <summary> <para>The original clip from the controller.</para> </summary> </member> <member name="F:UnityEngine.AnimationClipPair.overrideClip"> <summary> <para>The override animation clip.</para> </summary> </member> <member name="T:UnityEngine.AnimationCullingType"> <summary> <para>This enum controlls culling of Animation component.</para> </summary> </member> <member name="F:UnityEngine.AnimationCullingType.AlwaysAnimate"> <summary> <para>Animation culling is disabled - object is animated even when offscreen.</para> </summary> </member> <member name="F:UnityEngine.AnimationCullingType.BasedOnRenderers"> <summary> <para>Animation is disabled when renderers are not visible.</para> </summary> </member> <member name="T:UnityEngine.AnimationCurve"> <summary> <para>Store a collection of Keyframes that can be evaluated over time.</para> </summary> </member> <member name="P:UnityEngine.AnimationCurve.keys"> <summary> <para>All keys defined in the animation curve.</para> </summary> </member> <member name="P:UnityEngine.AnimationCurve.length"> <summary> <para>The number of keys in the curve. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AnimationCurve.postWrapMode"> <summary> <para>The behaviour of the animation after the last keyframe.</para> </summary> </member> <member name="P:UnityEngine.AnimationCurve.preWrapMode"> <summary> <para>The behaviour of the animation before the first keyframe.</para> </summary> </member> <member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)"> <summary> <para>Add a new key to the curve.</para> </summary> <param name="time">The time at which to add the key (horizontal axis in the curve graph).</param> <param name="value">The value for the key (vertical axis in the curve graph).</param> <returns> <para>The index of the added key, or -1 if the key could not be added.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)"> <summary> <para>Add a new key to the curve.</para> </summary> <param name="key">The key to add to the curve.</param> <returns> <para>The index of the added key, or -1 if the key could not be added.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.#ctor(UnityEngine.Keyframe[])"> <summary> <para>Creates an animation curve from an arbitrary number of keyframes.</para> </summary> <param name="keys">An array of Keyframes used to define the curve.</param> </member> <member name="M:UnityEngine.AnimationCurve.#ctor"> <summary> <para>Creates an empty animation curve.</para> </summary> </member> <member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.</para> </summary> <param name="timeStart">The start time for the ease curve.</param> <param name="valueStart">The start value for the ease curve.</param> <param name="timeEnd">The end time for the ease curve.</param> <param name="valueEnd">The end value for the ease curve.</param> <returns> <para>The ease-in and out curve generated from the specified values.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)"> <summary> <para>Evaluate the curve at time.</para> </summary> <param name="time">The time within the curve you want to evaluate (the horizontal axis in the curve graph).</param> <returns> <para>The value of the curve, at the point in time specified.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.</para> </summary> <param name="timeStart">The start time for the linear curve.</param> <param name="valueStart">The start value for the linear curve.</param> <param name="timeEnd">The end time for the linear curve.</param> <param name="valueEnd">The end value for the linear curve.</param> <returns> <para>The (straight) curve created from the values specified.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)"> <summary> <para>Removes the keyframe at index and inserts key.</para> </summary> <param name="index">The index of the key to move.</param> <param name="key">The key (with its new time) to insert.</param> <returns> <para>The index of the keyframe after moving it.</para> </returns> </member> <member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)"> <summary> <para>Removes a key.</para> </summary> <param name="index">The index of the key to remove.</param> </member> <member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)"> <summary> <para>Smooth the in and out tangents of the keyframe at index.</para> </summary> <param name="index">The index of the keyframe to be smoothed.</param> <param name="weight">The smoothing weight to apply to the keyframe's tangents.</param> </member> <member name="P:UnityEngine.AnimationCurve.this"> <summary> <para>Retrieves the key at index. (Read Only)</para> </summary> </member> <member name="T:UnityEngine.AnimationEvent"> <summary> <para>AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.animationState"> <summary> <para>The animation state that fired this event (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.animatorClipInfo"> <summary> <para>The animator clip info related to this event (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.animatorStateInfo"> <summary> <para>The animator state info related to this event (Read Only).</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.floatParameter"> <summary> <para>Float parameter that is stored in the event and will be sent to the function.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.functionName"> <summary> <para>The name of the function that will be called.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.intParameter"> <summary> <para>Int parameter that is stored in the event and will be sent to the function.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.isFiredByAnimator"> <summary> <para>Returns true if this Animation event has been fired by an Animator component.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.isFiredByLegacy"> <summary> <para>Returns true if this Animation event has been fired by an Animation component.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.messageOptions"> <summary> <para>Function call options.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.objectReferenceParameter"> <summary> <para>Object reference parameter that is stored in the event and will be sent to the function.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.stringParameter"> <summary> <para>String parameter that is stored in the event and will be sent to the function.</para> </summary> </member> <member name="P:UnityEngine.AnimationEvent.time"> <summary> <para>The time at which the event will be fired off.</para> </summary> </member> <member name="M:UnityEngine.AnimationEvent.#ctor"> <summary> <para>Creates a new animation event.</para> </summary> </member> <member name="T:UnityEngine.AnimationInfo"> <summary> <para>Information about what animation clips is played and its weight.</para> </summary> </member> <member name="P:UnityEngine.AnimationInfo.clip"> <summary> <para>Animation clip that is played.</para> </summary> </member> <member name="P:UnityEngine.AnimationInfo.weight"> <summary> <para>The weight of the animation clip.</para> </summary> </member> <member name="T:UnityEngine.Animations.AnimationClipPlayable"> <summary> <para>A Playable that controls an AnimationClip.</para> </summary> </member> <member name="M:UnityEngine.Animations.AnimationClipPlayable.Create(UnityEngine.Playables.PlayableGraph,UnityEngine.AnimationClip)"> <summary> <para>Creates an AnimationClipPlayable in the PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph object that will own the AnimationClipPlayable.</param> <param name="clip">The AnimationClip that will be added in the PlayableGraph.</param> <returns> <para>A AnimationClipPlayable linked to the PlayableGraph.</para> </returns> </member> <member name="T:UnityEngine.Animations.AnimationLayerMixerPlayable"> <summary> <para>An implementation of IPlayable that controls an animation layer mixer.</para> </summary> </member> <member name="M:UnityEngine.Animations.AnimationLayerMixerPlayable.Create"> <summary> <para>Creates an AnimationLayerMixerPlayable in the PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph object that will own the AnimationLayerMixerPlayable.</param> <param name="inputCount">The number of layers.</param> <returns> <para>A AnimationLayerMixerPlayable linked to the PlayableGraph.</para> </returns> </member> <member name="P:UnityEngine.Animations.AnimationLayerMixerPlayable.Null"> <summary> <para>Returns an invalid AnimationLayerMixerPlayable.</para> </summary> </member> <member name="T:UnityEngine.Animations.AnimationMixerPlayable"> <summary> <para>An implementation of IPlayable that controls an animation mixer.</para> </summary> </member> <member name="M:UnityEngine.Animations.AnimationMixerPlayable.Create"> <summary> <para>Creates an AnimationMixerPlayable in the PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph object that will own the AnimationMixerPlayable.</param> <param name="inputCount">The number of inputs that the mixer will update.</param> <param name="normalizeWeights">Set to true if you want the system to force a weight normalization of the inputs. If true, the sum of all the inputs weights will always be 1.0.</param> <returns> <para>A AnimationMixerPlayable linked to the PlayableGraph.</para> </returns> </member> <member name="T:UnityEngine.Animations.AnimationPlayableOutput"> <summary> <para>A IPlayableOutput implementation that will be used by an animator object.</para> </summary> </member> <member name="M:UnityEngine.Animations.AnimationPlayableOutput.Create"> <summary> <para>Creates an AnimationPlayableOutput in the PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph object that will own the AnimationPlayableOutput.</param> <param name="name">The name of output.</param> <param name="target">The target that will Play the AnimationPlayableOutput source Playable.</param> <returns> <para>A AnimationPlayableOutput.</para> </returns> </member> <member name="T:UnityEngine.Animations.AnimatorControllerPlayable"> <summary> <para>An implementation of IPlayable that controls an animation RuntimeAnimatorController.</para> </summary> </member> <member name="M:UnityEngine.Animations.AnimatorControllerPlayable.Create(UnityEngine.Playables.PlayableGraph,UnityEngine.RuntimeAnimatorController)"> <summary> <para>Creates an AnimatorControllerPlayable in the PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph object that will own the AnimatorControllerPlayable.</param> <param name="controller">The RuntimeAnimatorController that will be added in the graph.</param> <returns> <para>A AnimatorControllerPlayable.</para> </returns> </member> <member name="P:UnityEngine.Animations.AnimatorControllerPlayable.Null"> <summary> <para>Returns an invalid AnimatorControllerPlayable.</para> </summary> </member> <member name="T:UnityEngine.AnimationState"> <summary> <para>The AnimationState gives full control over animation blending.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.blendMode"> <summary> <para>Which blend mode should be used?</para> </summary> </member> <member name="P:UnityEngine.AnimationState.clip"> <summary> <para>The clip that is being played by this animation state.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.enabled"> <summary> <para>Enables / disables the animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.length"> <summary> <para>The length of the animation clip in seconds.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.name"> <summary> <para>The name of the animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.normalizedSpeed"> <summary> <para>The normalized playback speed.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.normalizedTime"> <summary> <para>The normalized time of the animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.speed"> <summary> <para>The playback speed of the animation. 1 is normal playback speed.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.time"> <summary> <para>The current time of the animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.weight"> <summary> <para>The weight of animation.</para> </summary> </member> <member name="P:UnityEngine.AnimationState.wrapMode"> <summary> <para>Wrapping mode of the animation.</para> </summary> </member> <member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform)"> <summary> <para>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</para> </summary> <param name="mix">The transform to animate.</param> <param name="recursive">Whether to also animate all children of the specified transform.</param> </member> <member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform,System.Boolean)"> <summary> <para>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</para> </summary> <param name="mix">The transform to animate.</param> <param name="recursive">Whether to also animate all children of the specified transform.</param> </member> <member name="M:UnityEngine.AnimationState.RemoveMixingTransform(UnityEngine.Transform)"> <summary> <para>Removes a transform which should be animated.</para> </summary> <param name="mix"></param> </member> <member name="T:UnityEngine.Animator"> <summary> <para>Interface to control the Mecanim animation system.</para> </summary> </member> <member name="P:UnityEngine.Animator.angularVelocity"> <summary> <para>Gets the avatar angular velocity for the last evaluated frame.</para> </summary> </member> <member name="P:UnityEngine.Animator.animatePhysics"> <summary> <para>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</para> </summary> </member> <member name="P:UnityEngine.Animator.applyRootMotion"> <summary> <para>Should root motion be applied?</para> </summary> </member> <member name="P:UnityEngine.Animator.avatar"> <summary> <para>Gets/Sets the current Avatar.</para> </summary> </member> <member name="P:UnityEngine.Animator.bodyPosition"> <summary> <para>The position of the body center of mass.</para> </summary> </member> <member name="P:UnityEngine.Animator.bodyRotation"> <summary> <para>The rotation of the body center of mass.</para> </summary> </member> <member name="P:UnityEngine.Animator.cullingMode"> <summary> <para>Controls culling of this Animator component.</para> </summary> </member> <member name="P:UnityEngine.Animator.deltaPosition"> <summary> <para>Gets the avatar delta position for the last evaluated frame.</para> </summary> </member> <member name="P:UnityEngine.Animator.deltaRotation"> <summary> <para>Gets the avatar delta rotation for the last evaluated frame.</para> </summary> </member> <member name="P:UnityEngine.Animator.feetPivotActive"> <summary> <para>Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.</para> </summary> </member> <member name="P:UnityEngine.Animator.gravityWeight"> <summary> <para>The current gravity weight based on current animations that are played.</para> </summary> </member> <member name="P:UnityEngine.Animator.hasBoundPlayables"> <summary> <para>Returns true if Animator has any playables assigned to it.</para> </summary> </member> <member name="P:UnityEngine.Animator.hasRootMotion"> <summary> <para>Returns true if the current rig has root motion.</para> </summary> </member> <member name="P:UnityEngine.Animator.hasTransformHierarchy"> <summary> <para>Returns true if the object has a transform hierarchy.</para> </summary> </member> <member name="P:UnityEngine.Animator.humanScale"> <summary> <para>Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).</para> </summary> </member> <member name="P:UnityEngine.Animator.isHuman"> <summary> <para>Returns true if the current rig is humanoid, false if it is generic.</para> </summary> </member> <member name="P:UnityEngine.Animator.isInitialized"> <summary> <para>Returns whether the animator is initialized successfully.</para> </summary> </member> <member name="P:UnityEngine.Animator.isMatchingTarget"> <summary> <para>If automatic matching is active.</para> </summary> </member> <member name="P:UnityEngine.Animator.isOptimizable"> <summary> <para>Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.</para> </summary> </member> <member name="P:UnityEngine.Animator.layerCount"> <summary> <para>See IAnimatorControllerPlayable.layerCount.</para> </summary> </member> <member name="P:UnityEngine.Animator.layersAffectMassCenter"> <summary> <para>Additional layers affects the center of mass.</para> </summary> </member> <member name="P:UnityEngine.Animator.leftFeetBottomHeight"> <summary> <para>Get left foot bottom height.</para> </summary> </member> <member name="P:UnityEngine.Animator.linearVelocityBlending"> <summary> <para>When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.</para> </summary> </member> <member name="P:UnityEngine.Animator.parameterCount"> <summary> <para>See IAnimatorControllerPlayable.parameterCount.</para> </summary> </member> <member name="P:UnityEngine.Animator.parameters"> <summary> <para>Read only acces to the AnimatorControllerParameters used by the animator.</para> </summary> </member> <member name="P:UnityEngine.Animator.pivotPosition"> <summary> <para>Get the current position of the pivot.</para> </summary> </member> <member name="P:UnityEngine.Animator.pivotWeight"> <summary> <para>Gets the pivot weight.</para> </summary> </member> <member name="P:UnityEngine.Animator.playableGraph"> <summary> <para>The PlayableGraph created by the Animator.</para> </summary> </member> <member name="P:UnityEngine.Animator.playbackTime"> <summary> <para>Sets the playback position in the recording buffer.</para> </summary> </member> <member name="P:UnityEngine.Animator.recorderMode"> <summary> <para>Gets the mode of the Animator recorder.</para> </summary> </member> <member name="P:UnityEngine.Animator.recorderStartTime"> <summary> <para>Start time of the first frame of the buffer relative to the frame at which StartRecording was called.</para> </summary> </member> <member name="P:UnityEngine.Animator.recorderStopTime"> <summary> <para>End time of the recorded clip relative to when StartRecording was called.</para> </summary> </member> <member name="P:UnityEngine.Animator.rightFeetBottomHeight"> <summary> <para>Get right foot bottom height.</para> </summary> </member> <member name="P:UnityEngine.Animator.rootPosition"> <summary> <para>The root position, the position of the game object.</para> </summary> </member> <member name="P:UnityEngine.Animator.rootRotation"> <summary> <para>The root rotation, the rotation of the game object.</para> </summary> </member> <member name="P:UnityEngine.Animator.runtimeAnimatorController"> <summary> <para>The runtime representation of AnimatorController that controls the Animator.</para> </summary> </member> <member name="P:UnityEngine.Animator.speed"> <summary> <para>The playback speed of the Animator. 1 is normal playback speed.</para> </summary> </member> <member name="P:UnityEngine.Animator.stabilizeFeet"> <summary> <para>Automatic stabilization of feet during transition and blending.</para> </summary> </member> <member name="P:UnityEngine.Animator.targetPosition"> <summary> <para>Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</para> </summary> </member> <member name="P:UnityEngine.Animator.targetRotation"> <summary> <para>Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</para> </summary> </member> <member name="P:UnityEngine.Animator.updateMode"> <summary> <para>Specifies the update mode of the Animator.</para> </summary> </member> <member name="P:UnityEngine.Animator.velocity"> <summary> <para>Gets the avatar velocity for the last evaluated frame.</para> </summary> </member> <member name="M:UnityEngine.Animator.ApplyBuiltinRootMotion"> <summary> <para>Apply the default Root Motion.</para> </summary> </member> <member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.CrossFade.</para> </summary> <param name="stateName"></param> <param name="transitionDuration"></param> <param name="layer"></param> <param name="normalizedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.CrossFade.</para> </summary> <param name="stateName"></param> <param name="transitionDuration"></param> <param name="layer"></param> <param name="normalizedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.CrossFadeInFixedTime(System.String,System.Single,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.CrossFadeInFixedTime.</para> </summary> <param name="stateName"></param> <param name="transitionDuration"></param> <param name="layer"></param> <param name="fixedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.CrossFadeInFixedTime(System.Int32,System.Single,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.CrossFadeInFixedTime.</para> </summary> <param name="stateName"></param> <param name="transitionDuration"></param> <param name="layer"></param> <param name="fixedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.GetAnimatorTransitionInfo(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetAnimatorTransitionInfo.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetBehaviour"> <summary> <para>Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.</para> </summary> </member> <member name="M:UnityEngine.Animator.GetBehaviours"> <summary> <para>Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.</para> </summary> </member> <member name="M:UnityEngine.Animator.GetBoneTransform(UnityEngine.HumanBodyBones)"> <summary> <para>Returns transform mapped to this human bone id.</para> </summary> <param name="humanBoneId">The human bone that is queried, see enum HumanBodyBones for a list of possible values.</param> </member> <member name="M:UnityEngine.Animator.GetBool(System.String)"> <summary> <para>See IAnimatorControllerPlayable.GetBool.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetBool(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetBool.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetCurrentAnimationClipState(System.Int32)"> <summary> <para>Gets the list of AnimatorClipInfo currently played by the current state.</para> </summary> <param name="layerIndex">The layer's index.</param> </member> <member name="M:UnityEngine.Animator.GetCurrentAnimatorClipInfo(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetCurrentAnimatorClipInfo(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.AnimatorClipInfo&gt;)"> <summary> <para>See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.</para> </summary> <param name="layerIndex"></param> <param name="clips"></param> </member> <member name="M:UnityEngine.Animator.GetCurrentAnimatorClipInfoCount(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetCurrentAnimatorStateInfo(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetFloat(System.String)"> <summary> <para>See IAnimatorControllerPlayable.GetFloat.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetFloat(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetFloat.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetIKHintPosition(UnityEngine.AvatarIKHint)"> <summary> <para>Gets the position of an IK hint.</para> </summary> <param name="hint">The AvatarIKHint that is queried.</param> <returns> <para>Return the current position of this IK hint in world space.</para> </returns> </member> <member name="M:UnityEngine.Animator.GetIKHintPositionWeight(UnityEngine.AvatarIKHint)"> <summary> <para>Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).</para> </summary> <param name="hint">The AvatarIKHint that is queried.</param> <returns> <para>Return translative weight.</para> </returns> </member> <member name="M:UnityEngine.Animator.GetIKPosition(UnityEngine.AvatarIKGoal)"> <summary> <para>Gets the position of an IK goal.</para> </summary> <param name="goal">The AvatarIKGoal that is queried.</param> <returns> <para>Return the current position of this IK goal in world space.</para> </returns> </member> <member name="M:UnityEngine.Animator.GetIKPositionWeight(UnityEngine.AvatarIKGoal)"> <summary> <para>Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</para> </summary> <param name="goal">The AvatarIKGoal that is queried.</param> </member> <member name="M:UnityEngine.Animator.GetIKRotation(UnityEngine.AvatarIKGoal)"> <summary> <para>Gets the rotation of an IK goal.</para> </summary> <param name="goal">The AvatarIKGoal that is is queried.</param> </member> <member name="M:UnityEngine.Animator.GetIKRotationWeight(UnityEngine.AvatarIKGoal)"> <summary> <para>Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</para> </summary> <param name="goal">The AvatarIKGoal that is queried.</param> </member> <member name="M:UnityEngine.Animator.GetInteger(System.String)"> <summary> <para>See IAnimatorControllerPlayable.GetInteger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetInteger(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetInteger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.GetLayerIndex(System.String)"> <summary> <para>See IAnimatorControllerPlayable.GetLayerIndex.</para> </summary> <param name="layerName"></param> </member> <member name="M:UnityEngine.Animator.GetLayerName(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetLayerName.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetLayerWeight(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetLayerWeight.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetNextAnimationClipState(System.Int32)"> <summary> <para>Gets the list of AnimatorClipInfo currently played by the next state.</para> </summary> <param name="layerIndex">The layer's index.</param> </member> <member name="M:UnityEngine.Animator.GetNextAnimatorClipInfo(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetNextAnimatorClipInfo.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetNextAnimatorClipInfo(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.AnimatorClipInfo&gt;)"> <summary> <para>See IAnimatorControllerPlayable.GetNextAnimatorClipInfo.</para> </summary> <param name="layerIndex"></param> <param name="clips"></param> </member> <member name="M:UnityEngine.Animator.GetNextAnimatorClipInfoCount(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetNextAnimatorStateInfo(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.GetNextAnimatorStateInfo.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.GetParameter(System.Int32)"> <summary> <para>See AnimatorController.GetParameter.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Animator.GetQuaternion(System.String)"> <summary> <para>Gets the value of a quaternion parameter.</para> </summary> <param name="name">The name of the parameter.</param> </member> <member name="M:UnityEngine.Animator.GetQuaternion(System.Int32)"> <summary> <para>Gets the value of a quaternion parameter.</para> </summary> <param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param> </member> <member name="M:UnityEngine.Animator.GetVector(System.String)"> <summary> <para>Gets the value of a vector parameter.</para> </summary> <param name="name">The name of the parameter.</param> </member> <member name="M:UnityEngine.Animator.GetVector(System.Int32)"> <summary> <para>Gets the value of a vector parameter.</para> </summary> <param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param> </member> <member name="M:UnityEngine.Animator.HasState(System.Int32,System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.HasState.</para> </summary> <param name="layerIndex"></param> <param name="stateID"></param> </member> <member name="M:UnityEngine.Animator.InterruptMatchTarget()"> <summary> <para>Interrupts the automatic target matching.</para> </summary> <param name="completeMatch"></param> </member> <member name="M:UnityEngine.Animator.InterruptMatchTarget(System.Boolean)"> <summary> <para>Interrupts the automatic target matching.</para> </summary> <param name="completeMatch"></param> </member> <member name="M:UnityEngine.Animator.IsControlled(UnityEngine.Transform)"> <summary> <para>Returns true if the transform is controlled by the Animator\.</para> </summary> <param name="transform">The transform that is queried.</param> </member> <member name="M:UnityEngine.Animator.IsInTransition(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.IsInTransition.</para> </summary> <param name="layerIndex"></param> </member> <member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.String)"> <summary> <para>See IAnimatorControllerPlayable.IsParameterControlledByCurve.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.IsParameterControlledByCurve.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single,System.Single)"> <summary> <para>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</para> </summary> <param name="matchPosition">The position we want the body part to reach.</param> <param name="matchRotation">The rotation in which we want the body part to be.</param> <param name="targetBodyPart">The body part that is involved in the match.</param> <param name="weightMask">Structure that contains weights for matching position and rotation.</param> <param name="startNormalizedTime">Start time within the animation clip (0 - beginning of clip, 1 - end of clip).</param> <param name="targetNormalizedTime">End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop.</param> </member> <member name="M:UnityEngine.Animator.Play(System.String,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.Play.</para> </summary> <param name="stateName"></param> <param name="layer"></param> <param name="normalizedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.Play.</para> </summary> <param name="stateName"></param> <param name="layer"></param> <param name="normalizedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.PlayInFixedTime(System.String,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.PlayInFixedTime.</para> </summary> <param name="stateName"></param> <param name="layer"></param> <param name="fixedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.PlayInFixedTime(System.Int32,System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.PlayInFixedTime.</para> </summary> <param name="stateName"></param> <param name="layer"></param> <param name="fixedTime"></param> <param name="stateNameHash"></param> </member> <member name="M:UnityEngine.Animator.Rebind"> <summary> <para>Rebind all the animated properties and mesh data with the Animator.</para> </summary> </member> <member name="M:UnityEngine.Animator.ResetTrigger(System.String)"> <summary> <para>See IAnimatorControllerPlayable.ResetTrigger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.ResetTrigger(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.ResetTrigger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetBoneLocalRotation(UnityEngine.HumanBodyBones,UnityEngine.Quaternion)"> <summary> <para>Sets local rotation of a human bone during a IK pass.</para> </summary> <param name="humanBoneId">The human bone Id.</param> <param name="rotation">The local rotation.</param> </member> <member name="M:UnityEngine.Animator.SetBool(System.String,System.Boolean)"> <summary> <para>See IAnimatorControllerPlayable.SetBool.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetBool(System.Int32,System.Boolean)"> <summary> <para>See IAnimatorControllerPlayable.SetBool.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.SetFloat.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="dampTime"></param> <param name="deltaTime"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single,System.Single,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.SetFloat.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="dampTime"></param> <param name="deltaTime"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.SetFloat.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="dampTime"></param> <param name="deltaTime"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single,System.Single,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.SetFloat.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="dampTime"></param> <param name="deltaTime"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetIKHintPosition(UnityEngine.AvatarIKHint,UnityEngine.Vector3)"> <summary> <para>Sets the position of an IK hint.</para> </summary> <param name="hint">The AvatarIKHint that is set.</param> <param name="hintPosition">The position in world space.</param> </member> <member name="M:UnityEngine.Animator.SetIKHintPositionWeight(UnityEngine.AvatarIKHint,System.Single)"> <summary> <para>Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).</para> </summary> <param name="hint">The AvatarIKHint that is set.</param> <param name="value">The translative weight.</param> </member> <member name="M:UnityEngine.Animator.SetIKPosition(UnityEngine.AvatarIKGoal,UnityEngine.Vector3)"> <summary> <para>Sets the position of an IK goal.</para> </summary> <param name="goal">The AvatarIKGoal that is set.</param> <param name="goalPosition">The position in world space.</param> </member> <member name="M:UnityEngine.Animator.SetIKPositionWeight(UnityEngine.AvatarIKGoal,System.Single)"> <summary> <para>Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</para> </summary> <param name="goal">The AvatarIKGoal that is set.</param> <param name="value">The translative weight.</param> </member> <member name="M:UnityEngine.Animator.SetIKRotation(UnityEngine.AvatarIKGoal,UnityEngine.Quaternion)"> <summary> <para>Sets the rotation of an IK goal.</para> </summary> <param name="goal">The AvatarIKGoal that is set.</param> <param name="goalRotation">The rotation in world space.</param> </member> <member name="M:UnityEngine.Animator.SetIKRotationWeight(UnityEngine.AvatarIKGoal,System.Single)"> <summary> <para>Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</para> </summary> <param name="goal">The AvatarIKGoal that is set.</param> <param name="value">The rotational weight.</param> </member> <member name="M:UnityEngine.Animator.SetInteger(System.String,System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.SetInteger.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetInteger(System.Int32,System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.SetInteger.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetLayerWeight(System.Int32,System.Single)"> <summary> <para>See IAnimatorControllerPlayable.SetLayerWeight.</para> </summary> <param name="layerIndex"></param> <param name="weight"></param> </member> <member name="M:UnityEngine.Animator.SetLookAtPosition(UnityEngine.Vector3)"> <summary> <para>Sets the look at position.</para> </summary> <param name="lookAtPosition">The position to lookAt.</param> </member> <member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single)"> <summary> <para>Set look at weights.</para> </summary> <param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param> <param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param> <param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param> <param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param> <param name="clampWeight">(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).</param> </member> <member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single)"> <summary> <para>Set look at weights.</para> </summary> <param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param> <param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param> <param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param> <param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param> <param name="clampWeight">(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).</param> </member> <member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single)"> <summary> <para>Set look at weights.</para> </summary> <param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param> <param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param> <param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param> <param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param> <param name="clampWeight">(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).</param> </member> <member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Set look at weights.</para> </summary> <param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param> <param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param> <param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param> <param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param> <param name="clampWeight">(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).</param> </member> <member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Set look at weights.</para> </summary> <param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param> <param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param> <param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param> <param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param> <param name="clampWeight">(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).</param> </member> <member name="M:UnityEngine.Animator.SetQuaternion(System.String,UnityEngine.Quaternion)"> <summary> <para>Sets the value of a quaternion parameter.</para> </summary> <param name="name">The name of the parameter.</param> <param name="value">The new value for the parameter.</param> </member> <member name="M:UnityEngine.Animator.SetQuaternion(System.Int32,UnityEngine.Quaternion)"> <summary> <para>Sets the value of a quaternion parameter.</para> </summary> <param name="id">Of the parameter. The id is generated using Animator::StringToHash.</param> <param name="value">The new value for the parameter.</param> </member> <member name="M:UnityEngine.Animator.SetTarget(UnityEngine.AvatarTarget,System.Single)"> <summary> <para>Sets an AvatarTarget and a targetNormalizedTime for the current state.</para> </summary> <param name="targetIndex">The avatar body part that is queried.</param> <param name="targetNormalizedTime">The current state Time that is queried.</param> </member> <member name="M:UnityEngine.Animator.SetTrigger(System.String)"> <summary> <para>See IAnimatorControllerPlayable.SetTrigger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetTrigger(System.Int32)"> <summary> <para>See IAnimatorControllerPlayable.SetTrigger.</para> </summary> <param name="name"></param> <param name="id"></param> </member> <member name="M:UnityEngine.Animator.SetVector(System.String,UnityEngine.Vector3)"> <summary> <para>Sets the value of a vector parameter.</para> </summary> <param name="name">The name of the parameter.</param> <param name="value">The new value for the parameter.</param> </member> <member name="M:UnityEngine.Animator.SetVector(System.Int32,UnityEngine.Vector3)"> <summary> <para>Sets the value of a vector parameter.</para> </summary> <param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param> <param name="value">The new value for the parameter.</param> </member> <member name="M:UnityEngine.Animator.StartPlayback"> <summary> <para>Sets the animator in playback mode.</para> </summary> </member> <member name="M:UnityEngine.Animator.StartRecording(System.Int32)"> <summary> <para>Sets the animator in recording mode, and allocates a circular buffer of size frameCount.</para> </summary> <param name="frameCount">The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000.</param> </member> <member name="M:UnityEngine.Animator.StopPlayback"> <summary> <para>Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.</para> </summary> </member> <member name="M:UnityEngine.Animator.StopRecording"> <summary> <para>Stops animator record mode.</para> </summary> </member> <member name="M:UnityEngine.Animator.StringToHash(System.String)"> <summary> <para>Generates an parameter id from a string.</para> </summary> <param name="name">The string to convert to Id.</param> </member> <member name="M:UnityEngine.Animator.Update(System.Single)"> <summary> <para>Evaluates the animator based on deltaTime.</para> </summary> <param name="deltaTime">The time delta.</param> </member> <member name="T:UnityEngine.AnimatorClipInfo"> <summary> <para>Information about clip being played and blended by the Animator.</para> </summary> </member> <member name="P:UnityEngine.AnimatorClipInfo.clip"> <summary> <para>Returns the animation clip played by the Animator.</para> </summary> </member> <member name="P:UnityEngine.AnimatorClipInfo.weight"> <summary> <para>Returns the blending weight used by the Animator to blend this clip.</para> </summary> </member> <member name="T:UnityEngine.AnimatorControllerParameter"> <summary> <para>Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.defaultBool"> <summary> <para>The default bool value for the parameter.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.defaultFloat"> <summary> <para>The default float value for the parameter.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.defaultInt"> <summary> <para>The default int value for the parameter.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.name"> <summary> <para>The name of the parameter.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.nameHash"> <summary> <para>Returns the hash of the parameter based on its name.</para> </summary> </member> <member name="P:UnityEngine.AnimatorControllerParameter.type"> <summary> <para>The type of the parameter.</para> </summary> </member> <member name="T:UnityEngine.AnimatorControllerParameterType"> <summary> <para>The type of the parameter.</para> </summary> </member> <member name="F:UnityEngine.AnimatorControllerParameterType.Bool"> <summary> <para>Boolean type parameter.</para> </summary> </member> <member name="F:UnityEngine.AnimatorControllerParameterType.Float"> <summary> <para>Float type parameter.</para> </summary> </member> <member name="F:UnityEngine.AnimatorControllerParameterType.Int"> <summary> <para>Int type parameter.</para> </summary> </member> <member name="F:UnityEngine.AnimatorControllerParameterType.Trigger"> <summary> <para>Trigger type parameter.</para> </summary> </member> <member name="T:UnityEngine.AnimatorCullingMode"> <summary> <para>Culling mode for the Animator.</para> </summary> </member> <member name="F:UnityEngine.AnimatorCullingMode.AlwaysAnimate"> <summary> <para>Always animate the entire character. Object is animated even when offscreen.</para> </summary> </member> <member name="F:UnityEngine.AnimatorCullingMode.CullCompletely"> <summary> <para>Animation is completely disabled when renderers are not visible.</para> </summary> </member> <member name="F:UnityEngine.AnimatorCullingMode.CullUpdateTransforms"> <summary> <para>Retarget, IK and write of Transforms are disabled when renderers are not visible.</para> </summary> </member> <member name="T:UnityEngine.AnimatorOverrideController"> <summary> <para>Interface to control Animator Override Controller.</para> </summary> </member> <member name="P:UnityEngine.AnimatorOverrideController.clips"> <summary> <para>Returns the list of orignal Animation Clip from the controller and their override Animation Clip.</para> </summary> </member> <member name="P:UnityEngine.AnimatorOverrideController.overridesCount"> <summary> <para>Returns the count of overrides.</para> </summary> </member> <member name="P:UnityEngine.AnimatorOverrideController.runtimeAnimatorController"> <summary> <para>The Runtime Animator Controller that the Animator Override Controller overrides.</para> </summary> </member> <member name="M:UnityEngine.AnimatorOverrideController.ApplyOverrides(System.Collections.Generic.IList`1&lt;System.Collections.Generic.KeyValuePair`2&lt;UnityEngine.AnimationClip,UnityEngine.AnimationClip&gt;&gt;)"> <summary> <para>Applies the list of overrides on this Animator Override Controller.</para> </summary> <param name="overrides">Overrides list to apply.</param> </member> <member name="M:UnityEngine.AnimatorOverrideController.#ctor"> <summary> <para>Creates an empty Animator Override Controller.</para> </summary> </member> <member name="M:UnityEngine.AnimatorOverrideController.#ctor(UnityEngine.RuntimeAnimatorController)"> <summary> <para>Creates an Animator Override Controller that overrides controller.</para> </summary> <param name="controller">Runtime Animator Controller to override.</param> </member> <member name="M:UnityEngine.AnimatorOverrideController.GetOverrides(System.Collections.Generic.List`1&lt;System.Collections.Generic.KeyValuePair`2&lt;UnityEngine.AnimationClip,UnityEngine.AnimationClip&gt;&gt;)"> <summary> <para>Gets the list of Animation Clip overrides currently defined in this Animator Override Controller.</para> </summary> <param name="overrides">Array to receive results.</param> </member> <member name="P:UnityEngine.AnimatorOverrideController.this"> <summary> <para>Returns either the overriding Animation Clip if set or the original Animation Clip named name.</para> </summary> </member> <member name="P:UnityEngine.AnimatorOverrideController.this"> <summary> <para>Returns either the overriding Animation Clip if set or the original Animation Clip named name.</para> </summary> </member> <member name="T:UnityEngine.AnimatorRecorderMode"> <summary> <para>The mode of the Animator's recorder.</para> </summary> </member> <member name="F:UnityEngine.AnimatorRecorderMode.Offline"> <summary> <para>The Animator recorder is offline.</para> </summary> </member> <member name="F:UnityEngine.AnimatorRecorderMode.Playback"> <summary> <para>The Animator recorder is in Playback.</para> </summary> </member> <member name="F:UnityEngine.AnimatorRecorderMode.Record"> <summary> <para>The Animator recorder is in Record.</para> </summary> </member> <member name="T:UnityEngine.AnimatorStateInfo"> <summary> <para>Information about the current or next state.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.fullPathHash"> <summary> <para>The full path hash for this state.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.length"> <summary> <para>Current duration of the state.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.loop"> <summary> <para>Is the state looping.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.nameHash"> <summary> <para>The hashed name of the State.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.normalizedTime"> <summary> <para>Normalized time of the State.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.shortNameHash"> <summary> <para>The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.speed"> <summary> <para>The playback speed of the animation. 1 is the normal playback speed.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.speedMultiplier"> <summary> <para>The speed multiplier for this state.</para> </summary> </member> <member name="P:UnityEngine.AnimatorStateInfo.tagHash"> <summary> <para>The Tag of the State.</para> </summary> </member> <member name="M:UnityEngine.AnimatorStateInfo.IsName(System.String)"> <summary> <para>Does name match the name of the active state in the statemachine?</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AnimatorStateInfo.IsTag(System.String)"> <summary> <para>Does tag match the tag of the active state in the statemachine.</para> </summary> <param name="tag"></param> </member> <member name="T:UnityEngine.AnimatorTransitionInfo"> <summary> <para>Information about the current transition.</para> </summary> </member> <member name="P:UnityEngine.AnimatorTransitionInfo.anyState"> <summary> <para>Returns true if the transition is from an AnyState node, or from Animator.CrossFade().</para> </summary> </member> <member name="P:UnityEngine.AnimatorTransitionInfo.fullPathHash"> <summary> <para>The unique name of the Transition.</para> </summary> </member> <member name="P:UnityEngine.AnimatorTransitionInfo.nameHash"> <summary> <para>The simplified name of the Transition.</para> </summary> </member> <member name="P:UnityEngine.AnimatorTransitionInfo.normalizedTime"> <summary> <para>Normalized time of the Transition.</para> </summary> </member> <member name="P:UnityEngine.AnimatorTransitionInfo.userNameHash"> <summary> <para>The user-specified name of the Transition.</para> </summary> </member> <member name="M:UnityEngine.AnimatorTransitionInfo.IsName(System.String)"> <summary> <para>Does name match the name of the active Transition.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AnimatorTransitionInfo.IsUserName(System.String)"> <summary> <para>Does userName match the name of the active Transition.</para> </summary> <param name="name"></param> </member> <member name="T:UnityEngine.AnimatorUpdateMode"> <summary> <para>The update mode of the Animator.</para> </summary> </member> <member name="F:UnityEngine.AnimatorUpdateMode.AnimatePhysics"> <summary> <para>Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine.</para> </summary> </member> <member name="F:UnityEngine.AnimatorUpdateMode.Normal"> <summary> <para>Normal update of the animator.</para> </summary> </member> <member name="F:UnityEngine.AnimatorUpdateMode.UnscaledTime"> <summary> <para>Animator updates independently of Time.timeScale.</para> </summary> </member> <member name="T:UnityEngine.AnimatorUtility"> <summary> <para>Various utilities for animator manipulation.</para> </summary> </member> <member name="M:UnityEngine.AnimatorUtility.DeoptimizeTransformHierarchy(UnityEngine.GameObject)"> <summary> <para>This function will recreate all transform hierarchy under GameObject.</para> </summary> <param name="go">GameObject to Deoptimize.</param> </member> <member name="M:UnityEngine.AnimatorUtility.OptimizeTransformHierarchy(UnityEngine.GameObject,System.String[])"> <summary> <para>This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.</para> </summary> <param name="go">GameObject to Optimize.</param> <param name="exposedTransforms">List of transform name to expose.</param> </member> <member name="T:UnityEngine.AnisotropicFiltering"> <summary> <para>Anisotropic filtering mode.</para> </summary> </member> <member name="F:UnityEngine.AnisotropicFiltering.Disable"> <summary> <para>Disable anisotropic filtering for all textures.</para> </summary> </member> <member name="F:UnityEngine.AnisotropicFiltering.Enable"> <summary> <para>Enable anisotropic filtering, as set for each texture.</para> </summary> </member> <member name="F:UnityEngine.AnisotropicFiltering.ForceEnable"> <summary> <para>Enable anisotropic filtering for all textures.</para> </summary> </member> <member name="T:UnityEngine.Apple.ReplayKit.ReplayKit"> <summary> <para>ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later.</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.broadcastingAPIAvailable"> <summary> <para>A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only). Check the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false.</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.broadcastURL"> <summary> <para>A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.cameraEnabled"> <summary> <para>Camera enabled status, true, if camera enabled, false otherwise.</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.isBroadcasting"> <summary> <para>Boolean property that indicates whether a broadcast is currently in progress (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.isRecording"> <summary> <para>A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.lastError"> <summary> <para>A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.microphoneEnabled"> <summary> <para>Microphone enabled status, true, if microhone enabled, false otherwise.</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.recordingAvailable"> <summary> <para>A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Apple.ReplayKit.ReplayKit.APIAvailable"> <summary> <para>A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only)</para> </summary> </member> <member name="T:UnityEngine.Apple.ReplayKit.ReplayKit.BroadcastStatusCallback"> <summary> <para>Function called at the completion of broadcast startup.</para> </summary> <param name="hasStarted">This parameter will be true if the broadcast started successfully and false in the event of an error.</param> <param name="errorMessage">In the event of failure to start a broadcast, this parameter contains the associated error message.</param> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.Discard"> <summary> <para>Discard the current recording.</para> </summary> <returns> <para>A boolean value of True if the recording was discarded successfully or False if an error occurred.</para> </returns> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.HideCameraPreview"> <summary> <para>Hide the camera preview view.</para> </summary> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.Preview"> <summary> <para>Preview the current recording</para> </summary> <returns> <para>A boolean value of True if the video preview window opened successfully or False if an error occurred.</para> </returns> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.ShowCameraPreviewAt(System.Single,System.Single)"> <summary> <para>Shows camera preview at coordinates posX and posY.</para> </summary> <param name="posX"></param> <param name="posY"></param> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.StartBroadcasting"> <summary> <para>Initiates and starts a new broadcast When StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked. It will also be invoked in case of any error. </para> </summary> <param name="callback">A callback for getting the status of broadcast initiation.</param> <param name="enableMicrophone">Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false.</param> <param name="enableCamera">Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view.</param> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.StartRecording(System.Boolean,System.Boolean)"> <summary> <para>Start a new recording.</para> </summary> <param name="enableMicrophone">Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false.</param> <param name="enableCamera">Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view.</param> <returns> <para>A boolean value of True if recording started successfully or False if an error occurred.</para> </returns> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.StopBroadcasting"> <summary> <para>Stops current broadcast. Will terminate currently on-going broadcast. If no broadcast is in progress, does nothing.</para> </summary> </member> <member name="M:UnityEngine.Apple.ReplayKit.ReplayKit.StopRecording"> <summary> <para>Stop the current recording.</para> </summary> <returns> <para>A boolean value of True if recording stopped successfully or False if an error occurred.</para> </returns> </member> <member name="T:UnityEngine.Apple.TV.Remote"> <summary> <para>A class for Apple TV remote input configuration.</para> </summary> </member> <member name="P:UnityEngine.Apple.TV.Remote.allowExitToHome"> <summary> <para>Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application.</para> </summary> </member> <member name="P:UnityEngine.Apple.TV.Remote.allowRemoteRotation"> <summary> <para>Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false.</para> </summary> </member> <member name="P:UnityEngine.Apple.TV.Remote.reportAbsoluteDpadValues"> <summary> <para>Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input.</para> </summary> </member> <member name="P:UnityEngine.Apple.TV.Remote.touchesEnabled"> <summary> <para>Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. Default is false.</para> </summary> </member> <member name="T:UnityEngine.Application"> <summary> <para>Access to application run-time data.</para> </summary> </member> <member name="P:UnityEngine.Application.absoluteURL"> <summary> <para>The absolute path to the web player data file (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.backgroundLoadingPriority"> <summary> <para>Priority of background loading thread.</para> </summary> </member> <member name="P:UnityEngine.Application.buildGUID"> <summary> <para>Returns a GUID for this build (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.cloudProjectId"> <summary> <para>A unique cloud project identifier. It is unique for every project (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.companyName"> <summary> <para>Return application company name (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.dataPath"> <summary> <para>Contains the path to the game data folder (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.genuine"> <summary> <para>Returns false if application is altered in any way after it was built.</para> </summary> </member> <member name="P:UnityEngine.Application.genuineCheckAvailable"> <summary> <para>Returns true if application integrity can be confirmed.</para> </summary> </member> <member name="P:UnityEngine.Application.identifier"> <summary> <para>Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. </para> </summary> </member> <member name="P:UnityEngine.Application.installerName"> <summary> <para>Returns the name of the store or package that installed the application (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.installMode"> <summary> <para>Returns application install mode (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.internetReachability"> <summary> <para>Returns the type of Internet reachability currently possible on the device.</para> </summary> </member> <member name="P:UnityEngine.Application.isConsolePlatform"> <summary> <para>Is the current Runtime platform a known console platform.</para> </summary> </member> <member name="P:UnityEngine.Application.isEditor"> <summary> <para>Are we running inside the Unity editor? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Application.isFocused"> <summary> <para>Whether the player currently has focus. Read-only.</para> </summary> </member> <member name="P:UnityEngine.Application.isLoadingLevel"> <summary> <para>Is some level being loaded? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Application.isMobilePlatform"> <summary> <para>Is the current Runtime platform a known mobile platform.</para> </summary> </member> <member name="P:UnityEngine.Application.isPlaying"> <summary> <para>Returns true when in any kind of player (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.isShowingSplashScreen"> <summary> <para>Checks whether splash screen is being shown.</para> </summary> </member> <member name="P:UnityEngine.Application.isWebPlayer"> <summary> <para>Are we running inside a web player? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Application.levelCount"> <summary> <para>The total number of levels available (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.loadedLevel"> <summary> <para>The level index that was last loaded (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.loadedLevelName"> <summary> <para>The name of the level that was last loaded (Read Only).</para> </summary> </member> <member name="?:UnityEngine.Application.logMessageReceived(UnityEngine.Application/LogCallback)"> <summary> <para>Event that is fired if a log message is received.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.Application.logMessageReceivedThreaded(UnityEngine.Application/LogCallback)"> <summary> <para>Event that is fired if a log message is received.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.Application.lowMemory(UnityEngine.Application/LowMemoryCallback)"> <summary> <para>This event occurs when an iOS, Android, or Tizen device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated. This event corresponds to the following callbacks on the different platforms: - iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] - Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) - Tizen: ui_app_add_event_handler with type APP_EVENT_LOW_MEMORY Here is an example of handling the callback:</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.Application.onBeforeRender(UnityEngine.Events.UnityAction)"> <summary> <para>Delegate method used to register for "Just Before Render" input updates for VR devices.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Application.persistentDataPath"> <summary> <para>Contains the path to a persistent data directory (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.platform"> <summary> <para>Returns the platform the game is running on (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.productName"> <summary> <para>Returns application product name (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.runInBackground"> <summary> <para>Should the player be running when the application is in the background?</para> </summary> </member> <member name="P:UnityEngine.Application.sandboxType"> <summary> <para>Returns application running in sandbox (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.srcValue"> <summary> <para>The path to the web player data file relative to the html file (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.stackTraceLogType"> <summary> <para>Stack trace logging options. The default value is StackTraceLogType.ScriptOnly.</para> </summary> </member> <member name="P:UnityEngine.Application.streamedBytes"> <summary> <para>How many bytes have we downloaded from the main unity web stream (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.streamingAssetsPath"> <summary> <para>Contains the path to the StreamingAssets folder (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.systemLanguage"> <summary> <para>The language the user's operating system is running in.</para> </summary> </member> <member name="P:UnityEngine.Application.targetFrameRate"> <summary> <para>Instructs game to try to render at a specified frame rate.</para> </summary> </member> <member name="P:UnityEngine.Application.temporaryCachePath"> <summary> <para>Contains the path to a temporary data / cache directory (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.unityVersion"> <summary> <para>The version of the Unity runtime used to play the content.</para> </summary> </member> <member name="P:UnityEngine.Application.version"> <summary> <para>Returns application version number (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Application.webSecurityEnabled"> <summary> <para>Indicates whether Unity's webplayer security model is enabled.</para> </summary> </member> <member name="T:UnityEngine.Application.AdvertisingIdentifierCallback"> <summary> <para>Delegate method for fetching advertising ID.</para> </summary> <param name="advertisingId">Advertising ID.</param> <param name="trackingEnabled">Indicates whether user has chosen to limit ad tracking.</param> <param name="errorMsg">Error message.</param> </member> <member name="M:UnityEngine.Application.CancelQuit"> <summary> <para>Cancels quitting the application. This is useful for showing a splash screen at the end of a game.</para> </summary> </member> <member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.Int32)"> <summary> <para>Can the streamed level be loaded?</para> </summary> <param name="levelIndex"></param> </member> <member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.String)"> <summary> <para>Can the streamed level be loaded?</para> </summary> <param name="levelName"></param> </member> <member name="M:UnityEngine.Application.CaptureScreenshot(System.String)"> <summary> <para>Captures a screenshot at path filename as a PNG file.</para> </summary> <param name="filename">Pathname to save the screenshot file to.</param> <param name="superSize">Factor by which to increase resolution.</param> </member> <member name="M:UnityEngine.Application.CaptureScreenshot(System.String,System.Int32)"> <summary> <para>Captures a screenshot at path filename as a PNG file.</para> </summary> <param name="filename">Pathname to save the screenshot file to.</param> <param name="superSize">Factor by which to increase resolution.</param> </member> <member name="M:UnityEngine.Application.ExternalCall(System.String,System.Object[])"> <summary> <para>Calls a function in the web page that contains the WebGL Player.</para> </summary> <param name="functionName">Name of the function to call.</param> <param name="args">Array of arguments passed in the call.</param> </member> <member name="M:UnityEngine.Application.ExternalEval(System.String)"> <summary> <para>Execution of a script function in the contained web page.</para> </summary> <param name="script">The Javascript function to call.</param> </member> <member name="M:UnityEngine.Application.GetBuildTags"> <summary> <para>Returns an array of feature tags in use for this build.</para> </summary> </member> <member name="M:UnityEngine.Application.GetStackTraceLogType(UnityEngine.LogType)"> <summary> <para>Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly.</para> </summary> <param name="logType"></param> </member> <member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.Int32)"> <summary> <para>How far has the download progressed? [0...1].</para> </summary> <param name="levelIndex"></param> </member> <member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.String)"> <summary> <para>How far has the download progressed? [0...1].</para> </summary> <param name="levelName"></param> </member> <member name="M:UnityEngine.Application.HasProLicense"> <summary> <para>Is Unity activated with the Pro license?</para> </summary> </member> <member name="M:UnityEngine.Application.HasUserAuthorization(UnityEngine.UserAuthorization)"> <summary> <para>Check if the user has authorized use of the webcam or microphone in the Web Player.</para> </summary> <param name="mode"></param> </member> <member name="M:UnityEngine.Application.LoadLevel(System.Int32)"> <summary> <para>Loads the level by its name or index.</para> </summary> <param name="index">The level to load.</param> <param name="name">The name of the level to load.</param> </member> <member name="M:UnityEngine.Application.LoadLevel(System.String)"> <summary> <para>Loads the level by its name or index.</para> </summary> <param name="index">The level to load.</param> <param name="name">The name of the level to load.</param> </member> <member name="M:UnityEngine.Application.LoadLevelAdditive(System.Int32)"> <summary> <para>Loads a level additively.</para> </summary> <param name="index"></param> <param name="name"></param> </member> <member name="M:UnityEngine.Application.LoadLevelAdditive(System.String)"> <summary> <para>Loads a level additively.</para> </summary> <param name="index"></param> <param name="name"></param> </member> <member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.Int32)"> <summary> <para>Loads the level additively and asynchronously in the background.</para> </summary> <param name="index"></param> <param name="levelName"></param> </member> <member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.String)"> <summary> <para>Loads the level additively and asynchronously in the background.</para> </summary> <param name="index"></param> <param name="levelName"></param> </member> <member name="M:UnityEngine.Application.LoadLevelAsync(System.Int32)"> <summary> <para>Loads the level asynchronously in the background.</para> </summary> <param name="index"></param> <param name="levelName"></param> </member> <member name="M:UnityEngine.Application.LoadLevelAsync(System.String)"> <summary> <para>Loads the level asynchronously in the background.</para> </summary> <param name="index"></param> <param name="levelName"></param> </member> <member name="T:UnityEngine.Application.LogCallback"> <summary> <para>Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.</para> </summary> <param name="condition"></param> <param name="stackTrace"></param> <param name="type"></param> </member> <member name="T:UnityEngine.Application.LowMemoryCallback"> <summary> <para>This is the delegate function when a mobile device notifies of low memory.</para> </summary> </member> <member name="M:UnityEngine.Application.OpenURL(System.String)"> <summary> <para>Opens the url in a browser.</para> </summary> <param name="url"></param> </member> <member name="M:UnityEngine.Application.Quit"> <summary> <para>Quits the player application.</para> </summary> </member> <member name="M:UnityEngine.Application.RequestAdvertisingIdentifierAsync(UnityEngine.Application/AdvertisingIdentifierCallback)"> <summary> <para>Request advertising ID for iOS, Android and Windows Store.</para> </summary> <param name="delegateMethod">Delegate method.</param> <returns> <para>Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked.</para> </returns> </member> <member name="M:UnityEngine.Application.RequestUserAuthorization(UnityEngine.UserAuthorization)"> <summary> <para>Request authorization to use the webcam or microphone in the Web Player.</para> </summary> <param name="mode"></param> </member> <member name="M:UnityEngine.Application.SetBuildTags(System.String[])"> <summary> <para>Set an array of feature tags for this build.</para> </summary> <param name="buildTags"></param> </member> <member name="M:UnityEngine.Application.SetStackTraceLogType(UnityEngine.LogType,UnityEngine.StackTraceLogType)"> <summary> <para>Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.</para> </summary> <param name="logType"></param> <param name="stackTraceType"></param> </member> <member name="M:UnityEngine.Application.Unload"> <summary> <para>Unloads the Unity runtime.</para> </summary> </member> <member name="M:UnityEngine.Application.UnloadLevel(System.Int32)"> <summary> <para>Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.</para> </summary> <param name="index">Index of the scene in the PlayerSettings to unload.</param> <param name="scenePath">Name of the scene to Unload.</param> <returns> <para>Return true if the scene is unloaded.</para> </returns> </member> <member name="M:UnityEngine.Application.UnloadLevel(System.String)"> <summary> <para>Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.</para> </summary> <param name="index">Index of the scene in the PlayerSettings to unload.</param> <param name="scenePath">Name of the scene to Unload.</param> <returns> <para>Return true if the scene is unloaded.</para> </returns> </member> <member name="T:UnityEngine.ApplicationInstallMode"> <summary> <para>Application installation mode (Read Only).</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.Adhoc"> <summary> <para>Application installed via ad hoc distribution.</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.DeveloperBuild"> <summary> <para>Application installed via developer build.</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.Editor"> <summary> <para>Application running in editor.</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.Enterprise"> <summary> <para>Application installed via enterprise distribution.</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.Store"> <summary> <para>Application installed via online store.</para> </summary> </member> <member name="F:UnityEngine.ApplicationInstallMode.Unknown"> <summary> <para>Application install mode unknown.</para> </summary> </member> <member name="T:UnityEngine.ApplicationSandboxType"> <summary> <para>Application sandbox type.</para> </summary> </member> <member name="F:UnityEngine.ApplicationSandboxType.NotSandboxed"> <summary> <para>Application not running in a sandbox.</para> </summary> </member> <member name="F:UnityEngine.ApplicationSandboxType.SandboxBroken"> <summary> <para>Application is running in broken sandbox.</para> </summary> </member> <member name="F:UnityEngine.ApplicationSandboxType.Sandboxed"> <summary> <para>Application is running in a sandbox.</para> </summary> </member> <member name="F:UnityEngine.ApplicationSandboxType.Unknown"> <summary> <para>Application sandbox type is unknown.</para> </summary> </member> <member name="T:UnityEngine.AreaEffector2D"> <summary> <para>Applies forces within an area.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.angularDrag"> <summary> <para>The angular drag to apply to rigid-bodies.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.drag"> <summary> <para>The linear drag to apply to rigid-bodies.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.forceAngle"> <summary> <para>The angle of the force to be applied.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.forceMagnitude"> <summary> <para>The magnitude of the force to be applied.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.forceTarget"> <summary> <para>The target for where the effector applies any force.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.forceVariation"> <summary> <para>The variation of the magnitude of the force to be applied.</para> </summary> </member> <member name="P:UnityEngine.AreaEffector2D.useGlobalAngle"> <summary> <para>Should the forceAngle use global space?</para> </summary> </member> <member name="T:UnityEngine.AssemblyIsEditorAssembly"> <summary> <para>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</para> </summary> </member> <member name="M:UnityEngine.AssemblyIsEditorAssembly.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="T:UnityEngine.Assertions.Assert"> <summary> <para>The Assert class contains assertion methods for setting invariants in the code.</para> </summary> </member> <member name="F:UnityEngine.Assertions.Assert.raiseExceptions"> <summary> <para>Should an exception be thrown on a failure.</para> </summary> </member> <member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single)"> <summary> <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.String)"> <summary> <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single)"> <summary> <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single,System.String)"> <summary> <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T)"> <summary> <para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String)"> <summary> <para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)"> <summary> <para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single)"> <summary> <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.String)"> <summary> <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single)"> <summary> <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single,System.String)"> <summary> <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para> </summary> <param name="tolerance">Tolerance of approximation.</param> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T)"> <summary> <para>Asserts that the values are not equal.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String)"> <summary> <para>Asserts that the values are not equal.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)"> <summary> <para>Asserts that the values are not equal.</para> </summary> <param name="expected"></param> <param name="actual"></param> <param name="message"></param> <param name="comparer"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean)"> <summary> <para>Asserts that the condition is false.</para> </summary> <param name="condition"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean,System.String)"> <summary> <para>Asserts that the condition is false.</para> </summary> <param name="condition"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsNotNull(T)"> <summary> <para>Asserts that the value is not null.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsNotNull(T,System.String)"> <summary> <para>Asserts that the value is not null.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsNull(T)"> <summary> <para>Asserts that the value is null.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsNull(T,System.String)"> <summary> <para>Asserts that the value is null.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean)"> <summary> <para>Asserts that the condition is true.</para> </summary> <param name="condition"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean,System.String)"> <summary> <para>Asserts that the condition is true.</para> </summary> <param name="condition"></param> <param name="message"></param> </member> <member name="T:UnityEngine.Assertions.AssertionException"> <summary> <para>An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true.</para> </summary> </member> <member name="T:UnityEngine.Assertions.Comparers.FloatComparer"> <summary> <para>A float comparer used by Assertions.Assert performing approximate comparison.</para> </summary> </member> <member name="F:UnityEngine.Assertions.Comparers.FloatComparer.kEpsilon"> <summary> <para>Default epsilon used by the comparer.</para> </summary> </member> <member name="F:UnityEngine.Assertions.Comparers.FloatComparer.s_ComparerWithDefaultTolerance"> <summary> <para>Default instance of a comparer class with deafult error epsilon and absolute error check.</para> </summary> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqual(System.Single,System.Single,System.Single)"> <summary> <para>Performs equality check with absolute error check.</para> </summary> <param name="expected">Expected value.</param> <param name="actual">Actual value.</param> <param name="error">Comparison error.</param> <returns> <para>Result of the comparison.</para> </returns> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqualRelative(System.Single,System.Single,System.Single)"> <summary> <para>Performs equality check with relative error check.</para> </summary> <param name="expected">Expected value.</param> <param name="actual">Actual value.</param> <param name="error">Comparison error.</param> <returns> <para>Result of the comparison.</para> </returns> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor"> <summary> <para>Creates an instance of the comparer.</para> </summary> <param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param> <param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Boolean)"> <summary> <para>Creates an instance of the comparer.</para> </summary> <param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param> <param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single)"> <summary> <para>Creates an instance of the comparer.</para> </summary> <param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param> <param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param> </member> <member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single,System.Boolean)"> <summary> <para>Creates an instance of the comparer.</para> </summary> <param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param> <param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param> </member> <member name="T:UnityEngine.Assertions.Must.MustExtensions"> <summary> <para>An extension class that serves as a wrapper for the Assert class.</para> </summary> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single)"> <summary> <para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single)"> <summary> <para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T)"> <summary> <para>An extension method for Assertions.Assert.AreEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean)"> <summary> <para>An extension method for Assertions.Assert.IsFalse.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean,System.String)"> <summary> <para>An extension method for Assertions.Assert.IsFalse.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T)"> <summary> <para>An extension method for Assertions.Assert.IsNull.</para> </summary> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T,System.String)"> <summary> <para>An extension method for Assertions.Assert.IsNull.</para> </summary> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean)"> <summary> <para>An extension method for Assertions.Assert.IsTrue.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean,System.String)"> <summary> <para>An extension method for Assertions.Assert.IsTrue.</para> </summary> <param name="value"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single)"> <summary> <para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single)"> <summary> <para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> <param name="tolerance"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T)"> <summary> <para>An extension method for Assertions.Assert.AreNotEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreNotEqual.</para> </summary> <param name="actual"></param> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T)"> <summary> <para>An extension method for Assertions.Assert.AreNotNull.</para> </summary> <param name="expected"></param> <param name="message"></param> </member> <member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T,System.String)"> <summary> <para>An extension method for Assertions.Assert.AreNotNull.</para> </summary> <param name="expected"></param> <param name="message"></param> </member> <member name="T:UnityEngine.AssetBundle"> <summary> <para>AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para> </summary> </member> <member name="P:UnityEngine.AssetBundle.isStreamedSceneAssetBundle"> <summary> <para>Return true if the AssetBundle is a streamed scene AssetBundle.</para> </summary> </member> <member name="P:UnityEngine.AssetBundle.mainAsset"> <summary> <para>Main asset that was supplied when building the asset bundle (Read Only).</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.Contains(System.String)"> <summary> <para>Check if an AssetBundle contains a specific object.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.CreateFromFile(System.String)"> <summary> <para>Loads an asset bundle from a disk.</para> </summary> <param name="path">Path of the file on disk See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.</param> </member> <member name="M:UnityEngine.AssetBundle.CreateFromMemory(System.Byte[])"> <summary> <para>Asynchronously create an AssetBundle from a memory region.</para> </summary> <param name="binary"></param> </member> <member name="M:UnityEngine.AssetBundle.CreateFromMemoryImmediate(System.Byte[])"> <summary> <para>Synchronously create an AssetBundle from a memory region.</para> </summary> <param name="binary">Array of bytes with the AssetBundle data.</param> </member> <member name="M:UnityEngine.AssetBundle.GetAllAssetNames"> <summary> <para>Return all asset names in the AssetBundle.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.GetAllLoadedAssetBundles"> <summary> <para>To use when you need to get a list of all the currently loaded Asset Bundles.</para> </summary> <returns> <para>Returns IEnumerable&lt;AssetBundle&gt; of all currently loaded Asset Bundles.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.GetAllScenePaths"> <summary> <para>Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssets(System.Type)"> <summary> <para>Loads all assets contained in the asset bundle that inherit from type.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssets"> <summary> <para>Loads all assets contained in the asset bundle.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssets"> <summary> <para>Loads all assets contained in the asset bundle that inherit from type T.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync"> <summary> <para>Loads all assets contained in the asset bundle asynchronously.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync"> <summary> <para>Loads all assets contained in the asset bundle that inherit from T asynchronously.</para> </summary> </member> <member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync(System.Type)"> <summary> <para>Loads all assets contained in the asset bundle that inherit from type asynchronously.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)"> <summary> <para>Loads asset with name from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String,System.Type)"> <summary> <para>Loads asset with name of a given type from the bundle.</para> </summary> <param name="name"></param> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)"> <summary> <para>Loads asset with name of type T from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)"> <summary> <para>Asynchronously loads asset with name from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)"> <summary> <para>Asynchronously loads asset with name of a given T from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String,System.Type)"> <summary> <para>Asynchronously loads asset with name of a given type from the bundle.</para> </summary> <param name="name"></param> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)"> <summary> <para>Loads asset and sub assets with name from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String,System.Type)"> <summary> <para>Loads asset and sub assets with name of a given type from the bundle.</para> </summary> <param name="name"></param> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)"> <summary> <para>Loads asset and sub assets with name of type T from the bundle.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)"> <summary> <para>Loads asset with sub assets with name from the bundle asynchronously.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)"> <summary> <para>Loads asset with sub assets with name of type T from the bundle asynchronously.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String,System.Type)"> <summary> <para>Loads asset with sub assets with name of a given type from the bundle asynchronously.</para> </summary> <param name="name"></param> <param name="type"></param> </member> <member name="M:UnityEngine.AssetBundle.LoadFromFile(System.String,System.UInt32,System.UInt64)"> <summary> <para>Synchronously loads an AssetBundle from a file on disk.</para> </summary> <param name="path">Path of the file on disk.</param> <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> <returns> <para>Loaded AssetBundle object or null if failed.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.LoadFromFile"> <summary> <para>Synchronously loads an AssetBundle from a file on disk.</para> </summary> <param name="path">Path of the file on disk.</param> <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> <returns> <para>Loaded AssetBundle object or null if failed.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.LoadFromFileAsync(System.String,System.UInt32,System.UInt64)"> <summary> <para>Asynchronously loads an AssetBundle from a file on disk.</para> </summary> <param name="path">Path of the file on disk.</param> <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> <returns> <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.LoadFromMemory(System.Byte[],System.UInt32)"> <summary> <para>Synchronously create an AssetBundle from a memory region.</para> </summary> <param name="binary">Array of bytes with the AssetBundle data.</param> <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> <returns> <para>Loaded AssetBundle object or null if failed.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.LoadFromMemoryAsync(System.Byte[],System.UInt32)"> <summary> <para>Asynchronously create an AssetBundle from a memory region.</para> </summary> <param name="binary">Array of bytes with the AssetBundle data.</param> <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> <returns> <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para> </returns> </member> <member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)"> <summary> <para>Unloads all assets in the bundle.</para> </summary> <param name="unloadAllLoadedObjects"></param> </member> <member name="M:UnityEngine.AssetBundle.UnloadAllAssetBundles(System.Boolean)"> <summary> <para>Unloads all currently loaded Asset Bundles.</para> </summary> <param name="unloadAllObjects">Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded.</param> </member> <member name="T:UnityEngine.AssetBundleCreateRequest"> <summary> <para>Asynchronous create request for an AssetBundle.</para> </summary> </member> <member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle"> <summary> <para>Asset object being loaded (Read Only).</para> </summary> </member> <member name="T:UnityEngine.AssetBundleManifest"> <summary> <para>Manifest for all the AssetBundles in the build.</para> </summary> </member> <member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundles"> <summary> <para>Get all the AssetBundles in the manifest.</para> </summary> <returns> <para>An array of asset bundle names.</para> </returns> </member> <member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundlesWithVariant"> <summary> <para>Get all the AssetBundles with variant in the manifest.</para> </summary> <returns> <para>An array of asset bundle names.</para> </returns> </member> <member name="M:UnityEngine.AssetBundleManifest.GetAllDependencies(System.String)"> <summary> <para>Get all the dependent AssetBundles for the given AssetBundle.</para> </summary> <param name="assetBundleName">Name of the asset bundle.</param> </member> <member name="M:UnityEngine.AssetBundleManifest.GetAssetBundleHash(System.String)"> <summary> <para>Get the hash for the given AssetBundle.</para> </summary> <param name="assetBundleName">Name of the asset bundle.</param> <returns> <para>The 128-bit hash for the asset bundle.</para> </returns> </member> <member name="M:UnityEngine.AssetBundleManifest.GetDirectDependencies(System.String)"> <summary> <para>Get the direct dependent AssetBundles for the given AssetBundle.</para> </summary> <param name="assetBundleName">Name of the asset bundle.</param> <returns> <para>Array of asset bundle names this asset bundle depends on.</para> </returns> </member> <member name="T:UnityEngine.AssetBundleRequest"> <summary> <para>Asynchronous load request from an AssetBundle.</para> </summary> </member> <member name="P:UnityEngine.AssetBundleRequest.allAssets"> <summary> <para>Asset objects with sub assets being loaded. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AssetBundleRequest.asset"> <summary> <para>Asset object being loaded (Read Only).</para> </summary> </member> <member name="T:UnityEngine.AsyncOperation"> <summary> <para>Asynchronous operation coroutine.</para> </summary> </member> <member name="P:UnityEngine.AsyncOperation.allowSceneActivation"> <summary> <para>Allow scenes to be activated as soon as it is ready.</para> </summary> </member> <member name="P:UnityEngine.AsyncOperation.isDone"> <summary> <para>Has the operation finished? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AsyncOperation.priority"> <summary> <para>Priority lets you tweak in which order async operation calls will be performed.</para> </summary> </member> <member name="P:UnityEngine.AsyncOperation.progress"> <summary> <para>What's the operation's progress. (Read Only)</para> </summary> </member> <member name="T:UnityEngine.Audio.AudioClipPlayable"> <summary> <para>An implementation of IPlayable that controls an AudioClip.</para> </summary> </member> <member name="T:UnityEngine.Audio.AudioMixer"> <summary> <para>AudioMixer asset.</para> </summary> </member> <member name="P:UnityEngine.Audio.AudioMixer.outputAudioMixerGroup"> <summary> <para>Routing target.</para> </summary> </member> <member name="P:UnityEngine.Audio.AudioMixer.updateMode"> <summary> <para>How time should progress for this AudioMixer. Used during Snapshot transitions.</para> </summary> </member> <member name="M:UnityEngine.Audio.AudioMixer.ClearFloat(System.String)"> <summary> <para>Resets an exposed parameter to its initial value.</para> </summary> <param name="name">Exposed parameter.</param> <returns> <para>Returns false if the parameter was not found or could not be set.</para> </returns> </member> <member name="M:UnityEngine.Audio.AudioMixer.FindMatchingGroups(System.String)"> <summary> <para>Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups.</para> </summary> <param name="subPath">Sub-string of the paths to be matched.</param> <returns> <para>Groups in the mixer whose paths match the specified search path.</para> </returns> </member> <member name="M:UnityEngine.Audio.AudioMixer.FindSnapshot(System.String)"> <summary> <para>The name must be an exact match.</para> </summary> <param name="name">Name of snapshot object to be returned.</param> <returns> <para>The snapshot identified by the name.</para> </returns> </member> <member name="M:UnityEngine.Audio.AudioMixer.GetFloat(System.String,System.Single&amp;)"> <summary> <para>Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition.</para> </summary> <param name="name">Name of exposed parameter.</param> <param name="value">Return value of exposed parameter.</param> <returns> <para>Returns false if the exposed parameter specified doesn't exist.</para> </returns> </member> <member name="M:UnityEngine.Audio.AudioMixer.SetFloat(System.String,System.Single)"> <summary> <para>Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function.</para> </summary> <param name="name">Name of exposed parameter.</param> <param name="value">New value of exposed parameter.</param> <returns> <para>Returns false if the exposed parameter was not found or snapshots are currently being edited.</para> </returns> </member> <member name="M:UnityEngine.Audio.AudioMixer.TransitionToSnapshots(UnityEngine.Audio.AudioMixerSnapshot[],System.Single[],System.Single)"> <summary> <para>Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location.</para> </summary> <param name="snapshots">The set of snapshots to be mixed.</param> <param name="weights">The mix weights for the snapshots specified.</param> <param name="timeToReach">Relative time after which the mixture should be reached from any current state.</param> </member> <member name="T:UnityEngine.Audio.AudioMixerGroup"> <summary> <para>Object representing a group in the mixer.</para> </summary> </member> <member name="T:UnityEngine.Audio.AudioMixerPlayable"> <summary> <para>An implementation of IPlayable that controls an audio mixer.</para> </summary> </member> <member name="T:UnityEngine.Audio.AudioMixerSnapshot"> <summary> <para>Object representing a snapshot in the mixer.</para> </summary> </member> <member name="M:UnityEngine.Audio.AudioMixerSnapshot.TransitionTo(System.Single)"> <summary> <para>Performs an interpolated transition towards this snapshot over the time interval specified.</para> </summary> <param name="timeToReach">Relative time after which this snapshot should be reached from any current state.</param> </member> <member name="T:UnityEngine.Audio.AudioMixerUpdateMode"> <summary> <para>The mode in which an AudioMixer should update its time.</para> </summary> </member> <member name="F:UnityEngine.Audio.AudioMixerUpdateMode.Normal"> <summary> <para>Update the AudioMixer with scaled game time.</para> </summary> </member> <member name="F:UnityEngine.Audio.AudioMixerUpdateMode.UnscaledTime"> <summary> <para>Update the AudioMixer with unscaled realtime.</para> </summary> </member> <member name="T:UnityEngine.Audio.AudioPlayableOutput"> <summary> <para>A IPlayableOutput implementation that will be used to play audio.</para> </summary> </member> <member name="P:UnityEngine.Audio.AudioPlayableOutput.Null"> <summary> <para>Returns an invalid AudioPlayableOutput.</para> </summary> </member> <member name="T:UnityEngine.AudioChorusFilter"> <summary> <para>The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.delay"> <summary> <para>Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.depth"> <summary> <para>Chorus modulation depth. 0.0 to 1.0. Default = 0.03.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.dryMix"> <summary> <para>Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.feedback"> <summary> <para>Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.rate"> <summary> <para>Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.wetMix1"> <summary> <para>Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.wetMix2"> <summary> <para>Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.</para> </summary> </member> <member name="P:UnityEngine.AudioChorusFilter.wetMix3"> <summary> <para>Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.</para> </summary> </member> <member name="T:UnityEngine.AudioClip"> <summary> <para>A container for audio data.</para> </summary> </member> <member name="P:UnityEngine.AudioClip.ambisonic"> <summary> <para>Returns true if this audio clip is ambisonic (read-only).</para> </summary> </member> <member name="P:UnityEngine.AudioClip.channels"> <summary> <para>The number of channels in the audio clip. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AudioClip.frequency"> <summary> <para>The sample frequency of the clip in Hertz. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AudioClip.isReadyToPlay"> <summary> <para>Returns true if the AudioClip is ready to play (read-only).</para> </summary> </member> <member name="P:UnityEngine.AudioClip.length"> <summary> <para>The length of the audio clip in seconds. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AudioClip.loadInBackground"> <summary> <para>Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.</para> </summary> </member> <member name="P:UnityEngine.AudioClip.loadState"> <summary> <para>Returns the current load state of the audio data associated with an AudioClip.</para> </summary> </member> <member name="P:UnityEngine.AudioClip.loadType"> <summary> <para>The load type of the clip (read-only).</para> </summary> </member> <member name="P:UnityEngine.AudioClip.preloadAudioData"> <summary> <para>Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.</para> </summary> </member> <member name="P:UnityEngine.AudioClip.samples"> <summary> <para>The length of the audio clip in samples. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback,UnityEngine.AudioClip/PCMSetPositionCallback)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback,UnityEngine.AudioClip/PCMSetPositionCallback)"> <summary> <para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para> </summary> <param name="name">Name of clip.</param> <param name="lengthSamples">Number of sample frames.</param> <param name="channels">Number of channels per frame.</param> <param name="frequency">Sample frequency of clip.</param> <param name="_3D">Audio clip is played back in 3D.</param> <param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param> <param name="pcmreadercallback">This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.</param> <param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param> <returns> <para>A reference to the created AudioClip.</para> </returns> </member> <member name="M:UnityEngine.AudioClip.GetData(System.Single[],System.Int32)"> <summary> <para>Fills an array with sample data from the clip.</para> </summary> <param name="data"></param> <param name="offsetSamples"></param> </member> <member name="M:UnityEngine.AudioClip.LoadAudioData"> <summary> <para>Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.</para> </summary> <returns> <para>Returns true if loading succeeded.</para> </returns> </member> <member name="T:UnityEngine.AudioClip.PCMReaderCallback"> <summary> <para>Delegate called each time AudioClip reads data.</para> </summary> <param name="data">Array of floats containing data read from the clip.</param> </member> <member name="T:UnityEngine.AudioClip.PCMSetPositionCallback"> <summary> <para>Delegate called each time AudioClip changes read position.</para> </summary> <param name="position">New position in the audio clip.</param> </member> <member name="M:UnityEngine.AudioClip.SetData(System.Single[],System.Int32)"> <summary> <para>Set sample data in a clip.</para> </summary> <param name="data"></param> <param name="offsetSamples"></param> </member> <member name="M:UnityEngine.AudioClip.UnloadAudioData"> <summary> <para>Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.</para> </summary> <returns> <para>Returns false if unloading failed.</para> </returns> </member> <member name="T:UnityEngine.AudioClipLoadType"> <summary> <para>Determines how the audio clip is loaded in.</para> </summary> </member> <member name="F:UnityEngine.AudioClipLoadType.CompressedInMemory"> <summary> <para>The audio data of the clip will be kept in memory in compressed form.</para> </summary> </member> <member name="F:UnityEngine.AudioClipLoadType.DecompressOnLoad"> <summary> <para>The audio data is decompressed when the audio clip is loaded.</para> </summary> </member> <member name="F:UnityEngine.AudioClipLoadType.Streaming"> <summary> <para>Streams audio data from disk.</para> </summary> </member> <member name="T:UnityEngine.AudioCompressionFormat"> <summary> <para>An enum containing different compression types.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.AAC"> <summary> <para>AAC Audio Compression.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.ADPCM"> <summary> <para>Adaptive differential pulse-code modulation.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.ATRAC9"> <summary> <para>Sony proprietary hardware format.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.GCADPCM"> <summary> <para>Nintendo ADPCM audio compression format.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.HEVAG"> <summary> <para>Sony proprietory hardware codec.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.MP3"> <summary> <para>MPEG Audio Layer III.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.PCM"> <summary> <para>Uncompressed pulse-code modulation.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.VAG"> <summary> <para>Sony proprietary hardware format.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.Vorbis"> <summary> <para>Vorbis compression format.</para> </summary> </member> <member name="F:UnityEngine.AudioCompressionFormat.XMA"> <summary> <para>Xbox One proprietary hardware format.</para> </summary> </member> <member name="T:UnityEngine.AudioConfiguration"> <summary> <para>Specifies the current properties or desired properties to be set for the audio system.</para> </summary> </member> <member name="F:UnityEngine.AudioConfiguration.dspBufferSize"> <summary> <para>The length of the DSP buffer in samples determining the latency of sounds by the audio output device.</para> </summary> </member> <member name="F:UnityEngine.AudioConfiguration.numRealVoices"> <summary> <para>The current maximum number of simultaneously audible sounds in the game.</para> </summary> </member> <member name="F:UnityEngine.AudioConfiguration.numVirtualVoices"> <summary> <para>The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.</para> </summary> </member> <member name="F:UnityEngine.AudioConfiguration.sampleRate"> <summary> <para>The current sample rate of the audio output device used.</para> </summary> </member> <member name="F:UnityEngine.AudioConfiguration.speakerMode"> <summary> <para>The current speaker mode used by the audio output device.</para> </summary> </member> <member name="T:UnityEngine.AudioDataLoadState"> <summary> <para>Value describing the current load state of the audio data associated with an AudioClip.</para> </summary> </member> <member name="F:UnityEngine.AudioDataLoadState.Failed"> <summary> <para>Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data.</para> </summary> </member> <member name="F:UnityEngine.AudioDataLoadState.Loaded"> <summary> <para>Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data.</para> </summary> </member> <member name="F:UnityEngine.AudioDataLoadState.Loading"> <summary> <para>Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data.</para> </summary> </member> <member name="F:UnityEngine.AudioDataLoadState.Unloaded"> <summary> <para>Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet.</para> </summary> </member> <member name="T:UnityEngine.AudioDistortionFilter"> <summary> <para>The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.</para> </summary> </member> <member name="P:UnityEngine.AudioDistortionFilter.distortionLevel"> <summary> <para>Distortion value. 0.0 to 1.0. Default = 0.5.</para> </summary> </member> <member name="T:UnityEngine.AudioEchoFilter"> <summary> <para>The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.</para> </summary> </member> <member name="P:UnityEngine.AudioEchoFilter.decayRatio"> <summary> <para>Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.</para> </summary> </member> <member name="P:UnityEngine.AudioEchoFilter.delay"> <summary> <para>Echo delay in ms. 10 to 5000. Default = 500.</para> </summary> </member> <member name="P:UnityEngine.AudioEchoFilter.dryMix"> <summary> <para>Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.</para> </summary> </member> <member name="P:UnityEngine.AudioEchoFilter.wetMix"> <summary> <para>Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.</para> </summary> </member> <member name="T:UnityEngine.AudioHighPassFilter"> <summary> <para>The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency.</para> </summary> </member> <member name="P:UnityEngine.AudioHighPassFilter.cutoffFrequency"> <summary> <para>Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</para> </summary> </member> <member name="P:UnityEngine.AudioHighPassFilter.highpassResonanceQ"> <summary> <para>Determines how much the filter's self-resonance isdampened.</para> </summary> </member> <member name="T:UnityEngine.AudioListener"> <summary> <para>Representation of a listener in 3D space.</para> </summary> </member> <member name="P:UnityEngine.AudioListener.pause"> <summary> <para>The paused state of the audio system.</para> </summary> </member> <member name="P:UnityEngine.AudioListener.velocityUpdateMode"> <summary> <para>This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.</para> </summary> </member> <member name="P:UnityEngine.AudioListener.volume"> <summary> <para>Controls the game sound volume (0.0 to 1.0).</para> </summary> </member> <member name="M:UnityEngine.AudioListener.GetOutputData(System.Single[],System.Int32)"> <summary> <para>Provides a block of the listener (master)'s output data.</para> </summary> <param name="samples">The array to populate with audio samples. Its length must be a power of 2.</param> <param name="channel">The channel to sample from.</param> </member> <member name="M:UnityEngine.AudioListener.GetOutputData(System.Int32,System.Int32)"> <summary> <para>Deprecated Version. Returns a block of the listener (master)'s output data.</para> </summary> <param name="numSamples"></param> <param name="channel"></param> </member> <member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)"> <summary> <para>Provides a block of the listener (master)'s spectrum data.</para> </summary> <param name="samples">The array to populate with audio samples. Its length must be a power of 2.</param> <param name="channel">The channel to sample from.</param> <param name="window">The FFTWindow type to use when sampling.</param> </member> <member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)"> <summary> <para>Deprecated Version. Returns a block of the listener (master)'s spectrum data.</para> </summary> <param name="numSamples">Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192.</param> <param name="channel">The channel to sample from.</param> <param name="window">The FFTWindow type to use when sampling.</param> </member> <member name="T:UnityEngine.AudioLowPassFilter"> <summary> <para>The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency.</para> </summary> </member> <member name="P:UnityEngine.AudioLowPassFilter.customCutoffCurve"> <summary> <para>Returns or sets the current custom frequency cutoff curve.</para> </summary> </member> <member name="P:UnityEngine.AudioLowPassFilter.cutoffFrequency"> <summary> <para>Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</para> </summary> </member> <member name="P:UnityEngine.AudioLowPassFilter.lowpassResonanceQ"> <summary> <para>Determines how much the filter's self-resonance is dampened.</para> </summary> </member> <member name="T:UnityEngine.AudioReverbFilter"> <summary> <para>The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.decayHFRatio"> <summary> <para>Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.decayTime"> <summary> <para>Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.density"> <summary> <para>Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.diffusion"> <summary> <para>Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.dryLevel"> <summary> <para>Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.hfReference"> <summary> <para>Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.lfReference"> <summary> <para>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.reflectionsDelay"> <summary> <para>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.reflectionsLevel"> <summary> <para>Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.reverbDelay"> <summary> <para>Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.reverbLevel"> <summary> <para>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.reverbPreset"> <summary> <para>Set/Get reverb preset properties.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.room"> <summary> <para>Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.roomHF"> <summary> <para>Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbFilter.roomLF"> <summary> <para>Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para> </summary> </member> <member name="T:UnityEngine.AudioReverbPreset"> <summary> <para>Reverb presets used by the Reverb Zone class and the audio reverb filter.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Alley"> <summary> <para>Alley preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Arena"> <summary> <para>Arena preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Auditorium"> <summary> <para>Auditorium preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Bathroom"> <summary> <para>Bathroom preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.CarpetedHallway"> <summary> <para>Carpeted hallway preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Cave"> <summary> <para>Cave preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.City"> <summary> <para>City preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Concerthall"> <summary> <para>Concert hall preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Dizzy"> <summary> <para>Dizzy preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Drugged"> <summary> <para>Drugged preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Forest"> <summary> <para>Forest preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Generic"> <summary> <para>Generic preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Hallway"> <summary> <para>Hallway preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Hangar"> <summary> <para>Hangar preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Livingroom"> <summary> <para>Livingroom preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Mountains"> <summary> <para>Mountains preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Off"> <summary> <para>No reverb preset selected.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.PaddedCell"> <summary> <para>Padded cell preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.ParkingLot"> <summary> <para>Parking Lot preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Plain"> <summary> <para>Plain preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Psychotic"> <summary> <para>Psychotic preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Quarry"> <summary> <para>Quarry preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Room"> <summary> <para>Room preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.SewerPipe"> <summary> <para>Sewer pipe preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.StoneCorridor"> <summary> <para>Stone corridor preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Stoneroom"> <summary> <para>Stoneroom preset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.Underwater"> <summary> <para>Underwater presset.</para> </summary> </member> <member name="F:UnityEngine.AudioReverbPreset.User"> <summary> <para>User defined preset.</para> </summary> </member> <member name="T:UnityEngine.AudioReverbZone"> <summary> <para>Reverb Zones are used when you want to create location based ambient effects in the scene.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.decayHFRatio"> <summary> <para>High-frequency to mid-frequency decay time ratio.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.decayTime"> <summary> <para>Reverberation decay time at mid frequencies.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.density"> <summary> <para>Value that controls the modal density in the late reverberation decay.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.diffusion"> <summary> <para>Value that controls the echo density in the late reverberation decay.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.maxDistance"> <summary> <para>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.minDistance"> <summary> <para>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.reflections"> <summary> <para>Early reflections level relative to room effect.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.reflectionsDelay"> <summary> <para>Initial reflection delay time.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.reverb"> <summary> <para>Late reverberation level relative to room effect.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.reverbDelay"> <summary> <para>Late reverberation delay time relative to initial reflection.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.reverbPreset"> <summary> <para>Set/Get reverb preset properties.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.room"> <summary> <para>Room effect level (at mid frequencies).</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.roomHF"> <summary> <para>Relative room effect level at high frequencies.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.roomLF"> <summary> <para>Relative room effect level at low frequencies.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.roomRolloffFactor"> <summary> <para>Like rolloffscale in global settings, but for reverb room size effect.</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.HFReference"> <summary> <para>Reference high frequency (hz).</para> </summary> </member> <member name="P:UnityEngine.AudioReverbZone.LFReference"> <summary> <para>Reference low frequency (hz).</para> </summary> </member> <member name="T:UnityEngine.AudioRolloffMode"> <summary> <para>Rolloff modes that a 3D sound can have in an audio source.</para> </summary> </member> <member name="F:UnityEngine.AudioRolloffMode.Custom"> <summary> <para>Use this when you want to use a custom rolloff.</para> </summary> </member> <member name="F:UnityEngine.AudioRolloffMode.Linear"> <summary> <para>Use this mode when you want to lower the volume of your sound over the distance.</para> </summary> </member> <member name="F:UnityEngine.AudioRolloffMode.Logarithmic"> <summary> <para>Use this mode when you want a real-world rolloff.</para> </summary> </member> <member name="T:UnityEngine.AudioSettings"> <summary> <para>Controls the global audio settings from script.</para> </summary> </member> <member name="P:UnityEngine.AudioSettings.driverCapabilities"> <summary> <para>Returns the speaker mode capability of the current audio driver. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.AudioSettings.dspTime"> <summary> <para>Returns the current time of the audio system.</para> </summary> </member> <member name="P:UnityEngine.AudioSettings.outputSampleRate"> <summary> <para>Get the mixer's current output rate.</para> </summary> </member> <member name="P:UnityEngine.AudioSettings.speakerMode"> <summary> <para>Gets the current speaker mode. Default is 2 channel stereo.</para> </summary> </member> <member name="T:UnityEngine.AudioSettings.AudioConfigurationChangeHandler"> <summary> <para>A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset.</para> </summary> <param name="deviceWasChanged">True if the change was caused by an device change.</param> </member> <member name="M:UnityEngine.AudioSettings.GetConfiguration"> <summary> <para>Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset.</para> </summary> <returns> <para>The new configuration to be applied.</para> </returns> </member> <member name="M:UnityEngine.AudioSettings.GetDSPBufferSize(System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get the mixer's buffer size in samples.</para> </summary> <param name="bufferLength">Is the length of each buffer in the ringbuffer.</param> <param name="numBuffers">Is number of buffers.</param> </member> <member name="?:UnityEngine.AudioSettings.OnAudioConfigurationChanged(UnityEngine.AudioSettings/AudioConfigurationChangeHandler)"> <summary> <para>A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset.</para> </summary> <param name="value">True if the change was caused by an device change.</param> </member> <member name="M:UnityEngine.AudioSettings.Reset(UnityEngine.AudioConfiguration)"> <summary> <para>Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system.</para> </summary> <param name="config">The new configuration to be used.</param> <returns> <para>True if all settings could be successfully applied.</para> </returns> </member> <member name="T:UnityEngine.AudioSource"> <summary> <para>A representation of audio sources in 3D.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.bypassEffects"> <summary> <para>Bypass effects (Applied from filter components or global listener filters).</para> </summary> </member> <member name="P:UnityEngine.AudioSource.bypassListenerEffects"> <summary> <para>When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.bypassReverbZones"> <summary> <para>When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.clip"> <summary> <para>The default AudioClip to play.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.dopplerLevel"> <summary> <para>Sets the Doppler scale for this AudioSource.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.ignoreListenerPause"> <summary> <para>Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.ignoreListenerVolume"> <summary> <para>This makes the audio source not take into account the volume of the audio listener.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.isPlaying"> <summary> <para>Is the clip playing right now (Read Only)?</para> </summary> </member> <member name="P:UnityEngine.AudioSource.isVirtual"> <summary> <para>True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.loop"> <summary> <para>Is the audio clip looping?</para> </summary> </member> <member name="P:UnityEngine.AudioSource.maxDistance"> <summary> <para>(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.minDistance"> <summary> <para>Within the Min distance the AudioSource will cease to grow louder in volume.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.mute"> <summary> <para>Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.outputAudioMixerGroup"> <summary> <para>The target group to which the AudioSource should route its signal.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.pan"> <summary> <para>Pan has been deprecated. Use panStereo instead.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.panLevel"> <summary> <para>PanLevel has been deprecated. Use spatialBlend instead.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.panStereo"> <summary> <para>Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.pitch"> <summary> <para>The pitch of the audio source.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.playOnAwake"> <summary> <para>If set to true, the audio source will automatically start playing on awake.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.priority"> <summary> <para>Sets the priority of the AudioSource.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.reverbZoneMix"> <summary> <para>The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.rolloffMode"> <summary> <para>Sets/Gets how the AudioSource attenuates over distance.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.spatialBlend"> <summary> <para>Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.spatialize"> <summary> <para>Enables or disables spatialization.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.spatializePostEffects"> <summary> <para>Determines if the spatializer effect is inserted before or after the effect filters.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.spread"> <summary> <para>Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.time"> <summary> <para>Playback position in seconds.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.timeSamples"> <summary> <para>Playback position in PCM samples.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.velocityUpdateMode"> <summary> <para>Whether the Audio Source should be updated in the fixed or dynamic update.</para> </summary> </member> <member name="P:UnityEngine.AudioSource.volume"> <summary> <para>The volume of the audio source (0.0 to 1.0).</para> </summary> </member> <member name="M:UnityEngine.AudioSource.GetAmbisonicDecoderFloat(System.Int32,System.Single&amp;)"> <summary> <para>Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.</para> </summary> <param name="index">Zero-based index of user-defined parameter to be read.</param> <param name="value">Return value of the user-defined parameter that is read.</param> <returns> <para>True, if the parameter could be read.</para> </returns> </member> <member name="M:UnityEngine.AudioSource.GetCustomCurve(UnityEngine.AudioSourceCurveType)"> <summary> <para>Get the current custom curve for the given AudioSourceCurveType.</para> </summary> <param name="type">The curve type to get.</param> <returns> <para>The custom AnimationCurve corresponding to the given curve type.</para> </returns> </member> <member name="M:UnityEngine.AudioSource.GetOutputData(System.Single[],System.Int32)"> <summary> <para>Provides a block of the currently playing source's output data.</para> </summary> <param name="samples">The array to populate with audio samples. Its length must be a power of 2.</param> <param name="channel">The channel to sample from.</param> </member> <member name="M:UnityEngine.AudioSource.GetOutputData(System.Int32,System.Int32)"> <summary> <para>Deprecated Version. Returns a block of the currently playing source's output data.</para> </summary> <param name="numSamples"></param> <param name="channel"></param> </member> <member name="M:UnityEngine.AudioSource.GetSpatializerFloat(System.Int32,System.Single&amp;)"> <summary> <para>Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.</para> </summary> <param name="index">Zero-based index of user-defined parameter to be read.</param> <param name="value">Return value of the user-defined parameter that is read.</param> <returns> <para>True, if the parameter could be read.</para> </returns> </member> <member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)"> <summary> <para>Provides a block of the currently playing audio source's spectrum data.</para> </summary> <param name="samples">The array to populate with audio samples. Its length must be a power of 2.</param> <param name="channel">The channel to sample from.</param> <param name="window">The FFTWindow type to use when sampling.</param> </member> <member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)"> <summary> <para>Deprecated Version. Returns a block of the currently playing source's spectrum data.</para> </summary> <param name="numSamples">The number of samples to retrieve. Must be a power of 2.</param> <param name="channel">The channel to sample from.</param> <param name="window">The FFTWindow type to use when sampling.</param> </member> <member name="M:UnityEngine.AudioSource.Pause"> <summary> <para>Pauses playing the clip.</para> </summary> </member> <member name="M:UnityEngine.AudioSource.Play()"> <summary> <para>Plays the clip with an optional certain delay.</para> </summary> <param name="delay">Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).</param> </member> <member name="M:UnityEngine.AudioSource.Play(System.UInt64)"> <summary> <para>Plays the clip with an optional certain delay.</para> </summary> <param name="delay">Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).</param> </member> <member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3)"> <summary> <para>Plays an AudioClip at a given position in world space.</para> </summary> <param name="clip">Audio data to play.</param> <param name="position">Position in world space from which sound originates.</param> <param name="volume">Playback volume.</param> </member> <member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3,System.Single)"> <summary> <para>Plays an AudioClip at a given position in world space.</para> </summary> <param name="clip">Audio data to play.</param> <param name="position">Position in world space from which sound originates.</param> <param name="volume">Playback volume.</param> </member> <member name="M:UnityEngine.AudioSource.PlayDelayed(System.Single)"> <summary> <para>Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.</para> </summary> <param name="delay">Delay time specified in seconds.</param> </member> <member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip)"> <summary> <para>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</para> </summary> <param name="clip">The clip being played.</param> <param name="volumeScale">The scale of the volume (0-1).</param> </member> <member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip,System.Single)"> <summary> <para>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</para> </summary> <param name="clip">The clip being played.</param> <param name="volumeScale">The scale of the volume (0-1).</param> </member> <member name="M:UnityEngine.AudioSource.PlayScheduled(System.Double)"> <summary> <para>Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.</para> </summary> <param name="time">Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.</param> </member> <member name="M:UnityEngine.AudioSource.SetAmbisonicDecoderFloat(System.Int32,System.Single)"> <summary> <para>Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.</para> </summary> <param name="index">Zero-based index of user-defined parameter to be set.</param> <param name="value">New value of the user-defined parameter.</param> <returns> <para>True, if the parameter could be set.</para> </returns> </member> <member name="M:UnityEngine.AudioSource.SetCustomCurve(UnityEngine.AudioSourceCurveType,UnityEngine.AnimationCurve)"> <summary> <para>Set the custom curve for the given AudioSourceCurveType.</para> </summary> <param name="type">The curve type that should be set.</param> <param name="curve">The curve that should be applied to the given curve type.</param> </member> <member name="M:UnityEngine.AudioSource.SetScheduledEndTime(System.Double)"> <summary> <para>Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.</para> </summary> <param name="time">Time in seconds.</param> </member> <member name="M:UnityEngine.AudioSource.SetScheduledStartTime(System.Double)"> <summary> <para>Changes the time at which a sound that has already been scheduled to play will start.</para> </summary> <param name="time">Time in seconds.</param> </member> <member name="M:UnityEngine.AudioSource.SetSpatializerFloat(System.Int32,System.Single)"> <summary> <para>Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.</para> </summary> <param name="index">Zero-based index of user-defined parameter to be set.</param> <param name="value">New value of the user-defined parameter.</param> <returns> <para>True, if the parameter could be set.</para> </returns> </member> <member name="M:UnityEngine.AudioSource.Stop"> <summary> <para>Stops playing the clip.</para> </summary> </member> <member name="M:UnityEngine.AudioSource.UnPause"> <summary> <para>Unpause the paused playback of this AudioSource.</para> </summary> </member> <member name="T:UnityEngine.AudioSourceCurveType"> <summary> <para>This defines the curve type of the different custom curves that can be queried and set within the AudioSource.</para> </summary> </member> <member name="F:UnityEngine.AudioSourceCurveType.CustomRolloff"> <summary> <para>Custom Volume Rolloff.</para> </summary> </member> <member name="F:UnityEngine.AudioSourceCurveType.ReverbZoneMix"> <summary> <para>Reverb Zone Mix.</para> </summary> </member> <member name="F:UnityEngine.AudioSourceCurveType.SpatialBlend"> <summary> <para>The Spatial Blend.</para> </summary> </member> <member name="F:UnityEngine.AudioSourceCurveType.Spread"> <summary> <para>The 3D Spread.</para> </summary> </member> <member name="T:UnityEngine.AudioSpeakerMode"> <summary> <para>These are speaker types defined for use with AudioSettings.speakerMode.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Mode5point1"> <summary> <para>Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Mode7point1"> <summary> <para>Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Mono"> <summary> <para>Channel count is set to 1. The speakers are monaural.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Prologic"> <summary> <para>Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Quad"> <summary> <para>Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Raw"> <summary> <para>Channel count is unaffected.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Stereo"> <summary> <para>Channel count is set to 2. The speakers are stereo. This is the editor default.</para> </summary> </member> <member name="F:UnityEngine.AudioSpeakerMode.Surround"> <summary> <para>Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right.</para> </summary> </member> <member name="T:UnityEngine.AudioType"> <summary> <para>Type of the imported(native) data.</para> </summary> </member> <member name="F:UnityEngine.AudioType.ACC"> <summary> <para>Acc - not supported.</para> </summary> </member> <member name="F:UnityEngine.AudioType.AIFF"> <summary> <para>Aiff.</para> </summary> </member> <member name="F:UnityEngine.AudioType.AUDIOQUEUE"> <summary> <para>iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure.</para> </summary> </member> <member name="F:UnityEngine.AudioType.IT"> <summary> <para>Impulse tracker.</para> </summary> </member> <member name="F:UnityEngine.AudioType.MOD"> <summary> <para>Protracker / Fasttracker MOD.</para> </summary> </member> <member name="F:UnityEngine.AudioType.MPEG"> <summary> <para>MP2/MP3 MPEG.</para> </summary> </member> <member name="F:UnityEngine.AudioType.OGGVORBIS"> <summary> <para>Ogg vorbis.</para> </summary> </member> <member name="F:UnityEngine.AudioType.S3M"> <summary> <para>ScreamTracker 3.</para> </summary> </member> <member name="F:UnityEngine.AudioType.UNKNOWN"> <summary> <para>3rd party / unknown plugin format.</para> </summary> </member> <member name="F:UnityEngine.AudioType.VAG"> <summary> <para>VAG.</para> </summary> </member> <member name="F:UnityEngine.AudioType.WAV"> <summary> <para>Microsoft WAV.</para> </summary> </member> <member name="F:UnityEngine.AudioType.XM"> <summary> <para>FastTracker 2 XM.</para> </summary> </member> <member name="F:UnityEngine.AudioType.XMA"> <summary> <para>Xbox360 XMA.</para> </summary> </member> <member name="T:UnityEngine.AudioVelocityUpdateMode"> <summary> <para>Describes when an AudioSource or AudioListener is updated.</para> </summary> </member> <member name="F:UnityEngine.AudioVelocityUpdateMode.Auto"> <summary> <para>Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise.</para> </summary> </member> <member name="F:UnityEngine.AudioVelocityUpdateMode.Dynamic"> <summary> <para>Updates the source or listener in the dynamic update loop.</para> </summary> </member> <member name="F:UnityEngine.AudioVelocityUpdateMode.Fixed"> <summary> <para>Updates the source or listener in the fixed update loop.</para> </summary> </member> <member name="T:UnityEngine.Avatar"> <summary> <para>Avatar definition.</para> </summary> </member> <member name="P:UnityEngine.Avatar.isHuman"> <summary> <para>Return true if this avatar is a valid human avatar.</para> </summary> </member> <member name="P:UnityEngine.Avatar.isValid"> <summary> <para>Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.</para> </summary> </member> <member name="T:UnityEngine.AvatarBuilder"> <summary> <para>Class to build avatars from user scripts.</para> </summary> </member> <member name="M:UnityEngine.AvatarBuilder.BuildGenericAvatar(UnityEngine.GameObject,System.String)"> <summary> <para>Create a new generic avatar.</para> </summary> <param name="go">Root object of your transform hierarchy.</param> <param name="rootMotionTransformName">Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself.</param> </member> <member name="M:UnityEngine.AvatarBuilder.BuildHumanAvatar(UnityEngine.GameObject,UnityEngine.HumanDescription)"> <summary> <para>Create a humanoid avatar.</para> </summary> <param name="go">Root object of your transform hierachy. It must be the top most gameobject when you create the avatar.</param> <param name="humanDescription">Humanoid description of the avatar.</param> <returns> <para>Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid.</para> </returns> </member> <member name="T:UnityEngine.AvatarIKGoal"> <summary> <para>IK Goal.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKGoal.LeftFoot"> <summary> <para>The left foot.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKGoal.LeftHand"> <summary> <para>The left hand.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKGoal.RightFoot"> <summary> <para>The right foot.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKGoal.RightHand"> <summary> <para>The right hand.</para> </summary> </member> <member name="T:UnityEngine.AvatarIKHint"> <summary> <para>IK Hint.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKHint.LeftElbow"> <summary> <para>The left elbow IK hint.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKHint.LeftKnee"> <summary> <para>The left knee IK hint.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKHint.RightElbow"> <summary> <para>The right elbow IK hint.</para> </summary> </member> <member name="F:UnityEngine.AvatarIKHint.RightKnee"> <summary> <para>The right knee IK hint.</para> </summary> </member> <member name="T:UnityEngine.AvatarMask"> <summary> <para>AvatarMask are used to mask out humanoid body parts and transforms.</para> </summary> </member> <member name="P:UnityEngine.AvatarMask.transformCount"> <summary> <para>Number of transforms.</para> </summary> </member> <member name="M:UnityEngine.AvatarMask.AddTransformPath(UnityEngine.Transform,System.Boolean)"> <summary> <para>Adds a transform path into the AvatarMask.</para> </summary> <param name="transform">The transform to add into the AvatarMask.</param> <param name="recursive">Whether to also add all children of the specified transform.</param> </member> <member name="M:UnityEngine.AvatarMask.#ctor"> <summary> <para>Creates a new AvatarMask.</para> </summary> </member> <member name="M:UnityEngine.AvatarMask.GetHumanoidBodyPartActive(UnityEngine.AvatarMaskBodyPart)"> <summary> <para>Returns true if the humanoid body part at the given index is active.</para> </summary> <param name="index">The index of the humanoid body part.</param> </member> <member name="M:UnityEngine.AvatarMask.GetTransformActive(System.Int32)"> <summary> <para>Returns true if the transform at the given index is active.</para> </summary> <param name="index">The index of the transform.</param> </member> <member name="M:UnityEngine.AvatarMask.GetTransformPath(System.Int32)"> <summary> <para>Returns the path of the transform at the given index.</para> </summary> <param name="index">The index of the transform.</param> </member> <member name="M:UnityEngine.AvatarMask.RemoveTransformPath(UnityEngine.Transform,System.Boolean)"> <summary> <para>Removes a transform path from the AvatarMask.</para> </summary> <param name="transform">The Transform that should be removed from the AvatarMask.</param> <param name="recursive">Whether to also remove all children of the specified transform.</param> </member> <member name="M:UnityEngine.AvatarMask.SetHumanoidBodyPartActive(UnityEngine.AvatarMaskBodyPart,System.Boolean)"> <summary> <para>Sets the humanoid body part at the given index to active or not.</para> </summary> <param name="index">The index of the humanoid body part.</param> <param name="value">Active or not.</param> </member> <member name="M:UnityEngine.AvatarMask.SetTransformActive(System.Int32,System.Boolean)"> <summary> <para>Sets the tranform at the given index to active or not.</para> </summary> <param name="index">The index of the transform.</param> <param name="value">Active or not.</param> </member> <member name="M:UnityEngine.AvatarMask.SetTransformPath(System.Int32,System.String)"> <summary> <para>Sets the path of the transform at the given index.</para> </summary> <param name="index">The index of the transform.</param> <param name="path">The path of the transform.</param> </member> <member name="T:UnityEngine.AvatarMaskBodyPart"> <summary> <para>Avatar body part.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.Body"> <summary> <para>The Body.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.Head"> <summary> <para>The Head.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LastBodyPart"> <summary> <para>Total number of body parts.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LeftArm"> <summary> <para>The Left Arm.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LeftFingers"> <summary> <para>Left Fingers.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LeftFootIK"> <summary> <para>Left Foot IK.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LeftHandIK"> <summary> <para>Left Hand IK.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.LeftLeg"> <summary> <para>The Left Leg.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.RightArm"> <summary> <para>The Right Arm.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.RightFingers"> <summary> <para>Right Fingers.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.RightFootIK"> <summary> <para>Right Foot IK.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.RightHandIK"> <summary> <para>Right Hand IK.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.RightLeg"> <summary> <para>The Right Leg.</para> </summary> </member> <member name="F:UnityEngine.AvatarMaskBodyPart.Root"> <summary> <para>The Root.</para> </summary> </member> <member name="T:UnityEngine.AvatarTarget"> <summary> <para>Target.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.Body"> <summary> <para>The body, center of mass.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.LeftFoot"> <summary> <para>The left foot.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.LeftHand"> <summary> <para>The left hand.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.RightFoot"> <summary> <para>The right foot.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.RightHand"> <summary> <para>The right hand.</para> </summary> </member> <member name="F:UnityEngine.AvatarTarget.Root"> <summary> <para>The root, the position of the game object.</para> </summary> </member> <member name="T:UnityEngine.BatteryStatus"> <summary> <para>Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery.</para> </summary> </member> <member name="F:UnityEngine.BatteryStatus.Charging"> <summary> <para>Device is plugged in and charging.</para> </summary> </member> <member name="F:UnityEngine.BatteryStatus.Discharging"> <summary> <para>Device is unplugged and discharging.</para> </summary> </member> <member name="F:UnityEngine.BatteryStatus.Full"> <summary> <para>Device is plugged in and the battery is full.</para> </summary> </member> <member name="F:UnityEngine.BatteryStatus.NotCharging"> <summary> <para>Device is plugged in, but is not charging.</para> </summary> </member> <member name="F:UnityEngine.BatteryStatus.Unknown"> <summary> <para>The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value.</para> </summary> </member> <member name="T:UnityEngine.Behaviour"> <summary> <para>Behaviours are Components that can be enabled or disabled.</para> </summary> </member> <member name="P:UnityEngine.Behaviour.enabled"> <summary> <para>Enabled Behaviours are Updated, disabled Behaviours are not.</para> </summary> </member> <member name="P:UnityEngine.Behaviour.isActiveAndEnabled"> <summary> <para>Has the Behaviour had enabled called.</para> </summary> </member> <member name="T:UnityEngine.BillboardAsset"> <summary> <para>BillboardAsset describes how a billboard is rendered.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.bottom"> <summary> <para>Height of the billboard that is below ground.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.height"> <summary> <para>Height of the billboard.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.imageCount"> <summary> <para>Number of pre-rendered images that can be switched when the billboard is viewed from different angles.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.indexCount"> <summary> <para>Number of indices in the billboard mesh.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.material"> <summary> <para>The material used for rendering.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.vertexCount"> <summary> <para>Number of vertices in the billboard mesh.</para> </summary> </member> <member name="P:UnityEngine.BillboardAsset.width"> <summary> <para>Width of the billboard.</para> </summary> </member> <member name="M:UnityEngine.BillboardAsset.#ctor"> <summary> <para>Constructs a new BillboardAsset.</para> </summary> </member> <member name="M:UnityEngine.BillboardAsset.GetImageTexCoords"> <summary> <para>Get the array of billboard image texture coordinate data.</para> </summary> <param name="imageTexCoords">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.GetImageTexCoords(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Get the array of billboard image texture coordinate data.</para> </summary> <param name="imageTexCoords">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.GetIndices"> <summary> <para>Get the indices of the billboard mesh.</para> </summary> <param name="indices">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.GetIndices(System.Collections.Generic.List`1&lt;System.UInt16&gt;)"> <summary> <para>Get the indices of the billboard mesh.</para> </summary> <param name="indices">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.GetVertices"> <summary> <para>Get the vertices of the billboard mesh.</para> </summary> <param name="vertices">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)"> <summary> <para>Get the vertices of the billboard mesh.</para> </summary> <param name="vertices">The list that receives the array.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetImageTexCoords(UnityEngine.Vector4[])"> <summary> <para>Set the array of billboard image texture coordinate data.</para> </summary> <param name="imageTexCoords">The array of data to set.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetImageTexCoords(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Set the array of billboard image texture coordinate data.</para> </summary> <param name="imageTexCoords">The array of data to set.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetIndices(System.UInt16[])"> <summary> <para>Set the indices of the billboard mesh.</para> </summary> <param name="indices">The array of data to set.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetIndices(System.Collections.Generic.List`1&lt;System.UInt16&gt;)"> <summary> <para>Set the indices of the billboard mesh.</para> </summary> <param name="indices">The array of data to set.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetVertices(UnityEngine.Vector2[])"> <summary> <para>Set the vertices of the billboard mesh.</para> </summary> <param name="vertices">The array of data to set.</param> </member> <member name="M:UnityEngine.BillboardAsset.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)"> <summary> <para>Set the vertices of the billboard mesh.</para> </summary> <param name="vertices">The array of data to set.</param> </member> <member name="T:UnityEngine.BillboardRenderer"> <summary> <para>Renders a billboard from a BillboardAsset.</para> </summary> </member> <member name="P:UnityEngine.BillboardRenderer.billboard"> <summary> <para>The BillboardAsset to render.</para> </summary> </member> <member name="M:UnityEngine.BillboardRenderer.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="T:UnityEngine.BitStream"> <summary> <para>The BitStream class represents seralized variables, packed into a stream.</para> </summary> </member> <member name="P:UnityEngine.BitStream.isReading"> <summary> <para>Is the BitStream currently being read? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.BitStream.isWriting"> <summary> <para>Is the BitStream currently being written? (Read Only)</para> </summary> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Boolean&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Char&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Int16&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Int32&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Single&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(System.Single&amp;,System.Single)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&amp;,System.Single)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&amp;,System.Single)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkPlayer&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkViewID&amp;)"> <summary> <para>Serializes different types of variables.</para> </summary> <param name="value"></param> <param name="maxDelta"></param> <param name="viewID"></param> </member> <member name="T:UnityEngine.BlendWeights"> <summary> <para>Blend weights.</para> </summary> </member> <member name="F:UnityEngine.BlendWeights.FourBones"> <summary> <para>Four bones affect each vertex.</para> </summary> </member> <member name="F:UnityEngine.BlendWeights.OneBone"> <summary> <para>One bone affects each vertex.</para> </summary> </member> <member name="F:UnityEngine.BlendWeights.TwoBones"> <summary> <para>Two bones affect each vertex.</para> </summary> </member> <member name="T:UnityEngine.BoneWeight"> <summary> <para>Skinning bone weights of a vertex in the mesh.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.boneIndex0"> <summary> <para>Index of first bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.boneIndex1"> <summary> <para>Index of second bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.boneIndex2"> <summary> <para>Index of third bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.boneIndex3"> <summary> <para>Index of fourth bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.weight0"> <summary> <para>Skinning weight for first bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.weight1"> <summary> <para>Skinning weight for second bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.weight2"> <summary> <para>Skinning weight for third bone.</para> </summary> </member> <member name="P:UnityEngine.BoneWeight.weight3"> <summary> <para>Skinning weight for fourth bone.</para> </summary> </member> <member name="T:UnityEngine.BoundingSphere"> <summary> <para>Describes a single bounding sphere for use by a CullingGroup.</para> </summary> </member> <member name="F:UnityEngine.BoundingSphere.position"> <summary> <para>The position of the center of the BoundingSphere.</para> </summary> </member> <member name="F:UnityEngine.BoundingSphere.radius"> <summary> <para>The radius of the BoundingSphere.</para> </summary> </member> <member name="M:UnityEngine.BoundingSphere.#ctor(UnityEngine.Vector3,System.Single)"> <summary> <para>Initializes a BoundingSphere.</para> </summary> <param name="pos">The center of the sphere.</param> <param name="rad">The radius of the sphere.</param> <param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param> </member> <member name="M:UnityEngine.BoundingSphere.#ctor(UnityEngine.Vector4)"> <summary> <para>Initializes a BoundingSphere.</para> </summary> <param name="pos">The center of the sphere.</param> <param name="rad">The radius of the sphere.</param> <param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param> </member> <member name="T:UnityEngine.Bounds"> <summary> <para>Represents an axis aligned bounding box.</para> </summary> </member> <member name="P:UnityEngine.Bounds.center"> <summary> <para>The center of the bounding box.</para> </summary> </member> <member name="P:UnityEngine.Bounds.extents"> <summary> <para>The extents of the box. This is always half of the size.</para> </summary> </member> <member name="P:UnityEngine.Bounds.max"> <summary> <para>The maximal point of the box. This is always equal to center+extents.</para> </summary> </member> <member name="P:UnityEngine.Bounds.min"> <summary> <para>The minimal point of the box. This is always equal to center-extents.</para> </summary> </member> <member name="P:UnityEngine.Bounds.size"> <summary> <para>The total size of the box. This is always twice as large as the extents.</para> </summary> </member> <member name="M:UnityEngine.Bounds.ClosestPoint(UnityEngine.Vector3)"> <summary> <para>The closest point on the bounding box.</para> </summary> <param name="point">Arbitrary point.</param> <returns> <para>The point on the bounding box or inside the bounding box.</para> </returns> </member> <member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)"> <summary> <para>Is point contained in the bounding box?</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Bounds.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a new Bounds.</para> </summary> <param name="center">The location of the origin of the Bounds.</param> <param name="size">The dimensions of the Bounds.</param> </member> <member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)"> <summary> <para>Grows the Bounds to include the point.</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)"> <summary> <para>Grow the bounds to encapsulate the bounds.</para> </summary> <param name="bounds"></param> </member> <member name="M:UnityEngine.Bounds.Expand(System.Single)"> <summary> <para>Expand the bounds by increasing its size by amount along each side.</para> </summary> <param name="amount"></param> </member> <member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)"> <summary> <para>Expand the bounds by increasing its size by amount along each side.</para> </summary> <param name="amount"></param> </member> <member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)"> <summary> <para>Does ray intersect this bounding box?</para> </summary> <param name="ray"></param> </member> <member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&amp;)"> <summary> <para>Does ray intersect this bounding box?</para> </summary> <param name="ray"></param> <param name="distance"></param> </member> <member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)"> <summary> <para>Does another bounding box intersect with this bounding box?</para> </summary> <param name="bounds"></param> </member> <member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Sets the bounds to the min and max value of the box.</para> </summary> <param name="min"></param> <param name="max"></param> </member> <member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)"> <summary> <para>The smallest squared distance between the point and this bounding box.</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Bounds.ToString"> <summary> <para>Returns a nicely formatted string for the bounds.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Bounds.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for the bounds.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.BoxCollider"> <summary> <para>A box-shaped primitive collider.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider.center"> <summary> <para>The center of the box, measured in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider.size"> <summary> <para>The size of the box, measured in the object's local space.</para> </summary> </member> <member name="T:UnityEngine.BoxCollider2D"> <summary> <para>Collider for 2D physics representing an axis-aligned rectangle.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider2D.autoTiling"> <summary> <para>Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider2D.center"> <summary> <para>The center point of the collider in local space.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider2D.edgeRadius"> <summary> <para>Controls the radius of all edges created by the collider.</para> </summary> </member> <member name="P:UnityEngine.BoxCollider2D.size"> <summary> <para>The width and height of the rectangle.</para> </summary> </member> <member name="T:UnityEngine.BuoyancyEffector2D"> <summary> <para>Applies forces to simulate buoyancy, fluid-flow and fluid drag.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.angularDrag"> <summary> <para>A force applied to slow angular movement of any Collider2D in contact with the effector.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.density"> <summary> <para>The density of the fluid used to calculate the buoyancy forces.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.flowAngle"> <summary> <para>The angle of the force used to similate fluid flow.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.flowMagnitude"> <summary> <para>The magnitude of the force used to similate fluid flow.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.flowVariation"> <summary> <para>The random variation of the force used to similate fluid flow.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.linearDrag"> <summary> <para>A force applied to slow linear movement of any Collider2D in contact with the effector.</para> </summary> </member> <member name="P:UnityEngine.BuoyancyEffector2D.surfaceLevel"> <summary> <para>Defines an arbitrary horizontal line that represents the fluid surface level.</para> </summary> </member> <member name="T:UnityEngine.Cache"> <summary> <para>Data structure for cache. Please refer to See Also:Caching.AddCache for more information.</para> </summary> </member> <member name="P:UnityEngine.Cache.expirationDelay"> <summary> <para>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</para> </summary> </member> <member name="P:UnityEngine.Cache.index"> <summary> <para>Returns the index of the cache in the cache list.</para> </summary> </member> <member name="P:UnityEngine.Cache.maximumAvailableStorageSpace"> <summary> <para>Allows you to specify the total number of bytes that can be allocated for the cache.</para> </summary> </member> <member name="P:UnityEngine.Cache.path"> <summary> <para>Returns the path of the cache.</para> </summary> </member> <member name="P:UnityEngine.Cache.readOnly"> <summary> <para>Returns true if the cache is readonly.</para> </summary> </member> <member name="P:UnityEngine.Cache.ready"> <summary> <para>Returns true if the cache is ready.</para> </summary> </member> <member name="P:UnityEngine.Cache.spaceFree"> <summary> <para>Returns the number of currently unused bytes in the cache.</para> </summary> </member> <member name="P:UnityEngine.Cache.spaceOccupied"> <summary> <para>Returns the used disk space in bytes.</para> </summary> </member> <member name="P:UnityEngine.Cache.valid"> <summary> <para>Returns true if the cache is valid.</para> </summary> </member> <member name="M:UnityEngine.Cache.ClearCache"> <summary> <para>Removes all cached content in the cache that has been cached by the current application.</para> </summary> <returns> <para>Returns True when cache clearing succeeded.</para> </returns> </member> <member name="T:UnityEngine.CachedAssetBundle"> <summary> <para>Data structure for downloading AssetBundles to a customized cache path. See Also:WWW.LoadFromCacheOrDownload for more information.</para> </summary> </member> <member name="P:UnityEngine.CachedAssetBundle.hash"> <summary> <para>Hash128 which is used as the version of the AssetBundle.</para> </summary> </member> <member name="P:UnityEngine.CachedAssetBundle.name"> <summary> <para>AssetBundle name which is used as the customized cache path.</para> </summary> </member> <member name="T:UnityEngine.Caching"> <summary> <para>The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.</para> </summary> </member> <member name="P:UnityEngine.Caching.cacheCount"> <summary> <para>Returns the cache count in the cache list.</para> </summary> </member> <member name="P:UnityEngine.Caching.compressionEnabled"> <summary> <para>Controls compression of cache data. Enabled by default.</para> </summary> </member> <member name="P:UnityEngine.Caching.currentCacheForWriting"> <summary> <para>Returns the current cache in which AssetBundles should be cached.</para> </summary> </member> <member name="P:UnityEngine.Caching.defaultCache"> <summary> <para>Returns the default cache which is added by Unity internally.</para> </summary> </member> <member name="P:UnityEngine.Caching.enabled"> <summary> <para>Is Caching enabled?</para> </summary> </member> <member name="P:UnityEngine.Caching.ready"> <summary> <para>Is caching ready?</para> </summary> </member> <member name="M:UnityEngine.Caching.AddCache(System.String)"> <summary> <para>Add a cache with the given path.</para> </summary> <param name="cachePath">Path to the cache folder.</param> </member> <member name="M:UnityEngine.Caching.ClearAllCachedVersions(System.String)"> <summary> <para>Removes all the cached versions of the given AssetBundle from the cache.</para> </summary> <param name="assetBundleName">The AssetBundle name.</param> <returns> <para>Returns true when cache clearing succeeded.</para> </returns> </member> <member name="M:UnityEngine.Caching.ClearCache"> <summary> <para>Removes all AssetBundle and Procedural Material content that has been cached by the current application.</para> </summary> <returns> <para>True when cache clearing succeeded, false if cache was in use.</para> </returns> </member> <member name="M:UnityEngine.Caching.ClearCachedVersion(System.String,UnityEngine.Hash128)"> <summary> <para>Removes the given version of the AssetBundle.</para> </summary> <param name="assetBundleName">The AssetBundle name.</param> <param name="hash">Version needs to be cleaned.</param> <returns> <para>Returns true when cache clearing succeeded.</para> </returns> </member> <member name="M:UnityEngine.Caching.ClearOtherCachedVersions(System.String,UnityEngine.Hash128)"> <summary> <para>Removes all the cached versions of the AssetBundle from the cache, except for the specified version.</para> </summary> <param name="assetBundleName">The AssetBundle name.</param> <param name="hash">Version needs to be kept.</param> <returns> <para>Returns true when cache clearing succeeded.</para> </returns> </member> <member name="M:UnityEngine.Caching.GetAllCachePaths(System.Collections.Generic.List`1&lt;System.String&gt;)"> <summary> <para>Returns all paths of the cache in the cache list.</para> </summary> <param name="cachePaths">List of all the cache paths.</param> </member> <member name="M:UnityEngine.Caching.GetCacheAt(System.Int32)"> <summary> <para>Returns the Cache at the given position in the cache list.</para> </summary> <param name="cacheIndex">Index of the cache to get.</param> <returns> <para>A reference to the Cache at the index specified.</para> </returns> </member> <member name="M:UnityEngine.Caching.GetCacheByPath(System.String)"> <summary> <para>Returns the Cache that has the given cache path.</para> </summary> <param name="cachePath">The cache path.</param> <returns> <para>A reference to the Cache with the given path.</para> </returns> </member> <member name="M:UnityEngine.Caching.GetCachedVersions(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Hash128&gt;)"> <summary> <para>Returns all cached versions of the given AssetBundle.</para> </summary> <param name="assetBundleName">The AssetBundle name.</param> <param name="outCachedVersions">List of all the cached version.</param> </member> <member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)"> <summary> <para>Checks if an AssetBundle is cached.</para> </summary> <param name="string">Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically.</param> <param name="int">Version The version number of the AssetBundle to check for. Negative values are not allowed.</param> <param name="url"></param> <param name="version"></param> <returns> <para>True if an AssetBundle matching the url and version parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API.</para> </returns> </member> <member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)"> <summary> <para>Bumps the timestamp of a cached file to be the current time.</para> </summary> <param name="url"></param> <param name="version"></param> </member> <member name="M:UnityEngine.Caching.MoveCacheAfter(UnityEngine.Cache,UnityEngine.Cache)"> <summary> <para>Moves the source Cache after the destination Cache in the cache list.</para> </summary> <param name="src">The Cache to move.</param> <param name="dst">The Cache which should come before the source Cache in the cache list.</param> </member> <member name="M:UnityEngine.Caching.MoveCacheBefore(UnityEngine.Cache,UnityEngine.Cache)"> <summary> <para>Moves the source Cache before the destination Cache in the cache list.</para> </summary> <param name="src">The Cache to move.</param> <param name="dst">The Cache which should come after the source Cache in the cache list.</param> </member> <member name="M:UnityEngine.Caching.RemoveCache(UnityEngine.Cache)"> <summary> <para>Removes the Cache from cache list.</para> </summary> <param name="cache">The Cache to be removed.</param> <returns> <para>Returns true if the Cache is removed.</para> </returns> </member> <member name="T:UnityEngine.Camera"> <summary> <para>A Camera is a device through which the player views the world.</para> </summary> </member> <member name="P:UnityEngine.Camera.activeTexture"> <summary> <para>Gets or sets the temporary RenderTexture target for this Camera.</para> </summary> </member> <member name="P:UnityEngine.Camera.actualRenderingPath"> <summary> <para>The rendering path that is currently being used (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.allCameras"> <summary> <para>Returns all enabled cameras in the scene.</para> </summary> </member> <member name="P:UnityEngine.Camera.allCamerasCount"> <summary> <para>The number of cameras in the current scene.</para> </summary> </member> <member name="P:UnityEngine.Camera.allowHDR"> <summary> <para>High dynamic range rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.allowMSAA"> <summary> <para>MSAA rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.areVRStereoViewMatricesWithinSingleCullTolerance"> <summary> <para>Determines whether the stereo view matrices are suitable to allow for a single pass cull.</para> </summary> </member> <member name="P:UnityEngine.Camera.aspect"> <summary> <para>The aspect ratio (width divided by height).</para> </summary> </member> <member name="P:UnityEngine.Camera.backgroundColor"> <summary> <para>The color with which the screen will be cleared.</para> </summary> </member> <member name="P:UnityEngine.Camera.cameraToWorldMatrix"> <summary> <para>Matrix that transforms from camera space to world space (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.cameraType"> <summary> <para>Identifies what kind of camera this is.</para> </summary> </member> <member name="P:UnityEngine.Camera.clearFlags"> <summary> <para>How the camera clears the background.</para> </summary> </member> <member name="P:UnityEngine.Camera.clearStencilAfterLightingPass"> <summary> <para>Should the camera clear the stencil buffer after the deferred light pass?</para> </summary> </member> <member name="P:UnityEngine.Camera.commandBufferCount"> <summary> <para>Number of command buffers set up on this camera (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.cullingMask"> <summary> <para>This is used to render parts of the scene selectively.</para> </summary> </member> <member name="P:UnityEngine.Camera.cullingMatrix"> <summary> <para>Sets a custom matrix for the camera to use for all culling queries.</para> </summary> </member> <member name="P:UnityEngine.Camera.current"> <summary> <para>The camera we are currently rendering with, for low-level render control only (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.depth"> <summary> <para>Camera's depth in the camera rendering order.</para> </summary> </member> <member name="P:UnityEngine.Camera.depthTextureMode"> <summary> <para>How and if camera generates a depth texture.</para> </summary> </member> <member name="P:UnityEngine.Camera.eventMask"> <summary> <para>Mask to select which layers can trigger events on the camera.</para> </summary> </member> <member name="P:UnityEngine.Camera.farClipPlane"> <summary> <para>The far clipping plane distance.</para> </summary> </member> <member name="P:UnityEngine.Camera.fieldOfView"> <summary> <para>The field of view of the camera in degrees.</para> </summary> </member> <member name="P:UnityEngine.Camera.forceIntoRenderTexture"> <summary> <para>Should camera rendering be forced into a RenderTexture.</para> </summary> </member> <member name="P:UnityEngine.Camera.hdr"> <summary> <para>High dynamic range rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.layerCullDistances"> <summary> <para>Per-layer culling distances.</para> </summary> </member> <member name="P:UnityEngine.Camera.layerCullSpherical"> <summary> <para>How to perform per-layer culling for a Camera.</para> </summary> </member> <member name="P:UnityEngine.Camera.main"> <summary> <para>The first enabled camera tagged "MainCamera" (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.nearClipPlane"> <summary> <para>The near clipping plane distance.</para> </summary> </member> <member name="P:UnityEngine.Camera.nonJitteredProjectionMatrix"> <summary> <para>Get or set the raw projection matrix with no camera offset (no jittering).</para> </summary> </member> <member name="F:UnityEngine.Camera.onPostRender"> <summary> <para>Event that is fired after any camera finishes rendering.</para> </summary> </member> <member name="F:UnityEngine.Camera.onPreCull"> <summary> <para>Event that is fired before any camera starts culling.</para> </summary> </member> <member name="F:UnityEngine.Camera.onPreRender"> <summary> <para>Event that is fired before any camera starts rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.opaqueSortMode"> <summary> <para>Opaque object sorting mode.</para> </summary> </member> <member name="P:UnityEngine.Camera.orthographic"> <summary> <para>Is the camera orthographic (true) or perspective (false)?</para> </summary> </member> <member name="P:UnityEngine.Camera.orthographicSize"> <summary> <para>Camera's half-size when in orthographic mode.</para> </summary> </member> <member name="P:UnityEngine.Camera.pixelHeight"> <summary> <para>How tall is the camera in pixels (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.pixelRect"> <summary> <para>Where on the screen is the camera rendered in pixel coordinates.</para> </summary> </member> <member name="P:UnityEngine.Camera.pixelWidth"> <summary> <para>How wide is the camera in pixels (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.projectionMatrix"> <summary> <para>Set a custom projection matrix.</para> </summary> </member> <member name="P:UnityEngine.Camera.rect"> <summary> <para>Where on the screen is the camera rendered in normalized coordinates.</para> </summary> </member> <member name="P:UnityEngine.Camera.renderingPath"> <summary> <para>The rendering path that should be used, if possible.</para> </summary> </member> <member name="P:UnityEngine.Camera.scene"> <summary> <para>If not null, the camera will only render the contents of the specified scene.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoActiveEye"> <summary> <para>Returns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoConvergence"> <summary> <para>Distance to a point where virtual eyes converge.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoEnabled"> <summary> <para>Stereoscopic rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoMirrorMode"> <summary> <para>Render only once and use resulting image for both eyes.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoSeparation"> <summary> <para>The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.</para> </summary> </member> <member name="P:UnityEngine.Camera.stereoTargetEye"> <summary> <para>Defines which eye of a VR display the Camera renders into.</para> </summary> </member> <member name="P:UnityEngine.Camera.targetDisplay"> <summary> <para>Set the target display for this Camera.</para> </summary> </member> <member name="P:UnityEngine.Camera.targetTexture"> <summary> <para>Destination render texture.</para> </summary> </member> <member name="P:UnityEngine.Camera.transparencySortAxis"> <summary> <para>An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.</para> </summary> </member> <member name="P:UnityEngine.Camera.transparencySortMode"> <summary> <para>Transparent object sorting mode.</para> </summary> </member> <member name="P:UnityEngine.Camera.useJitteredProjectionMatrixForTransparentRendering"> <summary> <para>Should the jittered matrix be used for transparency rendering?</para> </summary> </member> <member name="P:UnityEngine.Camera.useOcclusionCulling"> <summary> <para>Whether or not the Camera will use occlusion culling during rendering.</para> </summary> </member> <member name="P:UnityEngine.Camera.velocity"> <summary> <para>Get the world-space speed of the camera (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Camera.worldToCameraMatrix"> <summary> <para>Matrix that transforms from world to camera space.</para> </summary> </member> <member name="M:UnityEngine.Camera.AddCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Add a command buffer to be executed at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <param name="buffer">The buffer to execute.</param> </member> <member name="M:UnityEngine.Camera.CalculateFrustumCorners(UnityEngine.Rect,System.Single,UnityEngine.Camera/MonoOrStereoscopicEye,UnityEngine.Vector3[])"> <summary> <para>Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.</para> </summary> <param name="viewport">Normalized viewport coordinates to use for the frustum calculation.</param> <param name="z">Z-depth from the camera origin at which the corners will be calculated.</param> <param name="eye">Camera eye projection matrix to use.</param> <param name="outCorners">Output array for the frustum corner vectors. Cannot be null and length must be &gt;= 4.</param> </member> <member name="M:UnityEngine.Camera.CalculateObliqueMatrix(UnityEngine.Vector4)"> <summary> <para>Calculates and returns oblique near-plane projection matrix.</para> </summary> <param name="clipPlane">Vector4 that describes a clip plane.</param> <returns> <para>Oblique near-plane projection matrix.</para> </returns> </member> <member name="T:UnityEngine.Camera.CameraCallback"> <summary> <para>Delegate type for camera callbacks.</para> </summary> <param name="cam"></param> </member> <member name="M:UnityEngine.Camera.CopyFrom(UnityEngine.Camera)"> <summary> <para>Makes this camera's settings match other camera.</para> </summary> <param name="other"></param> </member> <member name="M:UnityEngine.Camera.GetAllCameras(UnityEngine.Camera[])"> <summary> <para>Fills an array of Camera with the current cameras in the scene, without allocating a new array.</para> </summary> <param name="cameras">An array to be filled up with cameras currently in the scene.</param> </member> <member name="M:UnityEngine.Camera.GetCommandBuffers(UnityEngine.Rendering.CameraEvent)"> <summary> <para>Get command buffers to be executed at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <returns> <para>Array of command buffers.</para> </returns> </member> <member name="M:UnityEngine.Camera.GetStereoProjectionMatrix(UnityEngine.Camera/StereoscopicEye)"> <summary> <para>Gets the projection matrix of a specific left or right stereoscopic eye.</para> </summary> <param name="eye">Specifies the stereoscopic eye whose view matrix needs to be returned.</param> <returns> <para>The view matrix of the specified stereoscopic eye.</para> </returns> </member> <member name="M:UnityEngine.Camera.GetStereoViewMatrix(UnityEngine.Camera/StereoscopicEye)"> <summary> <para>Gets the left or right view matrix of a specific stereoscopic eye.</para> </summary> <param name="eye">Specifies the stereoscopic eye whose view matrix needs to be returned.</param> <returns> <para>The view matrix of the specified stereoscopic eye.</para> </returns> </member> <member name="T:UnityEngine.Camera.MonoOrStereoscopicEye"> <summary> <para>A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled.</para> </summary> </member> <member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Left"> <summary> <para>Camera eye corresponding to stereoscopic rendering of the left eye.</para> </summary> </member> <member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Mono"> <summary> <para>Camera eye corresponding to non-stereoscopic rendering.</para> </summary> </member> <member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Right"> <summary> <para>Camera eye corresponding to stereoscopic rendering of the right eye.</para> </summary> </member> <member name="M:UnityEngine.Camera.RemoveAllCommandBuffers"> <summary> <para>Remove all command buffers set on this camera.</para> </summary> </member> <member name="M:UnityEngine.Camera.RemoveCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Remove command buffer from execution at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <param name="buffer">The buffer to execute.</param> </member> <member name="M:UnityEngine.Camera.RemoveCommandBuffers(UnityEngine.Rendering.CameraEvent)"> <summary> <para>Remove command buffers from execution at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> </member> <member name="M:UnityEngine.Camera.Render"> <summary> <para>Render the camera manually.</para> </summary> </member> <member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap,System.Int32)"> <summary> <para>Render into a static cubemap from this camera.</para> </summary> <param name="cubemap">The cube map to render to.</param> <param name="faceMask">A bitmask which determines which of the six faces are rendered to.</param> <returns> <para>False is rendering fails, else true.</para> </returns> </member> <member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32)"> <summary> <para>Render into a cubemap from this camera.</para> </summary> <param name="faceMask">A bitfield indicating which cubemap faces should be rendered into.</param> <param name="cubemap">The texture to render to.</param> <returns> <para>False is rendering fails, else true.</para> </returns> </member> <member name="M:UnityEngine.Camera.RenderWithShader(UnityEngine.Shader,System.String)"> <summary> <para>Render the camera with shader replacement.</para> </summary> <param name="shader"></param> <param name="replacementTag"></param> </member> <member name="M:UnityEngine.Camera.ResetAspect"> <summary> <para>Revert the aspect ratio to the screen's aspect ratio.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetCullingMatrix"> <summary> <para>Make culling queries reflect the camera's built in parameters.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetFieldOfView"> <summary> <para>Reset to the default field of view.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetProjectionMatrix"> <summary> <para>Make the projection reflect normal camera's parameters.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetReplacementShader"> <summary> <para>Remove shader replacement from camera.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetStereoProjectionMatrices"> <summary> <para>Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetStereoViewMatrices"> <summary> <para>Reset the camera to using the Unity computed view matrices for all stereoscopic eyes.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetTransparencySortSettings"> <summary> <para>Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.</para> </summary> </member> <member name="M:UnityEngine.Camera.ResetWorldToCameraMatrix"> <summary> <para>Make the rendering position reflect the camera's position in the scene.</para> </summary> </member> <member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3)"> <summary> <para>Returns a ray going from camera through a screen point.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from screen space into viewport space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.ScreenToWorldPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from screen space into world space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.SetReplacementShader(UnityEngine.Shader,System.String)"> <summary> <para>Make the camera render with shader replacement.</para> </summary> <param name="shader"></param> <param name="replacementTag"></param> </member> <member name="M:UnityEngine.Camera.SetStereoProjectionMatrices(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)"> <summary> <para>Sets custom projection matrices for both the left and right stereoscopic eyes.</para> </summary> <param name="leftMatrix">Projection matrix for the stereoscopic left eye.</param> <param name="rightMatrix">Projection matrix for the stereoscopic right eye.</param> </member> <member name="M:UnityEngine.Camera.SetStereoProjectionMatrix(UnityEngine.Camera/StereoscopicEye,UnityEngine.Matrix4x4)"> <summary> <para>Sets a custom projection matrix for a specific stereoscopic eye.</para> </summary> <param name="eye">Specifies the stereoscopic eye whose projection matrix needs to be set.</param> <param name="matrix">The matrix to be set.</param> </member> <member name="M:UnityEngine.Camera.SetStereoViewMatrices(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)"> <summary> <para>Set custom view matrices for both eyes.</para> </summary> <param name="leftMatrix">View matrix for the stereo left eye.</param> <param name="rightMatrix">View matrix for the stereo right eye.</param> </member> <member name="M:UnityEngine.Camera.SetStereoViewMatrix(UnityEngine.Camera/StereoscopicEye,UnityEngine.Matrix4x4)"> <summary> <para>Sets a custom view matrix for a specific stereoscopic eye.</para> </summary> <param name="eye">Specifies the stereoscopic view matrix to set.</param> <param name="matrix">The matrix to be set.</param> </member> <member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)"> <summary> <para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para> </summary> <param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param> <param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param> </member> <member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)"> <summary> <para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para> </summary> <param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param> <param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param> </member> <member name="T:UnityEngine.Camera.StereoscopicEye"> <summary> <para>Enum used to specify either the left or the right eye of a stereoscopic camera.</para> </summary> </member> <member name="F:UnityEngine.Camera.StereoscopicEye.Left"> <summary> <para>Specifies the target to be the left eye.</para> </summary> </member> <member name="F:UnityEngine.Camera.StereoscopicEye.Right"> <summary> <para>Specifies the target to be the right eye.</para> </summary> </member> <member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3)"> <summary> <para>Returns a ray going from camera through a viewport point.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.ViewportToScreenPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from viewport space into screen space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.ViewportToWorldPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from viewport space into world space.</para> </summary> <param name="position">The 3d vector in Viewport space.</param> <returns> <para>The 3d vector in World space.</para> </returns> </member> <member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from world space into screen space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from world space into viewport space.</para> </summary> <param name="position"></param> </member> <member name="T:UnityEngine.CameraClearFlags"> <summary> <para>Values for Camera.clearFlags, determining what to clear when rendering a Camera.</para> </summary> </member> <member name="F:UnityEngine.CameraClearFlags.Depth"> <summary> <para>Clear only the depth buffer.</para> </summary> </member> <member name="F:UnityEngine.CameraClearFlags.Nothing"> <summary> <para>Don't clear anything.</para> </summary> </member> <member name="F:UnityEngine.CameraClearFlags.Skybox"> <summary> <para>Clear with the skybox.</para> </summary> </member> <member name="F:UnityEngine.CameraClearFlags.SolidColor"> <summary> <para>Clear with a background color.</para> </summary> </member> <member name="T:UnityEngine.CameraType"> <summary> <para>Describes different types of camera.</para> </summary> </member> <member name="F:UnityEngine.CameraType.Game"> <summary> <para>Used to indicate a regular in-game camera.</para> </summary> </member> <member name="F:UnityEngine.CameraType.Preview"> <summary> <para>Used to indicate a camera that is used for rendering previews in the Editor.</para> </summary> </member> <member name="F:UnityEngine.CameraType.Reflection"> <summary> <para>Used to indicate a camera that is used for rendering reflection probes.</para> </summary> </member> <member name="F:UnityEngine.CameraType.SceneView"> <summary> <para>Used to indicate that a camera is used for rendering the Scene View in the Editor.</para> </summary> </member> <member name="F:UnityEngine.CameraType.VR"> <summary> <para>Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor.</para> </summary> </member> <member name="T:UnityEngine.Canvas"> <summary> <para>Element that can be used for screen rendering.</para> </summary> </member> <member name="P:UnityEngine.Canvas.additionalShaderChannels"> <summary> <para>Get or set the mask of additional shader channels to be used when creating the Canvas mesh.</para> </summary> </member> <member name="P:UnityEngine.Canvas.cachedSortingLayerValue"> <summary> <para>Cached calculated value based upon SortingLayerID.</para> </summary> </member> <member name="P:UnityEngine.Canvas.isRootCanvas"> <summary> <para>Is this the root Canvas?</para> </summary> </member> <member name="P:UnityEngine.Canvas.normalizedSortingGridSize"> <summary> <para>The normalized grid size that the canvas will split the renderable area into.</para> </summary> </member> <member name="P:UnityEngine.Canvas.overridePixelPerfect"> <summary> <para>Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.</para> </summary> </member> <member name="P:UnityEngine.Canvas.overrideSorting"> <summary> <para>Override the sorting of canvas.</para> </summary> </member> <member name="P:UnityEngine.Canvas.pixelPerfect"> <summary> <para>Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.</para> </summary> </member> <member name="P:UnityEngine.Canvas.pixelRect"> <summary> <para>Get the render rect for the Canvas.</para> </summary> </member> <member name="P:UnityEngine.Canvas.planeDistance"> <summary> <para>How far away from the camera is the Canvas generated.</para> </summary> </member> <member name="P:UnityEngine.Canvas.referencePixelsPerUnit"> <summary> <para>The number of pixels per unit that is considered the default.</para> </summary> </member> <member name="P:UnityEngine.Canvas.renderMode"> <summary> <para>Is the Canvas in World or Overlay mode?</para> </summary> </member> <member name="P:UnityEngine.Canvas.renderOrder"> <summary> <para>The render order in which the canvas is being emitted to the scene.</para> </summary> </member> <member name="P:UnityEngine.Canvas.rootCanvas"> <summary> <para>Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.</para> </summary> </member> <member name="P:UnityEngine.Canvas.scaleFactor"> <summary> <para>Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.</para> </summary> </member> <member name="P:UnityEngine.Canvas.sortingGridNormalizedSize"> <summary> <para>The normalized grid size that the canvas will split the renderable area into.</para> </summary> </member> <member name="P:UnityEngine.Canvas.sortingLayerID"> <summary> <para>Unique ID of the Canvas' sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Canvas.sortingLayerName"> <summary> <para>Name of the Canvas' sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Canvas.sortingOrder"> <summary> <para>Canvas' order within a sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Canvas.targetDisplay"> <summary> <para>For Overlay mode, display index on which the UI canvas will appear.</para> </summary> </member> <member name="?:UnityEngine.Canvas.willRenderCanvases(UnityEngine.Canvas/WillRenderCanvases)"> <summary> <para>Event that is called just before Canvas rendering happens.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Canvas.worldCamera"> <summary> <para>Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas].</para> </summary> </member> <member name="M:UnityEngine.Canvas.ForceUpdateCanvases"> <summary> <para>Force all canvases to update their content.</para> </summary> </member> <member name="M:UnityEngine.Canvas.GetDefaultCanvasMaterial"> <summary> <para>Returns the default material that can be used for rendering normal elements on the Canvas.</para> </summary> </member> <member name="M:UnityEngine.Canvas.GetDefaultCanvasTextMaterial"> <summary> <para>Returns the default material that can be used for rendering text elements on the Canvas.</para> </summary> </member> <member name="M:UnityEngine.Canvas.GetETC1SupportedCanvasMaterial"> <summary> <para>Gets or generates the ETC1 Material.</para> </summary> <returns> <para>The generated ETC1 Material from the Canvas.</para> </returns> </member> <member name="T:UnityEngine.CanvasGroup"> <summary> <para>A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.</para> </summary> </member> <member name="P:UnityEngine.CanvasGroup.alpha"> <summary> <para>Set the alpha of the group.</para> </summary> </member> <member name="P:UnityEngine.CanvasGroup.blocksRaycasts"> <summary> <para>Does this group block raycasting (allow collision).</para> </summary> </member> <member name="P:UnityEngine.CanvasGroup.ignoreParentGroups"> <summary> <para>Should the group ignore parent groups?</para> </summary> </member> <member name="P:UnityEngine.CanvasGroup.interactable"> <summary> <para>Is the group interactable (are the elements beneath the group enabled).</para> </summary> </member> <member name="M:UnityEngine.CanvasGroup.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>Returns true if the Group allows raycasts.</para> </summary> <param name="sp"></param> <param name="eventCamera"></param> </member> <member name="T:UnityEngine.CanvasRenderer"> <summary> <para>A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.absoluteDepth"> <summary> <para>Depth of the renderer relative to the root canvas.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.cull"> <summary> <para>Indicates whether geometry emitted by this renderer is ignored.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.hasMoved"> <summary> <para>True if any change has occured that would invalidate the positions of generated geometry.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.hasPopInstruction"> <summary> <para>Enable 'render stack' pop draw call.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.hasRectClipping"> <summary> <para>True if rect clipping has been enabled on this renderer. See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.isMask"> <summary> <para>Is the UIRenderer a mask component.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.materialCount"> <summary> <para>The number of materials usable by this renderer.</para> </summary> </member> <member name="?:UnityEngine.CanvasRenderer.onRequestRebuild(UnityEngine.CanvasRenderer/OnRequestRebuild)"> <summary> <para>(Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.CanvasRenderer.popMaterialCount"> <summary> <para>The number of materials usable by this renderer. Used internally for masking.</para> </summary> </member> <member name="P:UnityEngine.CanvasRenderer.relativeDepth"> <summary> <para>Depth of the renderer realative to the parent canvas.</para> </summary> </member> <member name="M:UnityEngine.CanvasRenderer.AddUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).</para> </summary> <param name="verts">The UIVertex list to split.</param> <param name="positions">The destination list for the verts positions.</param> <param name="colors">The destination list for the verts colors.</param> <param name="uv0S">The destination list for the verts uv0s.</param> <param name="uv1S">The destination list for the verts uv1s.</param> <param name="normals">The destination list for the verts normals.</param> <param name="tangents">The destination list for the verts tangents.</param> </member> <member name="M:UnityEngine.CanvasRenderer.Clear"> <summary> <para>Remove all cached vertices.</para> </summary> </member> <member name="M:UnityEngine.CanvasRenderer.CreateUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Collections.Generic.List`1&lt;System.Int32&gt;)"> <summary> <para>Convert a set of vertex components into a stream of UIVertex.</para> </summary> <param name="verts"></param> <param name="positions"></param> <param name="colors"></param> <param name="uv0S"></param> <param name="uv1S"></param> <param name="normals"></param> <param name="tangents"></param> <param name="indices"></param> </member> <member name="M:UnityEngine.CanvasRenderer.DisableRectClipping"> <summary> <para>Disables rectangle clipping for this CanvasRenderer.</para> </summary> </member> <member name="M:UnityEngine.CanvasRenderer.EnableRectClipping(UnityEngine.Rect)"> <summary> <para>Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).</para> </summary> <param name="rect"></param> </member> <member name="M:UnityEngine.CanvasRenderer.GetAlpha"> <summary> <para>Get the current alpha of the renderer.</para> </summary> </member> <member name="M:UnityEngine.CanvasRenderer.GetColor"> <summary> <para>Get the current color of the renderer.</para> </summary> </member> <member name="M:UnityEngine.CanvasRenderer.GetMaterial(System.Int32)"> <summary> <para>Gets the current Material assigned to the CanvasRenderer.</para> </summary> <param name="index">The material index to retrieve (0 if this parameter is omitted).</param> <returns> <para>Result.</para> </returns> </member> <member name="M:UnityEngine.CanvasRenderer.GetMaterial"> <summary> <para>Gets the current Material assigned to the CanvasRenderer.</para> </summary> <param name="index">The material index to retrieve (0 if this parameter is omitted).</param> <returns> <para>Result.</para> </returns> </member> <member name="M:UnityEngine.CanvasRenderer.GetPopMaterial(System.Int32)"> <summary> <para>Gets the current Material assigned to the CanvasRenderer. Used internally for masking.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.CanvasRenderer.SetAlpha(System.Single)"> <summary> <para>Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha.</para> </summary> <param name="alpha">Alpha.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetAlphaTexture(UnityEngine.Texture)"> <summary> <para>The Alpha Texture that will be passed to the Shader under the _AlphaTex property.</para> </summary> <param name="texture">The Texture to be passed.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetColor(UnityEngine.Color)"> <summary> <para>Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.</para> </summary> <param name="color">Renderer multiply color.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,System.Int32)"> <summary> <para>Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para> </summary> <param name="material">Material for rendering.</param> <param name="texture">Material texture overide.</param> <param name="index">Material index.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,UnityEngine.Texture)"> <summary> <para>Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para> </summary> <param name="material">Material for rendering.</param> <param name="texture">Material texture overide.</param> <param name="index">Material index.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetMesh(UnityEngine.Mesh)"> <summary> <para>Sets the Mesh used by this renderer.</para> </summary> <param name="mesh"></param> </member> <member name="M:UnityEngine.CanvasRenderer.SetPopMaterial(UnityEngine.Material,System.Int32)"> <summary> <para>Set the material for the canvas renderer. Used internally for masking.</para> </summary> <param name="material"></param> <param name="index"></param> </member> <member name="M:UnityEngine.CanvasRenderer.SetTexture(UnityEngine.Texture)"> <summary> <para>Sets the texture used by this renderer's material.</para> </summary> <param name="texture"></param> </member> <member name="M:UnityEngine.CanvasRenderer.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)"> <summary> <para>Set the vertices for the UIRenderer.</para> </summary> <param name="vertices">Array of vertices to set.</param> <param name="size">Number of vertices to set.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SetVertices(UnityEngine.UIVertex[],System.Int32)"> <summary> <para>Set the vertices for the UIRenderer.</para> </summary> <param name="vertices">Array of vertices to set.</param> <param name="size">Number of vertices to set.</param> </member> <member name="M:UnityEngine.CanvasRenderer.SplitUIVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Collections.Generic.List`1&lt;System.Int32&gt;)"> <summary> <para>Given a list of UIVertex, split the stream into it's component types.</para> </summary> <param name="verts"></param> <param name="positions"></param> <param name="colors"></param> <param name="uv0S"></param> <param name="uv1S"></param> <param name="normals"></param> <param name="tangents"></param> <param name="indices"></param> </member> <member name="T:UnityEngine.CapsuleCollider"> <summary> <para>A capsule-shaped primitive collider.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider.center"> <summary> <para>The center of the capsule, measured in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider.direction"> <summary> <para>The direction of the capsule.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider.height"> <summary> <para>The height of the capsule meased in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider.radius"> <summary> <para>The radius of the sphere, measured in the object's local space.</para> </summary> </member> <member name="T:UnityEngine.CapsuleCollider2D"> <summary> <para>A capsule-shaped primitive collider.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider2D.direction"> <summary> <para>The direction that the capsule sides can extend.</para> </summary> </member> <member name="P:UnityEngine.CapsuleCollider2D.size"> <summary> <para>The width and height of the capsule area.</para> </summary> </member> <member name="T:UnityEngine.CapsuleDirection2D"> <summary> <para>The direction that the capsule sides can extend.</para> </summary> </member> <member name="F:UnityEngine.CapsuleDirection2D.Horizontal"> <summary> <para>The capsule sides extend horizontally.</para> </summary> </member> <member name="F:UnityEngine.CapsuleDirection2D.Vertical"> <summary> <para>The capsule sides extend vertically.</para> </summary> </member> <member name="T:UnityEngine.CharacterController"> <summary> <para>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.center"> <summary> <para>The center of the character's capsule relative to the transform's position.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.collisionFlags"> <summary> <para>What part of the capsule collided with the environment during the last CharacterController.Move call.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.detectCollisions"> <summary> <para>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</para> </summary> </member> <member name="P:UnityEngine.CharacterController.enableOverlapRecovery"> <summary> <para>Enables or disables overlap recovery. Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.height"> <summary> <para>The height of the character's capsule.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.isGrounded"> <summary> <para>Was the CharacterController touching the ground during the last move?</para> </summary> </member> <member name="P:UnityEngine.CharacterController.minMoveDistance"> <summary> <para>Gets or sets the minimum move distance of the character controller.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.radius"> <summary> <para>The radius of the character's capsule.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.skinWidth"> <summary> <para>The character's collision skin width.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.slopeLimit"> <summary> <para>The character controllers slope limit in degrees.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.stepOffset"> <summary> <para>The character controllers step offset in meters.</para> </summary> </member> <member name="P:UnityEngine.CharacterController.velocity"> <summary> <para>The current relative velocity of the Character (see notes).</para> </summary> </member> <member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)"> <summary> <para>A more complex move function taking absolute movement deltas.</para> </summary> <param name="motion"></param> </member> <member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)"> <summary> <para>Moves the character with speed.</para> </summary> <param name="speed"></param> </member> <member name="T:UnityEngine.CharacterInfo"> <summary> <para>Specification for how to render a character from the font texture. See Font.characterInfo.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.advance"> <summary> <para>The horizontal distance from the origin of this character to the origin of the next character.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.bearing"> <summary> <para>The horizontal distance from the origin of this glyph to the begining of the glyph image.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.flipped"> <summary> <para>Is the character flipped?</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.glyphHeight"> <summary> <para>The height of the glyph image.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.glyphWidth"> <summary> <para>The width of the glyph image.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.index"> <summary> <para>Unicode value of the character.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.maxX"> <summary> <para>The maximum extend of the glyph image in the x-axis.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.maxY"> <summary> <para>The maximum extend of the glyph image in the y-axis.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.minX"> <summary> <para>The minium extend of the glyph image in the x-axis.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.minY"> <summary> <para>The minimum extend of the glyph image in the y-axis.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.size"> <summary> <para>The size of the character or 0 if it is the default font size.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.style"> <summary> <para>The style of the character.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.uv"> <summary> <para>UV coordinates for the character in the texture.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.uvBottomLeft"> <summary> <para>The uv coordinate matching the bottom left of the glyph image in the font texture.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.uvBottomRight"> <summary> <para>The uv coordinate matching the bottom right of the glyph image in the font texture.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.uvTopLeft"> <summary> <para>The uv coordinate matching the top left of the glyph image in the font texture.</para> </summary> </member> <member name="P:UnityEngine.CharacterInfo.uvTopRight"> <summary> <para>The uv coordinate matching the top right of the glyph image in the font texture.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.vert"> <summary> <para>Screen coordinates for the character in generated text meshes.</para> </summary> </member> <member name="F:UnityEngine.CharacterInfo.width"> <summary> <para>How far to advance between the beginning of this charcater and the next.</para> </summary> </member> <member name="T:UnityEngine.CharacterJoint"> <summary> <para>Character Joints are mainly used for Ragdoll effects.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.enableProjection"> <summary> <para>Brings violated constraints back into alignment even when the solver fails.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.highTwistLimit"> <summary> <para>The upper limit around the primary axis of the character joint.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.lowTwistLimit"> <summary> <para>The lower limit around the primary axis of the character joint.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.projectionAngle"> <summary> <para>Set the angular tolerance threshold (in degrees) for projection.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.projectionDistance"> <summary> <para>Set the linear tolerance threshold for projection.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.swing1Limit"> <summary> <para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.swing2Limit"> <summary> <para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.swingAxis"> <summary> <para>The secondary axis around which the joint can rotate.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.swingLimitSpring"> <summary> <para>The configuration of the spring attached to the swing limits of the joint.</para> </summary> </member> <member name="P:UnityEngine.CharacterJoint.twistLimitSpring"> <summary> <para>The configuration of the spring attached to the twist limits of the joint.</para> </summary> </member> <member name="T:UnityEngine.CircleCollider2D"> <summary> <para>Collider for 2D physics representing an circle.</para> </summary> </member> <member name="P:UnityEngine.CircleCollider2D.center"> <summary> <para>The center point of the collider in local space.</para> </summary> </member> <member name="P:UnityEngine.CircleCollider2D.radius"> <summary> <para>Radius of the circle.</para> </summary> </member> <member name="T:UnityEngine.Cloth"> <summary> <para>The Cloth class provides an interface to cloth simulation physics.</para> </summary> </member> <member name="P:UnityEngine.Cloth.bendingStiffness"> <summary> <para>Bending stiffness of the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.capsuleColliders"> <summary> <para>An array of CapsuleColliders which this Cloth instance should collide with.</para> </summary> </member> <member name="P:UnityEngine.Cloth.coefficients"> <summary> <para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para> </summary> </member> <member name="P:UnityEngine.Cloth.collisionMassScale"> <summary> <para>How much to increase mass of colliding particles.</para> </summary> </member> <member name="P:UnityEngine.Cloth.damping"> <summary> <para>Damp cloth motion.</para> </summary> </member> <member name="P:UnityEngine.Cloth.enabled"> <summary> <para>Is this cloth enabled?</para> </summary> </member> <member name="P:UnityEngine.Cloth.externalAcceleration"> <summary> <para>A constant, external acceleration applied to the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.friction"> <summary> <para>The friction of the cloth when colliding with the character.</para> </summary> </member> <member name="P:UnityEngine.Cloth.normals"> <summary> <para>The current normals of the cloth object.</para> </summary> </member> <member name="P:UnityEngine.Cloth.randomAcceleration"> <summary> <para>A random, external acceleration applied to the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.sleepThreshold"> <summary> <para>Cloth's sleep threshold.</para> </summary> </member> <member name="P:UnityEngine.Cloth.sphereColliders"> <summary> <para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para> </summary> </member> <member name="P:UnityEngine.Cloth.stretchingStiffness"> <summary> <para>Stretching stiffness of the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.useGravity"> <summary> <para>Should gravity affect the cloth simulation?</para> </summary> </member> <member name="P:UnityEngine.Cloth.useVirtualParticles"> <summary> <para>Add one virtual particle per triangle to improve collision stability.</para> </summary> </member> <member name="P:UnityEngine.Cloth.vertices"> <summary> <para>The current vertex positions of the cloth object.</para> </summary> </member> <member name="P:UnityEngine.Cloth.worldAccelerationScale"> <summary> <para>How much world-space acceleration of the character will affect cloth vertices.</para> </summary> </member> <member name="P:UnityEngine.Cloth.worldVelocityScale"> <summary> <para>How much world-space movement of the character will affect cloth vertices.</para> </summary> </member> <member name="M:UnityEngine.Cloth.ClearTransformMotion"> <summary> <para>Clear the pending transform changes from affecting the cloth simulation.</para> </summary> </member> <member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)"> <summary> <para>Fade the cloth simulation in or out.</para> </summary> <param name="enabled">Fading enabled or not.</param> <param name="interpolationTime"></param> </member> <member name="T:UnityEngine.ClothSkinningCoefficient"> <summary> <para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para> </summary> </member> <member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance"> <summary> <para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para> </summary> </member> <member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance"> <summary> <para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para> </summary> </member> <member name="T:UnityEngine.ClothSphereColliderPair"> <summary> <para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para> </summary> </member> <member name="P:UnityEngine.ClothSphereColliderPair.first"> <summary> <para>The first SphereCollider of a ClothSphereColliderPair.</para> </summary> </member> <member name="P:UnityEngine.ClothSphereColliderPair.second"> <summary> <para>The second SphereCollider of a ClothSphereColliderPair.</para> </summary> </member> <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)"> <summary> <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> </summary> <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> </member> <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)"> <summary> <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> </summary> <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> </member> <member name="T:UnityEngine.ClusterInput"> <summary> <para>Interface for reading and writing inputs in a Unity Cluster.</para> </summary> </member> <member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)"> <summary> <para>Add a new VRPN input entry.</para> </summary> <param name="name">Name of the input entry. This has to be unique.</param> <param name="deviceName">Device name registered to VRPN server.</param> <param name="serverUrl">URL to the vrpn server.</param> <param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param> <param name="type">Type of the input.</param> <returns> <para>True if the operation succeed.</para> </returns> </member> <member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)"> <summary> <para>Check the connection status of the device to the VRPN server it connected to.</para> </summary> <param name="name">Name of the input entry.</param> </member> <member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)"> <summary> <para>Edit an input entry which added via ClusterInput.AddInput.</para> </summary> <param name="name">Name of the input entry. This has to be unique.</param> <param name="deviceName">Device name registered to VRPN server.</param> <param name="serverUrl">URL to the vrpn server.</param> <param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param> <param name="type">Type of the ClusterInputType as follow.</param> </member> <member name="M:UnityEngine.ClusterInput.GetAxis(System.String)"> <summary> <para>Returns the axis value as a continous float.</para> </summary> <param name="name">Name of input to poll.c.</param> </member> <member name="M:UnityEngine.ClusterInput.GetButton(System.String)"> <summary> <para>Returns the binary value of a button.</para> </summary> <param name="name">Name of input to poll.</param> </member> <member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)"> <summary> <para>Return the position of a tracker as a Vector3.</para> </summary> <param name="name">Name of input to poll.</param> </member> <member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)"> <summary> <para>Returns the rotation of a tracker as a Quaternion.</para> </summary> <param name="name">Name of input to poll.</param> </member> <member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)"> <summary> <para>Sets the axis value for this input. Only works for input typed Custom.</para> </summary> <param name="name">Name of input to modify.</param> <param name="value">Value to set.</param> </member> <member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)"> <summary> <para>Sets the button value for this input. Only works for input typed Custom.</para> </summary> <param name="name">Name of input to modify.</param> <param name="value">Value to set.</param> </member> <member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)"> <summary> <para>Sets the tracker position for this input. Only works for input typed Custom.</para> </summary> <param name="name">Name of input to modify.</param> <param name="value">Value to set.</param> </member> <member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)"> <summary> <para>Sets the tracker rotation for this input. Only works for input typed Custom.</para> </summary> <param name="name">Name of input to modify.</param> <param name="value">Value to set.</param> </member> <member name="T:UnityEngine.ClusterInputType"> <summary> <para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para> </summary> </member> <member name="F:UnityEngine.ClusterInputType.Axis"> <summary> <para>Device is an analog axis that provides continuous value represented by a float.</para> </summary> </member> <member name="F:UnityEngine.ClusterInputType.Button"> <summary> <para>Device that return a binary result of pressed or not pressed.</para> </summary> </member> <member name="F:UnityEngine.ClusterInputType.CustomProvidedInput"> <summary> <para>A user customized input.</para> </summary> </member> <member name="F:UnityEngine.ClusterInputType.Tracker"> <summary> <para>Device that provide position and orientation values.</para> </summary> </member> <member name="T:UnityEngine.ClusterNetwork"> <summary> <para>A helper class that contains static method to inquire status of Unity Cluster.</para> </summary> </member> <member name="P:UnityEngine.ClusterNetwork.isDisconnected"> <summary> <para>Check whether the current instance is disconnected from the cluster network.</para> </summary> </member> <member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster"> <summary> <para>Check whether the current instance is a master node in the cluster network.</para> </summary> </member> <member name="P:UnityEngine.ClusterNetwork.nodeIndex"> <summary> <para>To acquire or set the node index of the current machine from the cluster network.</para> </summary> </member> <member name="T:UnityEngine.Collider"> <summary> <para>A base class of all colliders.</para> </summary> </member> <member name="P:UnityEngine.Collider.attachedRigidbody"> <summary> <para>The rigidbody the collider is attached to.</para> </summary> </member> <member name="P:UnityEngine.Collider.bounds"> <summary> <para>The world space bounding volume of the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider.contactOffset"> <summary> <para>Contact offset value of this collider.</para> </summary> </member> <member name="P:UnityEngine.Collider.enabled"> <summary> <para>Enabled Colliders will collide with other colliders, disabled Colliders won't.</para> </summary> </member> <member name="P:UnityEngine.Collider.isTrigger"> <summary> <para>Is the collider a trigger?</para> </summary> </member> <member name="P:UnityEngine.Collider.material"> <summary> <para>The material used by the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider.sharedMaterial"> <summary> <para>The shared physic material of this collider.</para> </summary> </member> <member name="M:UnityEngine.Collider.ClosestPoint(UnityEngine.Vector3)"> <summary> <para>Returns a point on the collider that is closest to a given location.</para> </summary> <param name="position">Location you want to find the closest point to.</param> <returns> <para>The point on the collider that is closest to the specified location.</para> </returns> </member> <member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)"> <summary> <para>The closest point to the bounding box of the attached collider.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single)"> <summary> <para>Casts a Ray that ignores all Colliders except this one.</para> </summary> <param name="ray">The starting point and direction of the ray.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).</param> <param name="maxDistance">The max length of the ray.</param> <returns> <para>True when the ray intersects any collider, otherwise false.</para> </returns> </member> <member name="T:UnityEngine.Collider2D"> <summary> <para>Parent class for collider types used with 2D gameplay.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.attachedRigidbody"> <summary> <para>The Rigidbody2D attached to the Collider2D.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.bounciness"> <summary> <para>Get the bounciness used by the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.bounds"> <summary> <para>The world space bounding area of the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.composite"> <summary> <para>Get the CompositeCollider2D that is available to be attached to the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.density"> <summary> <para>The density of the collider used to calculate its mass (when auto mass is enabled).</para> </summary> </member> <member name="P:UnityEngine.Collider2D.friction"> <summary> <para>Get the friction used by the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.isTrigger"> <summary> <para>Is this collider configured as a trigger?</para> </summary> </member> <member name="P:UnityEngine.Collider2D.offset"> <summary> <para>The local offset of the collider geometry.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.shapeCount"> <summary> <para>The number of separate shaped regions in the collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.sharedMaterial"> <summary> <para>The PhysicsMaterial2D that is applied to this collider.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.usedByComposite"> <summary> <para>Sets whether the Collider will be used or not used by a CompositeCollider2D.</para> </summary> </member> <member name="P:UnityEngine.Collider2D.usedByEffector"> <summary> <para>Whether the collider is used by an attached effector or not.</para> </summary> </member> <member name="M:UnityEngine.Collider2D.Cast(UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Boolean)"> <summary> <para>Casts the collider shape into the scene starting at the collider position ignoring the collider itself.</para> </summary> <param name="direction">Vector representing the direction to cast the shape.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the shape.</param> <param name="ignoreSiblingColliders">Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored?</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.Cast(UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single,System.Boolean)"> <summary> <para>Casts the collider shape into the scene starting at the collider position ignoring the collider itself.</para> </summary> <param name="direction">Vector representing the direction to cast the shape.</param> <param name="contactFilter">Filter results defined by the contact filter.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the shape.</param> <param name="ignoreSiblingColliders">Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored?</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.Distance(UnityEngine.Collider2D)"> <summary> <para>Calculates the minimum separation of this collider against another collider.</para> </summary> <param name="collider">A collider used to calculate the minimum separation against this collider.</param> <returns> <para>The minimum separation of collider and this collider.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.GetContacts(UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points for this collider.</para> </summary> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.GetContacts(UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with this collider.</para> </summary> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.GetContacts(UnityEngine.ContactFilter2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points for this collider, with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.GetContacts(UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with this collider, with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of collidersplaced in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.IsTouching(UnityEngine.Collider2D)"> <summary> <para>Check whether this collider is touching the collider or not.</para> </summary> <param name="collider">The collider to check if it is touching this collider.</param> <returns> <para>Whether this collider is touching the collider or not.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.IsTouching(UnityEngine.Collider2D,UnityEngine.ContactFilter2D)"> <summary> <para>Check whether this collider is touching the collider or not with the results filtered by the ContactFilter2D.</para> </summary> <param name="collider">The collider to check if it is touching this collider.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether this collider is touching the collider or not.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.IsTouching(UnityEngine.ContactFilter2D)"> <summary> <para>Check whether this collider is touching other colliders or not with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether this collider is touching the collider or not.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.IsTouchingLayers(System.Int32)"> <summary> <para>Checks whether this collider is touching any colliders on the specified layerMask or not.</para> </summary> <param name="layerMask">Any colliders on any of these layers count as touching.</param> <returns> <para>Whether this collider is touching any collider on the specified layerMask or not.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.OverlapCollider(UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Get a list of all colliders that overlap this collider.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.OverlapPoint(UnityEngine.Vector2)"> <summary> <para>Check if a collider overlaps a point in space.</para> </summary> <param name="point">A point in world space.</param> <returns> <para>Does point overlap the collider?</para> </returns> </member> <member name="M:UnityEngine.Collider2D.Raycast(UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a ray into the scene starting at the collider position ignoring the collider itself.</para> </summary> <param name="direction">Vector representing the direction of the ray.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <param name="contactFilter">Filter results defined by the contact filter.</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Collider2D.Raycast(UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>Casts a ray into the scene starting at the collider position ignoring the collider itself.</para> </summary> <param name="direction">Vector representing the direction of the ray.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <param name="contactFilter">Filter results defined by the contact filter.</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="T:UnityEngine.ColliderDistance2D"> <summary> <para>Represents the separation or overlap of two Collider2D.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.distance"> <summary> <para>Gets the distance between two colliders.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.isOverlapped"> <summary> <para>Gets whether the distance represents an overlap or not.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.isValid"> <summary> <para>Gets whether the distance is valid or not.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.normal"> <summary> <para>A normalized vector that points from pointB to pointA.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.pointA"> <summary> <para>A point on a Collider2D that is a specific distance away from pointB.</para> </summary> </member> <member name="P:UnityEngine.ColliderDistance2D.pointB"> <summary> <para>A point on a Collider2D that is a specific distance away from pointA.</para> </summary> </member> <member name="T:UnityEngine.Collision"> <summary> <para>Describes a collision.</para> </summary> </member> <member name="P:UnityEngine.Collision.collider"> <summary> <para>The Collider we hit (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Collision.contacts"> <summary> <para>The contact points generated by the physics engine.</para> </summary> </member> <member name="P:UnityEngine.Collision.gameObject"> <summary> <para>The GameObject whose collider we are colliding with. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Collision.impulse"> <summary> <para>The total impulse applied to this contact pair to resolve the collision.</para> </summary> </member> <member name="P:UnityEngine.Collision.relativeVelocity"> <summary> <para>The relative linear velocity of the two colliding objects (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Collision.rigidbody"> <summary> <para>The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.</para> </summary> </member> <member name="P:UnityEngine.Collision.transform"> <summary> <para>The Transform of the object we hit (Read Only).</para> </summary> </member> <member name="T:UnityEngine.Collision2D"> <summary> <para>Collision details returned by 2D physics callback functions.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.collider"> <summary> <para>The incoming Collider2D involved in the collision with the otherCollider.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.contacts"> <summary> <para>The specific points of contact with the incoming Collider2D.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.enabled"> <summary> <para>Indicates whether the collision response or reaction is enabled or disabled.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.gameObject"> <summary> <para>The incoming GameObject involved in the collision.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.otherCollider"> <summary> <para>The other Collider2D involved in the collision with the collider.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.otherRigidbody"> <summary> <para>The other Rigidbody2D involved in the collision with the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.relativeVelocity"> <summary> <para>The relative linear velocity of the two colliding objects (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Collision2D.rigidbody"> <summary> <para>The incoming Rigidbody2D involved in the collision with the otherRigidbody.</para> </summary> </member> <member name="P:UnityEngine.Collision2D.transform"> <summary> <para>The Transform of the incoming object involved in the collision.</para> </summary> </member> <member name="T:UnityEngine.CollisionDetectionMode"> <summary> <para>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode.Continuous"> <summary> <para>Continuous collision detection is on for colliding with static mesh geometry.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode.ContinuousDynamic"> <summary> <para>Continuous collision detection is on for colliding with static and dynamic geometry.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode.Discrete"> <summary> <para>Continuous collision detection is off for this Rigidbody.</para> </summary> </member> <member name="T:UnityEngine.CollisionDetectionMode2D"> <summary> <para>Controls how collisions are detected when a Rigidbody2D moves.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode2D.Continuous"> <summary> <para>Ensures that all collisions are detected when a Rigidbody2D moves.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode2D.Discrete"> <summary> <para>When a Rigidbody2D moves, only collisions at the new position are detected.</para> </summary> </member> <member name="F:UnityEngine.CollisionDetectionMode2D.None"> <summary> <para>This mode is obsolete. You should use Discrete mode.</para> </summary> </member> <member name="T:UnityEngine.CollisionFlags"> <summary> <para>CollisionFlags is a bitmask returned by CharacterController.Move.</para> </summary> </member> <member name="F:UnityEngine.CollisionFlags.Above"> <summary> <para>CollisionFlags is a bitmask returned by CharacterController.Move.</para> </summary> </member> <member name="F:UnityEngine.CollisionFlags.Below"> <summary> <para>CollisionFlags is a bitmask returned by CharacterController.Move.</para> </summary> </member> <member name="F:UnityEngine.CollisionFlags.None"> <summary> <para>CollisionFlags is a bitmask returned by CharacterController.Move.</para> </summary> </member> <member name="F:UnityEngine.CollisionFlags.Sides"> <summary> <para>CollisionFlags is a bitmask returned by CharacterController.Move.</para> </summary> </member> <member name="T:UnityEngine.Color"> <summary> <para>Representation of RGBA colors.</para> </summary> </member> <member name="F:UnityEngine.Color.a"> <summary> <para>Alpha component of the color.</para> </summary> </member> <member name="F:UnityEngine.Color.b"> <summary> <para>Blue component of the color.</para> </summary> </member> <member name="P:UnityEngine.Color.black"> <summary> <para>Solid black. RGBA is (0, 0, 0, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.blue"> <summary> <para>Solid blue. RGBA is (0, 0, 1, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.clear"> <summary> <para>Completely transparent. RGBA is (0, 0, 0, 0).</para> </summary> </member> <member name="P:UnityEngine.Color.cyan"> <summary> <para>Cyan. RGBA is (0, 1, 1, 1).</para> </summary> </member> <member name="F:UnityEngine.Color.g"> <summary> <para>Green component of the color.</para> </summary> </member> <member name="P:UnityEngine.Color.gamma"> <summary> <para>A version of the color that has had the gamma curve applied.</para> </summary> </member> <member name="P:UnityEngine.Color.gray"> <summary> <para>Gray. RGBA is (0.5, 0.5, 0.5, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.grayscale"> <summary> <para>The grayscale value of the color. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Color.green"> <summary> <para>Solid green. RGBA is (0, 1, 0, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.grey"> <summary> <para>English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.linear"> <summary> <para>A linear value of an sRGB color.</para> </summary> </member> <member name="P:UnityEngine.Color.magenta"> <summary> <para>Magenta. RGBA is (1, 0, 1, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.maxColorComponent"> <summary> <para>Returns the maximum color component value: Max(r,g,b).</para> </summary> </member> <member name="F:UnityEngine.Color.r"> <summary> <para>Red component of the color.</para> </summary> </member> <member name="P:UnityEngine.Color.red"> <summary> <para>Solid red. RGBA is (1, 0, 0, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.white"> <summary> <para>Solid white. RGBA is (1, 1, 1, 1).</para> </summary> </member> <member name="P:UnityEngine.Color.yellow"> <summary> <para>Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!</para> </summary> </member> <member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Constructs a new Color with given r,g,b,a components.</para> </summary> <param name="r">Red component.</param> <param name="g">Green component.</param> <param name="b">Blue component.</param> <param name="a">Alpha component.</param> </member> <member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single)"> <summary> <para>Constructs a new Color with given r,g,b components and sets a to 1.</para> </summary> <param name="r">Red component.</param> <param name="g">Green component.</param> <param name="b">Blue component.</param> </member> <member name="M:UnityEngine.Color.HSVToRGB(System.Single,System.Single,System.Single)"> <summary> <para>Creates an RGB colour from HSV input.</para> </summary> <param name="H">Hue [0..1].</param> <param name="S">Saturation [0..1].</param> <param name="V">Value [0..1].</param> <param name="hdr">Output HDR colours. If true, the returned colour will not be clamped to [0..1].</param> <returns> <para>An opaque colour with HSV matching the input.</para> </returns> </member> <member name="M:UnityEngine.Color.HSVToRGB(System.Single,System.Single,System.Single,System.Boolean)"> <summary> <para>Creates an RGB colour from HSV input.</para> </summary> <param name="H">Hue [0..1].</param> <param name="S">Saturation [0..1].</param> <param name="V">Value [0..1].</param> <param name="hdr">Output HDR colours. If true, the returned colour will not be clamped to [0..1].</param> <returns> <para>An opaque colour with HSV matching the input.</para> </returns> </member> <member name="?:UnityEngine.Color.implop_Color(Vector4)(UnityEngine.Vector4)"> <summary> <para>Colors can be implicitly converted to and from Vector4.</para> </summary> <param name="v"></param> </member> <member name="?:UnityEngine.Color.implop_Vector4(Color)(UnityEngine.Color)"> <summary> <para>Colors can be implicitly converted to and from Vector4.</para> </summary> <param name="c"></param> </member> <member name="M:UnityEngine.Color.Lerp(UnityEngine.Color,UnityEngine.Color,System.Single)"> <summary> <para>Linearly interpolates between colors a and b by t.</para> </summary> <param name="a">Color a</param> <param name="b">Color b</param> <param name="t">Float for combining a and b</param> </member> <member name="M:UnityEngine.Color.LerpUnclamped(UnityEngine.Color,UnityEngine.Color,System.Single)"> <summary> <para>Linearly interpolates between colors a and b by t.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="?:UnityEngine.Color.op_Divide(UnityEngine.Color,System.Single)"> <summary> <para>Divides color a by the float b. Each color component is scaled separately.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Color.op_Minus(UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Subtracts color b from color a. Each component is subtracted separately.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Multiplies two colors together. Each component is multiplied separately.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,System.Single)"> <summary> <para>Multiplies color a by the float b. Each color component is scaled separately.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Color.op_Multiply(System.Single,UnityEngine.Color)"> <summary> <para>Multiplies color a by the float b. Each color component is scaled separately.</para> </summary> <param name="b"></param> <param name="a"></param> </member> <member name="?:UnityEngine.Color.op_Plus(UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Adds two colors together. Each component is added separately.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Color.RGBToHSV(UnityEngine.Color,System.Single&amp;,System.Single&amp;,System.Single&amp;)"> <summary> <para>Calculates the hue, saturation and value of an RGB input color.</para> </summary> <param name="rgbColor">An input color.</param> <param name="H">Output variable for hue.</param> <param name="S">Output variable for saturation.</param> <param name="V">Output variable for value.</param> </member> <member name="P:UnityEngine.Color.this"> <summary> <para>Access the r, g, b,a components using [0], [1], [2], [3] respectively.</para> </summary> </member> <member name="M:UnityEngine.Color.ToString"> <summary> <para>Returns a nicely formatted string of this color.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Color.ToString(System.String)"> <summary> <para>Returns a nicely formatted string of this color.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.Color32"> <summary> <para>Representation of RGBA colors in 32 bit format.</para> </summary> </member> <member name="F:UnityEngine.Color32.a"> <summary> <para>Alpha component of the color.</para> </summary> </member> <member name="F:UnityEngine.Color32.b"> <summary> <para>Blue component of the color.</para> </summary> </member> <member name="F:UnityEngine.Color32.g"> <summary> <para>Green component of the color.</para> </summary> </member> <member name="F:UnityEngine.Color32.r"> <summary> <para>Red component of the color.</para> </summary> </member> <member name="M:UnityEngine.Color32.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)"> <summary> <para>Constructs a new Color32 with given r, g, b, a components.</para> </summary> <param name="r"></param> <param name="g"></param> <param name="b"></param> <param name="a"></param> </member> <member name="?:UnityEngine.Color32.implop_Color(Color32)(UnityEngine.Color32)"> <summary> <para>Color32 can be implicitly converted to and from Color.</para> </summary> <param name="c"></param> </member> <member name="?:UnityEngine.Color32.implop_Color32(Color)(UnityEngine.Color)"> <summary> <para>Color32 can be implicitly converted to and from Color.</para> </summary> <param name="c"></param> </member> <member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)"> <summary> <para>Linearly interpolates between colors a and b by t.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Color32.LerpUnclamped(UnityEngine.Color32,UnityEngine.Color32,System.Single)"> <summary> <para>Linearly interpolates between colors a and b by t.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Color32.ToString"> <summary> <para>Returns a nicely formatted string of this color.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Color32.ToString(System.String)"> <summary> <para>Returns a nicely formatted string of this color.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.ColorSpace"> <summary> <para>Color space for player settings.</para> </summary> </member> <member name="F:UnityEngine.ColorSpace.Gamma"> <summary> <para>Gamma color space.</para> </summary> </member> <member name="F:UnityEngine.ColorSpace.Linear"> <summary> <para>Linear color space.</para> </summary> </member> <member name="F:UnityEngine.ColorSpace.Uninitialized"> <summary> <para>Uninitialized color space.</para> </summary> </member> <member name="T:UnityEngine.ColorUsageAttribute"> <summary> <para>Attribute used to configure the usage of the ColorField and Color Picker for a color.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.hdr"> <summary> <para>If set to true the Color is treated as a HDR color.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.maxBrightness"> <summary> <para>Maximum allowed HDR color component value when using the HDR Color Picker.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.maxExposureValue"> <summary> <para>Maximum exposure value allowed in the HDR Color Picker.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.minBrightness"> <summary> <para>Minimum allowed HDR color component value when using the Color Picker.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.minExposureValue"> <summary> <para>Minimum exposure value allowed in the HDR Color Picker.</para> </summary> </member> <member name="F:UnityEngine.ColorUsageAttribute.showAlpha"> <summary> <para>If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.</para> </summary> </member> <member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean)"> <summary> <para>Attribute for Color fields. Used for configuring the GUI for the color.</para> </summary> <param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param> <param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param> <param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param> <param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param> <param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param> <param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param> </member> <member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean,System.Boolean,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Attribute for Color fields. Used for configuring the GUI for the color.</para> </summary> <param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param> <param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param> <param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param> <param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param> <param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param> <param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param> </member> <member name="T:UnityEngine.ColorUtility"> <summary> <para>A collection of common color functions.</para> </summary> </member> <member name="M:UnityEngine.ColorUtility.ToHtmlStringRGB(UnityEngine.Color)"> <summary> <para>Returns the color as a hexadecimal string in the format "RRGGBB".</para> </summary> <param name="color">The color to be converted.</param> <returns> <para>Hexadecimal string representing the color.</para> </returns> </member> <member name="M:UnityEngine.ColorUtility.ToHtmlStringRGBA(UnityEngine.Color)"> <summary> <para>Returns the color as a hexadecimal string in the format "RRGGBBAA".</para> </summary> <param name="color">The color to be converted.</param> <returns> <para>Hexadecimal string representing the color.</para> </returns> </member> <member name="M:UnityEngine.ColorUtility.TryParseHtmlString(System.String,UnityEngine.Color&amp;)"> <summary> <para>Attempts to convert a html color string.</para> </summary> <param name="htmlString">Case insensitive html string to be converted into a color.</param> <param name="color">The converted color.</param> <returns> <para>True if the string was successfully converted else false.</para> </returns> </member> <member name="T:UnityEngine.CombineInstance"> <summary> <para>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</para> </summary> </member> <member name="P:UnityEngine.CombineInstance.lightmapScaleOffset"> <summary> <para>The baked lightmap UV scale and offset applied to the Mesh.</para> </summary> </member> <member name="P:UnityEngine.CombineInstance.mesh"> <summary> <para>Mesh to combine.</para> </summary> </member> <member name="P:UnityEngine.CombineInstance.realtimeLightmapScaleOffset"> <summary> <para>The realtime lightmap UV scale and offset applied to the Mesh.</para> </summary> </member> <member name="P:UnityEngine.CombineInstance.subMeshIndex"> <summary> <para>Sub-Mesh index of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.CombineInstance.transform"> <summary> <para>Matrix to transform the Mesh with before combining.</para> </summary> </member> <member name="T:UnityEngine.Compass"> <summary> <para>Interface into compass functionality.</para> </summary> </member> <member name="P:UnityEngine.Compass.enabled"> <summary> <para>Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().</para> </summary> </member> <member name="P:UnityEngine.Compass.headingAccuracy"> <summary> <para>Accuracy of heading reading in degrees.</para> </summary> </member> <member name="P:UnityEngine.Compass.magneticHeading"> <summary> <para>The heading in degrees relative to the magnetic North Pole. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Compass.rawVector"> <summary> <para>The raw geomagnetic data measured in microteslas. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Compass.timestamp"> <summary> <para>Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Compass.trueHeading"> <summary> <para>The heading in degrees relative to the geographic North Pole. (Read Only)</para> </summary> </member> <member name="T:UnityEngine.Component"> <summary> <para>Base class for everything attached to GameObjects.</para> </summary> </member> <member name="P:UnityEngine.Component.animation"> <summary> <para>The Animation attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.audio"> <summary> <para>The AudioSource attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.camera"> <summary> <para>The Camera attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.collider"> <summary> <para>The Collider attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.collider2D"> <summary> <para>The Collider2D component attached to the object.</para> </summary> </member> <member name="P:UnityEngine.Component.constantForce"> <summary> <para>The ConstantForce attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.gameObject"> <summary> <para>The game object this component is attached to. A component is always attached to a game object.</para> </summary> </member> <member name="P:UnityEngine.Component.guiText"> <summary> <para>The GUIText attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.guiTexture"> <summary> <para>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.hingeJoint"> <summary> <para>The HingeJoint attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.light"> <summary> <para>The Light attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.networkView"> <summary> <para>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.particleEmitter"> <summary> <para>The ParticleEmitter attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.particleSystem"> <summary> <para>The ParticleSystem attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.renderer"> <summary> <para>The Renderer attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.rigidbody"> <summary> <para>The Rigidbody attached to this GameObject. (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.Component.rigidbody2D"> <summary> <para>The Rigidbody2D that is attached to the Component's GameObject.</para> </summary> </member> <member name="P:UnityEngine.Component.tag"> <summary> <para>The tag of this game object.</para> </summary> </member> <member name="P:UnityEngine.Component.transform"> <summary> <para>The Transform attached to this GameObject.</para> </summary> </member> <member name="M:UnityEngine.Component.BroadcastMessage(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="parameter">Optional parameter to pass to the method (can be any value).</param> <param name="options">Should an error be raised if the method does not exist for a given target object?</param> </member> <member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="parameter">Optional parameter to pass to the method (can be any value).</param> <param name="options">Should an error be raised if the method does not exist for a given target object?</param> </member> <member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="parameter">Optional parameter to pass to the method (can be any value).</param> <param name="options">Should an error be raised if the method does not exist for a given target object?</param> </member> <member name="M:UnityEngine.Component.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="parameter">Optional parameter to pass to the method (can be any value).</param> <param name="options">Should an error be raised if the method does not exist for a given target object?</param> </member> <member name="M:UnityEngine.Component.CompareTag(System.String)"> <summary> <para>Is this game object tagged with tag ?</para> </summary> <param name="tag">The tag to compare.</param> </member> <member name="M:UnityEngine.Component.GetComponent(System.Type)"> <summary> <para>Returns the component of Type type if the game object has one attached, null if it doesn't.</para> </summary> <param name="type">The type of Component to retrieve.</param> </member> <member name="M:UnityEngine.Component.GetComponent"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEngine.Component.GetComponent(System.String)"> <summary> <para>Returns the component with name type if the game object has one attached, null if it doesn't.</para> </summary> <param name="type"></param> </member> <member name="M:UnityEngine.Component.GetComponentInChildren(System.Type)"> <summary> <para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para> </summary> <param name="t">The type of Component to retrieve.</param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponentInChildren()"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive"></param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponentInParent(System.Type)"> <summary> <para>Returns the component of Type type in the GameObject or any of its parents.</para> </summary> <param name="t">The type of Component to retrieve.</param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponentInParent"> <summary> <para>Generic version. See the page for more details.</para> </summary> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponents(System.Type)"> <summary> <para>Returns all components of Type type in the GameObject.</para> </summary> <param name="type">The type of Component to retrieve.</param> </member> <member name="M:UnityEngine.Component.GetComponents"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type)"> <summary> <para>Returns all components of Type type in the GameObject or any of its children.</para> </summary> <param name="t">The type of Component to retrieve.</param> <param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type,System.Boolean)"> <summary> <para>Returns all components of Type type in the GameObject or any of its children.</para> </summary> <param name="t">The type of Component to retrieve.</param> <param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param> <returns> <para>A list of all found components matching the specified type.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponentsInChildren"> <summary> <para>Generic version. See the page for more details.</para> </summary> <returns> <para>A list of all found components matching the specified type.</para> </returns> </member> <member name="M:UnityEngine.Component.GetComponentsInParent(System.Type,System.Boolean)"> <summary> <para>Returns all components of Type type in the GameObject or any of its parents.</para> </summary> <param name="t">The type of Component to retrieve.</param> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.Component.GetComponentsInParent"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.Component.SendMessage(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="value">Optional parameter for the method.</param> <param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param> </member> <member name="M:UnityEngine.Component.SendMessage(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="value">Optional parameter for the method.</param> <param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param> </member> <member name="M:UnityEngine.Component.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="value">Optional parameter for the method.</param> <param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param> </member> <member name="M:UnityEngine.Component.SendMessage(System.String,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">Name of the method to call.</param> <param name="value">Optional parameter for the method.</param> <param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param> </member> <member name="M:UnityEngine.Component.SendMessageUpwards(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">Name of method to call.</param> <param name="value">Optional parameter value for the method.</param> <param name="options">Should an error be raised if the method does not exist on the target object?</param> </member> <member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">Name of method to call.</param> <param name="value">Optional parameter value for the method.</param> <param name="options">Should an error be raised if the method does not exist on the target object?</param> </member> <member name="M:UnityEngine.Component.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">Name of method to call.</param> <param name="value">Optional parameter value for the method.</param> <param name="options">Should an error be raised if the method does not exist on the target object?</param> </member> <member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">Name of method to call.</param> <param name="value">Optional parameter value for the method.</param> <param name="options">Should an error be raised if the method does not exist on the target object?</param> </member> <member name="T:UnityEngine.CompositeCollider2D"> <summary> <para>A Collider that can merge other Colliders together.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.edgeRadius"> <summary> <para>Controls the radius of all edges created by the Collider.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.generationType"> <summary> <para>Specifies when to generate the Composite Collider geometry.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.geometryType"> <summary> <para>Specifies the type of geometry the Composite Collider should generate.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.pathCount"> <summary> <para>The number of paths in the Collider.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.pointCount"> <summary> <para>Gets the total number of points in all the paths within the Collider.</para> </summary> </member> <member name="P:UnityEngine.CompositeCollider2D.vertexDistance"> <summary> <para>Controls the minimum distance allowed between generated vertices.</para> </summary> </member> <member name="M:UnityEngine.CompositeCollider2D.GenerateGeometry"> <summary> <para>Regenerates the Composite Collider geometry.</para> </summary> </member> <member name="T:UnityEngine.CompositeCollider2D.GenerationType"> <summary> <para>Specifies when to generate the Composite Collider geometry.</para> </summary> </member> <member name="F:UnityEngine.CompositeCollider2D.GenerationType.Manual"> <summary> <para>Sets the Composite Collider geometry to not automatically update when a Collider used by the Composite Collider changes.</para> </summary> </member> <member name="F:UnityEngine.CompositeCollider2D.GenerationType.Synchronous"> <summary> <para>Sets the Composite Collider geometry to update synchronously immediately when a Collider used by the Composite Collider changes.</para> </summary> </member> <member name="T:UnityEngine.CompositeCollider2D.GeometryType"> <summary> <para>Specifies the type of geometry the Composite Collider generates.</para> </summary> </member> <member name="F:UnityEngine.CompositeCollider2D.GeometryType.Outlines"> <summary> <para>Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of only edges.</para> </summary> </member> <member name="F:UnityEngine.CompositeCollider2D.GeometryType.Polygons"> <summary> <para>Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of convex polygon shapes.</para> </summary> </member> <member name="M:UnityEngine.CompositeCollider2D.GetPath(System.Int32,UnityEngine.Vector2[])"> <summary> <para>Gets a path from the Collider by its index.</para> </summary> <param name="index">The index of the path from 0 to pathCount.</param> <param name="points">An ordered array of the vertices or points in the selected path.</param> <returns> <para>Returns the number of points placed in the points array.</para> </returns> </member> <member name="M:UnityEngine.CompositeCollider2D.GetPathPointCount(System.Int32)"> <summary> <para>Gets the number of points in the specified path from the Collider by its index.</para> </summary> <param name="index">The index of the path from 0 to pathCount.</param> <returns> <para>Returns the number of points in the path specified by index.</para> </returns> </member> <member name="T:UnityEngine.ComputeBuffer"> <summary> <para>GPU data buffer, mostly for use with compute shaders.</para> </summary> </member> <member name="P:UnityEngine.ComputeBuffer.count"> <summary> <para>Number of elements in the buffer (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ComputeBuffer.stride"> <summary> <para>Size of one element in the buffer (Read Only).</para> </summary> </member> <member name="M:UnityEngine.ComputeBuffer.CopyCount(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.Int32)"> <summary> <para>Copy counter value of append/consume buffer into another buffer.</para> </summary> <param name="src">Append/consume buffer to copy the counter from.</param> <param name="dst">A buffer to copy the counter to.</param> <param name="dstOffsetBytes">Target byte offset in dst.</param> </member> <member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32)"> <summary> <para>Create a Compute Buffer.</para> </summary> <param name="count">Number of elements in the buffer.</param> <param name="stride">Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.</param> <param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param> </member> <member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32,UnityEngine.ComputeBufferType)"> <summary> <para>Create a Compute Buffer.</para> </summary> <param name="count">Number of elements in the buffer.</param> <param name="stride">Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.</param> <param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param> </member> <member name="M:UnityEngine.ComputeBuffer.GetData(System.Array)"> <summary> <para>Read data values from the buffer into an array.</para> </summary> <param name="data">An array to receive the data.</param> </member> <member name="M:UnityEngine.ComputeBuffer.GetData(System.Array,System.Int32,System.Int32,System.Int32)"> <summary> <para>Partial read of data values from the buffer into an array.</para> </summary> <param name="data">An array to receive the data.</param> <param name="managedBufferStartIndex">The first element index in data where retrieved elements are copied.</param> <param name="computeBufferStartIndex">The first element index of the compute buffer from which elements are read.</param> <param name="count">The number of elements to retrieve.</param> </member> <member name="M:UnityEngine.ComputeBuffer.GetNativeBufferPtr"> <summary> <para>Retrieve a native (underlying graphics API) pointer to the buffer.</para> </summary> <returns> <para>Pointer to the underlying graphics API buffer.</para> </returns> </member> <member name="M:UnityEngine.ComputeBuffer.Release"> <summary> <para>Release a Compute Buffer.</para> </summary> </member> <member name="M:UnityEngine.ComputeBuffer.SetCounterValue(System.UInt32)"> <summary> <para>Sets counter value of append/consume buffer.</para> </summary> <param name="counterValue">Value of the append/consume counter.</param> </member> <member name="M:UnityEngine.ComputeBuffer.SetData(System.Array)"> <summary> <para>Set the buffer with values from an array.</para> </summary> <param name="data">Array of values to fill the buffer.</param> </member> <member name="M:UnityEngine.ComputeBuffer.SetData(System.Array,System.Int32,System.Int32,System.Int32)"> <summary> <para>Partial copy of data values from an array into the buffer.</para> </summary> <param name="data">Array of values to fill the buffer.</param> <param name="managedBufferStartIndex">The first element index in data to copy to the compute buffer.</param> <param name="computeBufferStartIndex">The first element index in compute buffer to receive the data.</param> <param name="count">The number of elements to copy.</param> </member> <member name="T:UnityEngine.ComputeBufferType"> <summary> <para>ComputeBuffer type.</para> </summary> </member> <member name="F:UnityEngine.ComputeBufferType.Append"> <summary> <para>Append-consume ComputeBuffer type.</para> </summary> </member> <member name="F:UnityEngine.ComputeBufferType.Counter"> <summary> <para>ComputeBuffer with a counter.</para> </summary> </member> <member name="F:UnityEngine.ComputeBufferType.Default"> <summary> <para>Default ComputeBuffer type (structured buffer).</para> </summary> </member> <member name="F:UnityEngine.ComputeBufferType.IndirectArguments"> <summary> <para>ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments.</para> </summary> </member> <member name="F:UnityEngine.ComputeBufferType.Raw"> <summary> <para>Raw ComputeBuffer type (byte address buffer).</para> </summary> </member> <member name="T:UnityEngine.ComputeShader"> <summary> <para>Compute Shader asset.</para> </summary> </member> <member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Execute a compute shader.</para> </summary> <param name="kernelIndex">Which kernel to execute. A single compute shader asset can have multiple kernel entry points.</param> <param name="threadGroupsX">Number of work groups in the X dimension.</param> <param name="threadGroupsY">Number of work groups in the Y dimension.</param> <param name="threadGroupsZ">Number of work groups in the Z dimension.</param> </member> <member name="M:UnityEngine.ComputeShader.DispatchIndirect(System.Int32,UnityEngine.ComputeBuffer,System.UInt32)"> <summary> <para>Execute a compute shader.</para> </summary> <param name="kernelIndex">Which kernel to execute. A single compute shader asset can have multiple kernel entry points.</param> <param name="argsBuffer">Buffer with dispatch arguments.</param> <param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param> </member> <member name="M:UnityEngine.ComputeShader.FindKernel(System.String)"> <summary> <para>Find ComputeShader kernel index.</para> </summary> <param name="name">Name of kernel function.</param> <returns> <para>The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found.</para> </returns> </member> <member name="M:UnityEngine.ComputeShader.GetKernelThreadGroupSizes(System.Int32,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)"> <summary> <para>Get kernel thread group sizes.</para> </summary> <param name="kernelIndex">Which kernel to query. A single compute shader asset can have multiple kernel entry points.</param> <param name="x">Thread group size in the X dimension.</param> <param name="y">Thread group size in the Y dimension.</param> <param name="z">Thread group size in the Z dimension.</param> </member> <member name="M:UnityEngine.ComputeShader.HasKernel(System.String)"> <summary> <para>Checks whether a shader contains a given kernel.</para> </summary> <param name="name">The name of the kernel to look for.</param> <returns> <para>True if the kernel is found, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.ComputeShader.SetBool(System.String,System.Boolean)"> <summary> <para>Set a bool parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetBool(System.Int32,System.Boolean)"> <summary> <para>Set a bool parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Sets an input or output compute buffer.</para> </summary> <param name="kernelIndex">For which kernel the buffer is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="buffer">Buffer to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.Int32,UnityEngine.ComputeBuffer)"> <summary> <para>Sets an input or output compute buffer.</para> </summary> <param name="kernelIndex">For which kernel the buffer is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="buffer">Buffer to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)"> <summary> <para>Set a float parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetFloat(System.Int32,System.Single)"> <summary> <para>Set a float parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])"> <summary> <para>Set multiple consecutive float parameters at once.</para> </summary> <param name="name">Array variable name in the shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Value array to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetFloats(System.Int32,System.Single[])"> <summary> <para>Set multiple consecutive float parameters at once.</para> </summary> <param name="name">Array variable name in the shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Value array to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)"> <summary> <para>Set an integer parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetInt(System.Int32,System.Int32)"> <summary> <para>Set an integer parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])"> <summary> <para>Set multiple consecutive integer parameters at once.</para> </summary> <param name="name">Array variable name in the shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Value array to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetInts(System.Int32,System.Int32[])"> <summary> <para>Set multiple consecutive integer parameters at once.</para> </summary> <param name="name">Array variable name in the shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Value array to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)"> <summary> <para>Set a texture parameter.</para> </summary> <param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="texture">Texture to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.Int32,UnityEngine.Texture)"> <summary> <para>Set a texture parameter.</para> </summary> <param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="texture">Texture to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetTextureFromGlobal(System.Int32,System.String,System.String)"> <summary> <para>Set a texture parameter from a global texture property.</para> </summary> <param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="globalTextureName">Global texture property to assign to shader.</param> <param name="globalTextureNameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.ComputeShader.SetTextureFromGlobal(System.Int32,System.Int32,System.Int32)"> <summary> <para>Set a texture parameter from a global texture property.</para> </summary> <param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="globalTextureName">Global texture property to assign to shader.</param> <param name="globalTextureNameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)"> <summary> <para>Set a vector parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.ComputeShader.SetVector(System.Int32,UnityEngine.Vector4)"> <summary> <para>Set a vector parameter.</para> </summary> <param name="name">Variable name in shader code.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="val">Value to set.</param> </member> <member name="T:UnityEngine.ConfigurableJoint"> <summary> <para>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularXDrive"> <summary> <para>Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularXLimitSpring"> <summary> <para>The configuration of the spring attached to the angular X limit of the joint.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularXMotion"> <summary> <para>Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularYLimit"> <summary> <para>Boundary defining rotation restriction, based on delta from original rotation.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularYMotion"> <summary> <para>Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularYZDrive"> <summary> <para>Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularYZLimitSpring"> <summary> <para>The configuration of the spring attached to the angular Y and angular Z limits of the joint.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularZLimit"> <summary> <para>Boundary defining rotation restriction, based on delta from original rotation.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.angularZMotion"> <summary> <para>Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.configuredInWorldSpace"> <summary> <para>If enabled, all Target values will be calculated in world space instead of the object's local space.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.highAngularXLimit"> <summary> <para>Boundary defining upper rotation restriction, based on delta from original rotation.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.linearLimit"> <summary> <para>Boundary defining movement restriction, based on distance from the joint's origin.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.linearLimitSpring"> <summary> <para>The configuration of the spring attached to the linear limit of the joint.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.lowAngularXLimit"> <summary> <para>Boundary defining lower rotation restriction, based on delta from original rotation.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.projectionAngle"> <summary> <para>Set the angular tolerance threshold (in degrees) for projection. If the joint deviates by more than this angle around its locked angular degrees of freedom, the solver will move the bodies to close the angle. Setting a very small tolerance may result in simulation jitter or other artifacts. Sometimes it is not possible to project (for example when the joints form a cycle).</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.projectionDistance"> <summary> <para>Set the linear tolerance threshold for projection. If the joint separates by more than this distance along its locked degrees of freedom, the solver will move the bodies to close the distance. Setting a very small tolerance may result in simulation jitter or other artifacts. Sometimes it is not possible to project (for example when the joints form a cycle).</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.projectionMode"> <summary> <para>Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.rotationDriveMode"> <summary> <para>Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.secondaryAxis"> <summary> <para>The joint's secondary axis.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.slerpDrive"> <summary> <para>Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.swapBodies"> <summary> <para>If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.targetAngularVelocity"> <summary> <para>This is a Vector3. It defines the desired angular velocity that the joint should rotate into.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.targetPosition"> <summary> <para>The desired position that the joint should move into.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.targetRotation"> <summary> <para>This is a Quaternion. It defines the desired rotation that the joint should rotate into.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.targetVelocity"> <summary> <para>The desired velocity that the joint should move along.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.xDrive"> <summary> <para>Definition of how the joint's movement will behave along its local X axis.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.xMotion"> <summary> <para>Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.yDrive"> <summary> <para>Definition of how the joint's movement will behave along its local Y axis.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.yMotion"> <summary> <para>Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.zDrive"> <summary> <para>Definition of how the joint's movement will behave along its local Z axis.</para> </summary> </member> <member name="P:UnityEngine.ConfigurableJoint.zMotion"> <summary> <para>Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.</para> </summary> </member> <member name="T:UnityEngine.ConfigurableJointMotion"> <summary> <para>Constrains movement for a ConfigurableJoint along the 6 axes.</para> </summary> </member> <member name="F:UnityEngine.ConfigurableJointMotion.Free"> <summary> <para>Motion along the axis will be completely free and completely unconstrained.</para> </summary> </member> <member name="F:UnityEngine.ConfigurableJointMotion.Limited"> <summary> <para>Motion along the axis will be limited by the respective limit.</para> </summary> </member> <member name="F:UnityEngine.ConfigurableJointMotion.Locked"> <summary> <para>Motion along the axis will be locked.</para> </summary> </member> <member name="T:UnityEngine.ConnectionTesterStatus"> <summary> <para>The various test results the connection tester may return with.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.Error"> <summary> <para>Some unknown error occurred.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.LimitedNATPunchthroughPortRestricted"> <summary> <para>Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.LimitedNATPunchthroughSymmetric"> <summary> <para>Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.NATpunchthroughAddressRestrictedCone"> <summary> <para>Address-restricted cone type, NAT punchthrough fully supported.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.NATpunchthroughFullCone"> <summary> <para>Full cone type, NAT punchthrough fully supported.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.PublicIPIsConnectable"> <summary> <para>Public IP address detected and game listen port is accessible to the internet.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.PublicIPNoServerStarted"> <summary> <para>Public IP address detected but server is not initialized and no port is listening.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.PublicIPPortBlocked"> <summary> <para>Public IP address detected but the port is not connectable from the internet.</para> </summary> </member> <member name="F:UnityEngine.ConnectionTesterStatus.Undetermined"> <summary> <para>Test result undetermined, still in progress.</para> </summary> </member> <member name="T:UnityEngine.ConstantForce"> <summary> <para>A force applied constantly.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce.force"> <summary> <para>The force applied to the rigidbody every frame.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce.relativeForce"> <summary> <para>The force - relative to the rigid bodies coordinate system - applied every frame.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce.relativeTorque"> <summary> <para>The torque - relative to the rigid bodies coordinate system - applied every frame.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce.torque"> <summary> <para>The torque applied to the rigidbody every frame.</para> </summary> </member> <member name="T:UnityEngine.ConstantForce2D"> <summary> <para>Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce2D.force"> <summary> <para>The linear force applied to the rigidbody each physics update.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce2D.relativeForce"> <summary> <para>The linear force, relative to the rigid-body coordinate system, applied each physics update.</para> </summary> </member> <member name="P:UnityEngine.ConstantForce2D.torque"> <summary> <para>The torque applied to the rigidbody each physics update.</para> </summary> </member> <member name="T:UnityEngine.ContactFilter2D"> <summary> <para>A set of parameters for filtering contact results.</para> </summary> </member> <member name="P:UnityEngine.ContactFilter2D.isFiltering"> <summary> <para>Given the current state of the contact filter, determine whether it would filter anything.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.layerMask"> <summary> <para>Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.maxDepth"> <summary> <para>Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.maxNormalAngle"> <summary> <para>Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.minDepth"> <summary> <para>Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.minNormalAngle"> <summary> <para>Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useDepth"> <summary> <para>Sets the contact filter to filter the results by depth using minDepth and maxDepth.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useLayerMask"> <summary> <para>Sets the contact filter to filter results by layer mask.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useNormalAngle"> <summary> <para>Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useOutsideDepth"> <summary> <para>Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useOutsideNormalAngle"> <summary> <para>Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range.</para> </summary> </member> <member name="F:UnityEngine.ContactFilter2D.useTriggers"> <summary> <para>Sets to filter contact results based on trigger collider involvement.</para> </summary> </member> <member name="M:UnityEngine.ContactFilter2D.ClearDepth"> <summary> <para>Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed.</para> </summary> </member> <member name="M:UnityEngine.ContactFilter2D.ClearLayerMask"> <summary> <para>Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed.</para> </summary> </member> <member name="M:UnityEngine.ContactFilter2D.ClearNormalAngle"> <summary> <para>Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed.</para> </summary> </member> <member name="M:UnityEngine.ContactFilter2D.IsFilteringDepth(UnityEngine.GameObject)"> <summary> <para>Checks if the Transform for obj is within the depth range to be filtered.</para> </summary> <param name="obj">The GameObject used to check the z-position (depth) of Transform.position.</param> <returns> <para>Returns true when obj is excluded by the filter and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.IsFilteringLayerMask(UnityEngine.GameObject)"> <summary> <para>Checks if the GameObject.layer for obj is included in the layerMask to be filtered.</para> </summary> <param name="obj">The GameObject used to check the GameObject.layer.</param> <returns> <para>Returns true when obj is excluded by the filter and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.IsFilteringNormalAngle(UnityEngine.Vector2)"> <summary> <para>Checks if the angle of normal is within the normal angle range to be filtered.</para> </summary> <param name="normal">The normal used to calculate an angle.</param> <returns> <para>Returns true when normal is excluded by the filter and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.IsFilteringNormalAngle(System.Single)"> <summary> <para>Checks if the angle is within the normal angle range to be filtered.</para> </summary> <param name="angle">The angle used for comparison in the filter.</param> <returns> <para>Returns true when angle is excluded by the filter and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.IsFilteringTrigger(UnityEngine.Collider2D)"> <summary> <para>Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered.</para> </summary> <param name="collider">The Collider2D used to check for a trigger.</param> <returns> <para>Returns true when collider is excluded by the filter and false if otherwise.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.NoFilter"> <summary> <para>Sets the contact filter to not filter any ContactPoint2D.</para> </summary> <returns> <para>A copy of the contact filter set to not filter any ContactPoint2D.</para> </returns> </member> <member name="M:UnityEngine.ContactFilter2D.SetDepth(System.Single,System.Single)"> <summary> <para>Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true.</para> </summary> <param name="minDepth">The value used to set minDepth.</param> <param name="maxDepth">The value used to set maxDepth.</param> </member> <member name="M:UnityEngine.ContactFilter2D.SetLayerMask(UnityEngine.LayerMask)"> <summary> <para>Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true.</para> </summary> <param name="layerMask">The value used to set the layerMask.</param> </member> <member name="M:UnityEngine.ContactFilter2D.SetNormalAngle(System.Single,System.Single)"> <summary> <para>Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true.</para> </summary> <param name="minNormalAngle">The value used to set the minNormalAngle.</param> <param name="maxNormalAngle">The value used to set the maxNormalAngle.</param> </member> <member name="T:UnityEngine.ContactPoint"> <summary> <para>Describes a contact point where the collision occurs.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint.normal"> <summary> <para>Normal of the contact point.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint.otherCollider"> <summary> <para>The other collider in contact at the point.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint.point"> <summary> <para>The point of contact.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint.separation"> <summary> <para>The distance between the colliders at the contact point.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint.thisCollider"> <summary> <para>The first collider in contact at the point.</para> </summary> </member> <member name="T:UnityEngine.ContactPoint2D"> <summary> <para>Details about a specific point of contact involved in a 2D physics collision.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.collider"> <summary> <para>The incoming Collider2D involved in the collision with the otherCollider.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.enabled"> <summary> <para>Indicates whether the collision response or reaction is enabled or disabled.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.normal"> <summary> <para>Surface normal at the contact point.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.normalImpulse"> <summary> <para>Gets the impulse force applied at the contact point along the ContactPoint2D.normal.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.otherCollider"> <summary> <para>The other Collider2D involved in the collision with the collider.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.otherRigidbody"> <summary> <para>The other Rigidbody2D involved in the collision with the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.point"> <summary> <para>The point of contact between the two colliders in world space.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.relativeVelocity"> <summary> <para>Gets the relative velocity of the two colliders at the contact point (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.rigidbody"> <summary> <para>The incoming Rigidbody2D involved in the collision with the otherRigidbody.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.separation"> <summary> <para>Gets the distance between the colliders at the contact point.</para> </summary> </member> <member name="P:UnityEngine.ContactPoint2D.tangentImpulse"> <summary> <para>Gets the impulse force applied at the contact point which is perpendicular to the ContactPoint2D.normal.</para> </summary> </member> <member name="T:UnityEngine.ContextMenu"> <summary> <para>The ContextMenu attribute allows you to add commands to the context menu.</para> </summary> </member> <member name="M:UnityEngine.ContextMenu.#ctor(System.String)"> <summary> <para>Adds the function to the context menu of the component.</para> </summary> <param name="itemName">The name of the context menu item.</param> <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param> <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param> </member> <member name="M:UnityEngine.ContextMenu.#ctor(System.String,System.Boolean)"> <summary> <para>Adds the function to the context menu of the component.</para> </summary> <param name="itemName">The name of the context menu item.</param> <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param> <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param> </member> <member name="M:UnityEngine.ContextMenu.#ctor(System.String,System.Boolean,System.Int32)"> <summary> <para>Adds the function to the context menu of the component.</para> </summary> <param name="itemName">The name of the context menu item.</param> <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param> <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param> </member> <member name="T:UnityEngine.ContextMenuItemAttribute"> <summary> <para>Use this attribute to add a context menu to a field that calls a named method.</para> </summary> </member> <member name="F:UnityEngine.ContextMenuItemAttribute.function"> <summary> <para>The name of the function that should be called.</para> </summary> </member> <member name="F:UnityEngine.ContextMenuItemAttribute.name"> <summary> <para>The name of the context menu item.</para> </summary> </member> <member name="M:UnityEngine.ContextMenuItemAttribute.#ctor(System.String,System.String)"> <summary> <para>Use this attribute to add a context menu to a field that calls a named method.</para> </summary> <param name="name">The name of the context menu item.</param> <param name="function">The name of the function that should be called.</param> </member> <member name="T:UnityEngine.ControllerColliderHit"> <summary> <para>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.collider"> <summary> <para>The collider that was hit by the controller.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.controller"> <summary> <para>The controller that hit the collider.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.gameObject"> <summary> <para>The game object that was hit by the controller.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.moveDirection"> <summary> <para>The direction the CharacterController was moving in when the collision occured.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.moveLength"> <summary> <para>How far the character has travelled until it hit the collider.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.normal"> <summary> <para>The normal of the surface we collided with in world space.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.point"> <summary> <para>The impact point in world space.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.rigidbody"> <summary> <para>The rigidbody that was hit by the controller.</para> </summary> </member> <member name="P:UnityEngine.ControllerColliderHit.transform"> <summary> <para>The transform that was hit by the controller.</para> </summary> </member> <member name="T:UnityEngine.Coroutine"> <summary> <para>MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions.</para> </summary> </member> <member name="T:UnityEngine.CrashReport"> <summary> <para>Holds data for a single application crash event and provides access to all gathered crash reports.</para> </summary> </member> <member name="P:UnityEngine.CrashReport.lastReport"> <summary> <para>Returns last crash report, or null if no reports are available.</para> </summary> </member> <member name="P:UnityEngine.CrashReport.reports"> <summary> <para>Returns all currently available reports in a new array.</para> </summary> </member> <member name="F:UnityEngine.CrashReport.text"> <summary> <para>Crash report data as formatted text.</para> </summary> </member> <member name="F:UnityEngine.CrashReport.time"> <summary> <para>Time, when the crash occured.</para> </summary> </member> <member name="M:UnityEngine.CrashReport.Remove"> <summary> <para>Remove report from available reports list.</para> </summary> </member> <member name="M:UnityEngine.CrashReport.RemoveAll"> <summary> <para>Remove all reports from available reports list.</para> </summary> </member> <member name="T:UnityEngine.CrashReportHandler.CrashReportHandler"> <summary> <para>Engine API for CrashReporting Service.</para> </summary> </member> <member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions"> <summary> <para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para> </summary> </member> <member name="T:UnityEngine.CreateAssetMenuAttribute"> <summary> <para>Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files.</para> </summary> </member> <member name="P:UnityEngine.CreateAssetMenuAttribute.fileName"> <summary> <para>The default file name used by newly created instances of this type.</para> </summary> </member> <member name="P:UnityEngine.CreateAssetMenuAttribute.menuName"> <summary> <para>The display name for this type shown in the Assets/Create menu.</para> </summary> </member> <member name="P:UnityEngine.CreateAssetMenuAttribute.order"> <summary> <para>The position of the menu item within the Assets/Create menu.</para> </summary> </member> <member name="T:UnityEngine.Cubemap"> <summary> <para>Class for handling cube maps, Use this to create or modify existing.</para> </summary> </member> <member name="P:UnityEngine.Cubemap.format"> <summary> <para>The format of the pixel data in the texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Cubemap.mipmapCount"> <summary> <para>How many mipmap levels are in this texture (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)"> <summary> <para>Actually apply all previous SetPixel and SetPixels changes.</para> </summary> <param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param> <param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param> </member> <member name="M:UnityEngine.Cubemap.CreateExternalTexture(System.Int32,UnityEngine.TextureFormat,System.Boolean,System.IntPtr)"> <summary> <para>Creates a Unity cubemap out of externally created native cubemap object.</para> </summary> <param name="size">The width and height of each face of the cubemap should be the same.</param> <param name="format">Format of underlying cubemap object.</param> <param name="mipmap">Does the cubemap have mipmaps?</param> <param name="nativeTex">Native cubemap texture object.</param> </member> <member name="M:UnityEngine.Cubemap.#ctor(System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Create a new empty cubemap texture.</para> </summary> <param name="size">Width/height of a cube face in pixels.</param> <param name="format">Pixel data format to be used for the Cubemap.</param> <param name="mipmap">Should mipmaps be created?</param> </member> <member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)"> <summary> <para>Returns pixel color at coordinates (face, x, y).</para> </summary> <param name="face"></param> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Returns pixel colors of a cubemap face.</para> </summary> <param name="face">The face from which pixel data is taken.</param> <param name="miplevel">Mipmap level for the chosen face.</param> </member> <member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)"> <summary> <para>Sets pixel color at coordinates (face, x, y).</para> </summary> <param name="face"></param> <param name="x"></param> <param name="y"></param> <param name="color"></param> </member> <member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Sets pixel colors of a cubemap face.</para> </summary> <param name="colors">Pixel data for the Cubemap face.</param> <param name="face">The face to which the new data should be applied.</param> <param name="miplevel">The mipmap level for the face.</param> </member> <member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)"> <summary> <para>Performs smoothing of near edge regions.</para> </summary> <param name="smoothRegionWidthInPixels">Pixel distance at edges over which to apply smoothing.</param> </member> <member name="T:UnityEngine.CubemapArray"> <summary> <para>Class for handling Cubemap arrays.</para> </summary> </member> <member name="P:UnityEngine.CubemapArray.cubemapCount"> <summary> <para>Number of cubemaps in the array (Read Only).</para> </summary> </member> <member name="P:UnityEngine.CubemapArray.format"> <summary> <para>Texture format (Read Only).</para> </summary> </member> <member name="M:UnityEngine.CubemapArray.Apply(System.Boolean,System.Boolean)"> <summary> <para>Actually apply all previous SetPixels changes.</para> </summary> <param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param> <param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param> </member> <member name="M:UnityEngine.CubemapArray.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Create a new cubemap array.</para> </summary> <param name="faceSize">Cubemap face size in pixels.</param> <param name="cubemapCount">Number of elements in the cubemap array.</param> <param name="format">Format of the pixel data.</param> <param name="mipmap">Should mipmaps be created?</param> <param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param> </member> <member name="M:UnityEngine.CubemapArray.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)"> <summary> <para>Create a new cubemap array.</para> </summary> <param name="faceSize">Cubemap face size in pixels.</param> <param name="cubemapCount">Number of elements in the cubemap array.</param> <param name="format">Format of the pixel data.</param> <param name="mipmap">Should mipmaps be created?</param> <param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param> </member> <member name="M:UnityEngine.CubemapArray.GetPixels(UnityEngine.CubemapFace,System.Int32,System.Int32)"> <summary> <para>Returns pixel colors of a single array slice/face.</para> </summary> <param name="face">Cubemap face to read pixels from.</param> <param name="arrayElement">Array slice to read pixels from.</param> <param name="miplevel">Mipmap level to read pixels from.</param> <returns> <para>Array of pixel colors.</para> </returns> </member> <member name="M:UnityEngine.CubemapArray.GetPixels32(UnityEngine.CubemapFace,System.Int32,System.Int32)"> <summary> <para>Returns pixel colors of a single array slice/face.</para> </summary> <param name="face">Cubemap face to read pixels from.</param> <param name="arrayElement">Array slice to read pixels from.</param> <param name="miplevel">Mipmap level to read pixels from.</param> <returns> <para>Array of pixel colors in low precision (8 bits/channel) format.</para> </returns> </member> <member name="M:UnityEngine.CubemapArray.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32,System.Int32)"> <summary> <para>Set pixel colors for a single array slice/face.</para> </summary> <param name="colors">An array of pixel colors.</param> <param name="face">Cubemap face to set pixels for.</param> <param name="arrayElement">Array element index to set pixels for.</param> <param name="miplevel">Mipmap level to set pixels for.</param> </member> <member name="M:UnityEngine.CubemapArray.SetPixels32(UnityEngine.Color32[],UnityEngine.CubemapFace,System.Int32,System.Int32)"> <summary> <para>Set pixel colors for a single array slice/face.</para> </summary> <param name="colors">An array of pixel colors in low precision (8 bits/channel) format.</param> <param name="face">Cubemap face to set pixels for.</param> <param name="arrayElement">Array element index to set pixels for.</param> <param name="miplevel">Mipmap level to set pixels for.</param> </member> <member name="T:UnityEngine.CubemapFace"> <summary> <para>Cubemap face.</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.NegativeX"> <summary> <para>Left facing side (-x).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.NegativeY"> <summary> <para>Downward facing side (-y).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.NegativeZ"> <summary> <para>Backward facing side (-z).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.PositiveX"> <summary> <para>Right facing side (+x).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.PositiveY"> <summary> <para>Upwards facing side (+y).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.PositiveZ"> <summary> <para>Forward facing side (+z).</para> </summary> </member> <member name="F:UnityEngine.CubemapFace.Unknown"> <summary> <para>Cubemap face is unknown or unspecified.</para> </summary> </member> <member name="T:UnityEngine.CullingGroup"> <summary> <para>Describes a set of bounding spheres that should have their visibility and distances maintained.</para> </summary> </member> <member name="P:UnityEngine.CullingGroup.enabled"> <summary> <para>Pauses culling group execution.</para> </summary> </member> <member name="P:UnityEngine.CullingGroup.onStateChanged"> <summary> <para>Sets the callback that will be called when a sphere's visibility and/or distance state has changed.</para> </summary> </member> <member name="P:UnityEngine.CullingGroup.targetCamera"> <summary> <para>Locks the CullingGroup to a specific camera.</para> </summary> </member> <member name="M:UnityEngine.CullingGroup.#ctor"> <summary> <para>Create a CullingGroup.</para> </summary> </member> <member name="M:UnityEngine.CullingGroup.Dispose"> <summary> <para>Clean up all memory used by the CullingGroup immediately.</para> </summary> </member> <member name="M:UnityEngine.CullingGroup.EraseSwapBack(System.Int32)"> <summary> <para>Erase a given bounding sphere by moving the final sphere on top of it.</para> </summary> <param name="index">The index of the entry to erase.</param> </member> <member name="M:UnityEngine.CullingGroup.EraseSwapBack(System.Int32,T[],System.Int32&amp;)"> <summary> <para>Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one.</para> </summary> <param name="index">The index of the entry to erase.</param> <param name="myArray">An array of entries.</param> <param name="size">The number of entries in the array that are actually used.</param> </member> <member name="M:UnityEngine.CullingGroup.GetDistance(System.Int32)"> <summary> <para>Get the current distance band index of a given sphere.</para> </summary> <param name="index">The index of the sphere.</param> <returns> <para>The sphere's current distance band index.</para> </returns> </member> <member name="M:UnityEngine.CullingGroup.IsVisible(System.Int32)"> <summary> <para>Returns true if the bounding sphere at index is currently visible from any of the contributing cameras.</para> </summary> <param name="index">The index of the bounding sphere.</param> <returns> <para>True if the sphere is visible; false if it is invisible.</para> </returns> </member> <member name="M:UnityEngine.CullingGroup.QueryIndices(System.Boolean,System.Int32[],System.Int32)"> <summary> <para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para> </summary> <param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param> <param name="distanceIndex">The distance band that retrieved spheres must be in.</param> <param name="result">An array that will be filled with the retrieved sphere indices.</param> <param name="firstIndex">The index of the sphere to begin searching at.</param> <returns> <para>The number of sphere indices found and written into the result array.</para> </returns> </member> <member name="M:UnityEngine.CullingGroup.QueryIndices(System.Int32,System.Int32[],System.Int32)"> <summary> <para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para> </summary> <param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param> <param name="distanceIndex">The distance band that retrieved spheres must be in.</param> <param name="result">An array that will be filled with the retrieved sphere indices.</param> <param name="firstIndex">The index of the sphere to begin searching at.</param> <returns> <para>The number of sphere indices found and written into the result array.</para> </returns> </member> <member name="M:UnityEngine.CullingGroup.QueryIndices(System.Boolean,System.Int32,System.Int32[],System.Int32)"> <summary> <para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para> </summary> <param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param> <param name="distanceIndex">The distance band that retrieved spheres must be in.</param> <param name="result">An array that will be filled with the retrieved sphere indices.</param> <param name="firstIndex">The index of the sphere to begin searching at.</param> <returns> <para>The number of sphere indices found and written into the result array.</para> </returns> </member> <member name="M:UnityEngine.CullingGroup.SetBoundingDistances(System.Single[])"> <summary> <para>Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated.</para> </summary> <param name="distances">An array of bounding distances. The distances should be sorted in increasing order.</param> <param name="distanceBehaviours">An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour.</param> </member> <member name="M:UnityEngine.CullingGroup.SetBoundingSphereCount(System.Int32)"> <summary> <para>Sets the number of bounding spheres in the bounding spheres array that are actually being used.</para> </summary> <param name="count">The number of bounding spheres being used.</param> </member> <member name="M:UnityEngine.CullingGroup.SetBoundingSpheres(UnityEngine.BoundingSphere[])"> <summary> <para>Sets the array of bounding sphere definitions that the CullingGroup should compute culling for.</para> </summary> <param name="array">The BoundingSpheres to cull.</param> </member> <member name="M:UnityEngine.CullingGroup.SetDistanceReferencePoint(UnityEngine.Vector3)"> <summary> <para>Set the reference point from which distance bands are measured.</para> </summary> <param name="point">A fixed point to measure the distance from.</param> <param name="transform">A transform to measure the distance from. The transform's position will be automatically tracked.</param> </member> <member name="M:UnityEngine.CullingGroup.SetDistanceReferencePoint(UnityEngine.Transform)"> <summary> <para>Set the reference point from which distance bands are measured.</para> </summary> <param name="point">A fixed point to measure the distance from.</param> <param name="transform">A transform to measure the distance from. The transform's position will be automatically tracked.</param> </member> <member name="T:UnityEngine.CullingGroup.StateChanged"> <summary> <para>This delegate is used for recieving a callback when a sphere's distance or visibility state has changed.</para> </summary> <param name="sphere">A CullingGroupEvent that provides information about the sphere that has changed.</param> </member> <member name="T:UnityEngine.CullingGroupEvent"> <summary> <para>Provides information about the current and previous states of one sphere in a CullingGroup.</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.currentDistance"> <summary> <para>The current distance band index of the sphere, after the most recent culling pass.</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.hasBecomeInvisible"> <summary> <para>Did this sphere change from being visible to being invisible in the most recent culling pass?</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.hasBecomeVisible"> <summary> <para>Did this sphere change from being invisible to being visible in the most recent culling pass?</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.index"> <summary> <para>The index of the sphere that has changed.</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.isVisible"> <summary> <para>Was the sphere considered visible by the most recent culling pass?</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.previousDistance"> <summary> <para>The distance band index of the sphere before the most recent culling pass.</para> </summary> </member> <member name="P:UnityEngine.CullingGroupEvent.wasVisible"> <summary> <para>Was the sphere visible before the most recent culling pass?</para> </summary> </member> <member name="T:UnityEngine.Cursor"> <summary> <para>Cursor API for setting the cursor (mouse pointer).</para> </summary> </member> <member name="P:UnityEngine.Cursor.lockState"> <summary> <para>Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.</para> </summary> </member> <member name="P:UnityEngine.Cursor.visible"> <summary> <para>Determines whether the hardware pointer is visible or not.</para> </summary> </member> <member name="M:UnityEngine.Cursor.SetCursor"> <summary> <para>Sets the mouse cursor to the given texture.</para> </summary> </member> <member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)"> <summary> <para>Specify a custom cursor that you wish to use as a cursor.</para> </summary> <param name="texture">The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor.</param> <param name="hotspot">The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor).</param> <param name="cursorMode">Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.</param> </member> <member name="T:UnityEngine.CursorLockMode"> <summary> <para>How the cursor should behave.</para> </summary> </member> <member name="F:UnityEngine.CursorLockMode.Confined"> <summary> <para>Confine cursor to the game window.</para> </summary> </member> <member name="F:UnityEngine.CursorLockMode.Locked"> <summary> <para>Lock cursor to the center of the game window.</para> </summary> </member> <member name="F:UnityEngine.CursorLockMode.None"> <summary> <para>Cursor behavior is unmodified.</para> </summary> </member> <member name="T:UnityEngine.CursorMode"> <summary> <para>Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering.</para> </summary> </member> <member name="F:UnityEngine.CursorMode.Auto"> <summary> <para>Use hardware cursors on supported platforms.</para> </summary> </member> <member name="F:UnityEngine.CursorMode.ForceSoftware"> <summary> <para>Force the use of software cursors.</para> </summary> </member> <member name="T:UnityEngine.CustomRenderTexture"> <summary> <para>Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.cubemapFaceMask"> <summary> <para>Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.doubleBuffered"> <summary> <para>If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.initializationColor"> <summary> <para>Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.initializationMaterial"> <summary> <para>Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.initializationMode"> <summary> <para>Specify how the texture should be initialized.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.initializationSource"> <summary> <para>Specify if the texture should be initialized with a Texture and a Color or a Material.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.initializationTexture"> <summary> <para>Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.material"> <summary> <para>Material with which the content of the Custom Render Texture is updated.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.shaderPass"> <summary> <para>Shader Pass used to update the Custom Render Texture.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.updateMode"> <summary> <para>Specify how the texture should be updated.</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.updateZoneSpace"> <summary> <para>Space in which the update zones are expressed (Normalized or Pixel space).</para> </summary> </member> <member name="P:UnityEngine.CustomRenderTexture.wrapUpdateZones"> <summary> <para>If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture.</para> </summary> </member> <member name="M:UnityEngine.CustomRenderTexture.ClearUpdateZones"> <summary> <para>Clear all Update Zones.</para> </summary> </member> <member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)"> <summary> <para>Create a new Custom Render Texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="readWrite"></param> </member> <member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat)"> <summary> <para>Create a new Custom Render Texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="readWrite"></param> </member> <member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32)"> <summary> <para>Create a new Custom Render Texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="readWrite"></param> </member> <member name="M:UnityEngine.CustomRenderTexture.GetUpdateZones(System.Collections.Generic.List`1&lt;UnityEngine.CustomRenderTextureUpdateZone&gt;)"> <summary> <para>Returns the list of Update Zones.</para> </summary> <param name="updateZones">Output list of Update Zones.</param> </member> <member name="M:UnityEngine.CustomRenderTexture.Initialize"> <summary> <para>Triggers an initialization of the Custom Render Texture.</para> </summary> </member> <member name="M:UnityEngine.CustomRenderTexture.SetUpdateZones(UnityEngine.CustomRenderTextureUpdateZone[])"> <summary> <para>Setup the list of Update Zones for the Custom Render Texture.</para> </summary> <param name="updateZones"></param> </member> <member name="M:UnityEngine.CustomRenderTexture.Update(System.Int32)"> <summary> <para>Triggers the update of the Custom Render Texture.</para> </summary> <param name="count">Number of upate pass to perform.</param> </member> <member name="T:UnityEngine.CustomRenderTextureInitializationSource"> <summary> <para>Specify the source of a Custom Render Texture initialization.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureInitializationSource.Material"> <summary> <para>Custom Render Texture is initalized with a Material.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureInitializationSource.TextureAndColor"> <summary> <para>Custom Render Texture is initialized by a Texture multiplied by a Color.</para> </summary> </member> <member name="T:UnityEngine.CustomRenderTextureUpdateMode"> <summary> <para>Frequency of update or initialization of a Custom Render Texture.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateMode.OnDemand"> <summary> <para>Initialization/Update will only occur when triggered by the script.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateMode.OnLoad"> <summary> <para>Initialization/Update will occur once at load time and then can be triggered again by script.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateMode.Realtime"> <summary> <para>Initialization/Update will occur at every frame.</para> </summary> </member> <member name="T:UnityEngine.CustomRenderTextureUpdateZone"> <summary> <para>Structure describing an Update Zone.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZone.needSwap"> <summary> <para>If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZone.passIndex"> <summary> <para>Shader Pass used to update the Custom Render Texture for this Update Zone.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZone.rotation"> <summary> <para>Rotation of the Update Zone.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZone.updateZoneCenter"> <summary> <para>Position of the center of the Update Zone within the Custom Render Texture.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZone.updateZoneSize"> <summary> <para>Size of the Update Zone.</para> </summary> </member> <member name="T:UnityEngine.CustomRenderTextureUpdateZoneSpace"> <summary> <para>Space in which coordinates are provided for Update Zones.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZoneSpace.Normalized"> <summary> <para>Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right.</para> </summary> </member> <member name="F:UnityEngine.CustomRenderTextureUpdateZoneSpace.Pixel"> <summary> <para>Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right.</para> </summary> </member> <member name="T:UnityEngine.CustomYieldInstruction"> <summary> <para>Base class for custom yield instructions to suspend coroutines.</para> </summary> </member> <member name="P:UnityEngine.CustomYieldInstruction.keepWaiting"> <summary> <para>Indicates if coroutine should be kept suspended.</para> </summary> </member> <member name="T:UnityEngine.Debug"> <summary> <para>Class containing methods to ease debugging while developing a game.</para> </summary> </member> <member name="P:UnityEngine.Debug.developerConsoleVisible"> <summary> <para>Reports whether the development console is visible. The development console cannot be made to appear using:</para> </summary> </member> <member name="P:UnityEngine.Debug.isDebugBuild"> <summary> <para>In the Build Settings dialog there is a check box called "Development Build".</para> </summary> </member> <member name="P:UnityEngine.Debug.unityLogger"> <summary> <para>Get default debug logger.</para> </summary> </member> <member name="M:UnityEngine.Debug.Assert(System.Boolean)"> <summary> <para>Assert a condition and logs an error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="context">Object to which the message applies.</param> <param name="message">String or object to be converted to string representation for display.</param> </member> <member name="M:UnityEngine.Debug.Assert(System.Boolean,UnityEngine.Object)"> <summary> <para>Assert a condition and logs an error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="context">Object to which the message applies.</param> <param name="message">String or object to be converted to string representation for display.</param> </member> <member name="M:UnityEngine.Debug.Assert(System.Boolean,System.Object)"> <summary> <para>Assert a condition and logs an error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="context">Object to which the message applies.</param> <param name="message">String or object to be converted to string representation for display.</param> </member> <member name="M:UnityEngine.Debug.Assert(System.Boolean,System.Object,UnityEngine.Object)"> <summary> <para>Assert a condition and logs an error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="context">Object to which the message applies.</param> <param name="message">String or object to be converted to string representation for display.</param> </member> <member name="M:UnityEngine.Debug.AssertFormat(System.Boolean,System.String,System.Object[])"> <summary> <para>Assert a condition and logs a formatted error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.AssertFormat(System.Boolean,UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Assert a condition and logs a formatted error message to the Unity console on failure.</para> </summary> <param name="condition">Condition you expect to be true.</param> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.Break"> <summary> <para>Pauses the editor.</para> </summary> </member> <member name="M:UnityEngine.Debug.ClearDeveloperConsole"> <summary> <para>Clears errors from the developer console.</para> </summary> </member> <member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draws a line between specified start and end points.</para> </summary> <param name="start">Point in world space where the line should start.</param> <param name="end">Point in world space where the line should end.</param> <param name="color">Color of the line.</param> <param name="duration">How long the line should be visible for.</param> <param name="depthTest">Should the line be obscured by objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)"> <summary> <para>Draws a line between specified start and end points.</para> </summary> <param name="start">Point in world space where the line should start.</param> <param name="end">Point in world space where the line should end.</param> <param name="color">Color of the line.</param> <param name="duration">How long the line should be visible for.</param> <param name="depthTest">Should the line be obscured by objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)"> <summary> <para>Draws a line between specified start and end points.</para> </summary> <param name="start">Point in world space where the line should start.</param> <param name="end">Point in world space where the line should end.</param> <param name="color">Color of the line.</param> <param name="duration">How long the line should be visible for.</param> <param name="depthTest">Should the line be obscured by objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)"> <summary> <para>Draws a line between specified start and end points.</para> </summary> <param name="start">Point in world space where the line should start.</param> <param name="end">Point in world space where the line should end.</param> <param name="color">Color of the line.</param> <param name="duration">How long the line should be visible for.</param> <param name="depthTest">Should the line be obscured by objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draws a line from start to start + dir in world coordinates.</para> </summary> <param name="start">Point in world space where the ray should start.</param> <param name="dir">Direction and length of the ray.</param> <param name="color">Color of the drawn line.</param> <param name="duration">How long the line will be visible for (in seconds).</param> <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)"> <summary> <para>Draws a line from start to start + dir in world coordinates.</para> </summary> <param name="start">Point in world space where the ray should start.</param> <param name="dir">Direction and length of the ray.</param> <param name="color">Color of the drawn line.</param> <param name="duration">How long the line will be visible for (in seconds).</param> <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)"> <summary> <para>Draws a line from start to start + dir in world coordinates.</para> </summary> <param name="start">Point in world space where the ray should start.</param> <param name="dir">Direction and length of the ray.</param> <param name="color">Color of the drawn line.</param> <param name="duration">How long the line will be visible for (in seconds).</param> <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)"> <summary> <para>Draws a line from start to start + dir in world coordinates.</para> </summary> <param name="start">Point in world space where the ray should start.</param> <param name="dir">Direction and length of the ray.</param> <param name="color">Color of the drawn line.</param> <param name="duration">How long the line will be visible for (in seconds).</param> <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param> </member> <member name="M:UnityEngine.Debug.Log(System.Object)"> <summary> <para>Logs message to the Unity Console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogAssertion(System.Object)"> <summary> <para>A variant of Debug.Log that logs an assertion message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogAssertion(System.Object,UnityEngine.Object)"> <summary> <para>A variant of Debug.Log that logs an assertion message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogAssertionFormat(System.String,System.Object[])"> <summary> <para>Logs a formatted assertion message to the Unity console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogAssertionFormat(UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted assertion message to the Unity console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogError(System.Object)"> <summary> <para>A variant of Debug.Log that logs an error message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)"> <summary> <para>A variant of Debug.Log that logs an error message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogErrorFormat(System.String,System.Object[])"> <summary> <para>Logs a formatted error message to the Unity console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogErrorFormat(UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted error message to the Unity console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogException(System.Exception)"> <summary> <para>A variant of Debug.Log that logs an error message to the console.</para> </summary> <param name="context">Object to which the message applies.</param> <param name="exception">Runtime Exception.</param> </member> <member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)"> <summary> <para>A variant of Debug.Log that logs an error message to the console.</para> </summary> <param name="context">Object to which the message applies.</param> <param name="exception">Runtime Exception.</param> </member> <member name="M:UnityEngine.Debug.LogFormat(System.String,System.Object[])"> <summary> <para>Logs a formatted message to the Unity Console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogFormat(UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted message to the Unity Console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogWarning(System.Object)"> <summary> <para>A variant of Debug.Log that logs a warning message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)"> <summary> <para>A variant of Debug.Log that logs a warning message to the console.</para> </summary> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogWarningFormat(System.String,System.Object[])"> <summary> <para>Logs a formatted warning message to the Unity Console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Debug.LogWarningFormat(UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted warning message to the Unity Console.</para> </summary> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> <param name="context">Object to which the message applies.</param> </member> <member name="T:UnityEngine.DelayedAttribute"> <summary> <para>Attribute used to make a float, int, or string variable in a script be delayed.</para> </summary> </member> <member name="M:UnityEngine.DelayedAttribute.#ctor"> <summary> <para>Attribute used to make a float, int, or string variable in a script be delayed.</para> </summary> </member> <member name="T:UnityEngine.DepthTextureMode"> <summary> <para>Depth texture generation mode for Camera.</para> </summary> </member> <member name="F:UnityEngine.DepthTextureMode.Depth"> <summary> <para>Generate a depth texture.</para> </summary> </member> <member name="F:UnityEngine.DepthTextureMode.DepthNormals"> <summary> <para>Generate a depth + normals texture.</para> </summary> </member> <member name="F:UnityEngine.DepthTextureMode.MotionVectors"> <summary> <para>Specifies whether motion vectors should be rendered (if possible).</para> </summary> </member> <member name="F:UnityEngine.DepthTextureMode.None"> <summary> <para>Do not generate depth texture (Default).</para> </summary> </member> <member name="T:UnityEngine.DetailPrototype"> <summary> <para>Detail prototype used by the Terrain GameObject.</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.bendFactor"> <summary> <para>Bend factor of the detailPrototype.</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.dryColor"> <summary> <para>Color when the DetailPrototypes are "dry".</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.healthyColor"> <summary> <para>Color when the DetailPrototypes are "healthy".</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.maxHeight"> <summary> <para>Maximum height of the grass billboards (if render mode is GrassBillboard).</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.maxWidth"> <summary> <para>Maximum width of the grass billboards (if render mode is GrassBillboard).</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.minHeight"> <summary> <para>Minimum height of the grass billboards (if render mode is GrassBillboard).</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.minWidth"> <summary> <para>Minimum width of the grass billboards (if render mode is GrassBillboard).</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.noiseSpread"> <summary> <para>How spread out is the noise for the DetailPrototype.</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.prototype"> <summary> <para>GameObject used by the DetailPrototype.</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.prototypeTexture"> <summary> <para>Texture used by the DetailPrototype.</para> </summary> </member> <member name="P:UnityEngine.DetailPrototype.renderMode"> <summary> <para>Render mode for the DetailPrototype.</para> </summary> </member> <member name="T:UnityEngine.DetailRenderMode"> <summary> <para>Render mode for detail prototypes.</para> </summary> </member> <member name="F:UnityEngine.DetailRenderMode.Grass"> <summary> <para>The detail prototype will use the grass shader.</para> </summary> </member> <member name="F:UnityEngine.DetailRenderMode.GrassBillboard"> <summary> <para>The detail prototype will be rendered as billboards that are always facing the camera.</para> </summary> </member> <member name="F:UnityEngine.DetailRenderMode.VertexLit"> <summary> <para>Will show the prototype using diffuse shading.</para> </summary> </member> <member name="T:UnityEngine.DeviceOrientation"> <summary> <para>Describes physical orientation of the device as determined by the OS.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.FaceDown"> <summary> <para>The device is held parallel to the ground with the screen facing downwards.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.FaceUp"> <summary> <para>The device is held parallel to the ground with the screen facing upwards.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.LandscapeLeft"> <summary> <para>The device is in landscape mode, with the device held upright and the home button on the right side.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.LandscapeRight"> <summary> <para>The device is in landscape mode, with the device held upright and the home button on the left side.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.Portrait"> <summary> <para>The device is in portrait mode, with the device held upright and the home button at the bottom.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.PortraitUpsideDown"> <summary> <para>The device is in portrait mode but upside down, with the device held upright and the home button at the top.</para> </summary> </member> <member name="F:UnityEngine.DeviceOrientation.Unknown"> <summary> <para>The orientation of the device cannot be determined.</para> </summary> </member> <member name="T:UnityEngine.DeviceType"> <summary> <para>Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. Windows Store Apps: tablets are treated as desktop machines, thus DeviceType.Handheld will only be returned for Windows Phones.</para> </summary> </member> <member name="F:UnityEngine.DeviceType.Console"> <summary> <para>A stationary gaming console.</para> </summary> </member> <member name="F:UnityEngine.DeviceType.Desktop"> <summary> <para>Desktop or laptop computer.</para> </summary> </member> <member name="F:UnityEngine.DeviceType.Handheld"> <summary> <para>A handheld device like mobile phone or a tablet.</para> </summary> </member> <member name="F:UnityEngine.DeviceType.Unknown"> <summary> <para>Device type is unknown. You should never see this in practice.</para> </summary> </member> <member name="T:UnityEngine.DisallowMultipleComponent"> <summary> <para>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</para> </summary> </member> <member name="T:UnityEngine.Display"> <summary> <para>Provides access to a display / screen for rendering operations.</para> </summary> </member> <member name="P:UnityEngine.Display.active"> <summary> <para>Gets the state of the display and returns true if the display is active and false if otherwise.</para> </summary> </member> <member name="P:UnityEngine.Display.colorBuffer"> <summary> <para>Color RenderBuffer.</para> </summary> </member> <member name="P:UnityEngine.Display.depthBuffer"> <summary> <para>Depth RenderBuffer.</para> </summary> </member> <member name="F:UnityEngine.Display.displays"> <summary> <para>The list of currently connected Displays. Contains at least one (main) display.</para> </summary> </member> <member name="P:UnityEngine.Display.main"> <summary> <para>Main Display.</para> </summary> </member> <member name="P:UnityEngine.Display.renderingHeight"> <summary> <para>Vertical resolution that the display is rendering at.</para> </summary> </member> <member name="P:UnityEngine.Display.renderingWidth"> <summary> <para>Horizontal resolution that the display is rendering at.</para> </summary> </member> <member name="P:UnityEngine.Display.systemHeight"> <summary> <para>Vertical native display resolution.</para> </summary> </member> <member name="P:UnityEngine.Display.systemWidth"> <summary> <para>Horizontal native display resolution.</para> </summary> </member> <member name="M:UnityEngine.Display.Activate"> <summary> <para>Activate an external display. Eg. Secondary Monitors connected to the System.</para> </summary> </member> <member name="M:UnityEngine.Display.Activate(System.Int32,System.Int32,System.Int32)"> <summary> <para>This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate.</para> </summary> <param name="width">Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width).</param> <param name="height">Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height).</param> <param name="refreshRate">Desired Refresh Rate.</param> </member> <member name="M:UnityEngine.Display.RelativeMouseAt(UnityEngine.Vector3)"> <summary> <para>Query relative mouse coordinates.</para> </summary> <param name="inputMouseCoordinates">Mouse Input Position as Coordinates.</param> </member> <member name="M:UnityEngine.Display.SetParams(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Set rendering size and position on screen (Windows only).</para> </summary> <param name="width">Change Window Width (Windows Only).</param> <param name="height">Change Window Height (Windows Only).</param> <param name="x">Change Window Position X (Windows Only).</param> <param name="y">Change Window Position Y (Windows Only).</param> </member> <member name="M:UnityEngine.Display.SetRenderingResolution(System.Int32,System.Int32)"> <summary> <para>Sets rendering resolution for the display.</para> </summary> <param name="w">Rendering width in pixels.</param> <param name="h">Rendering height in pixels.</param> </member> <member name="T:UnityEngine.DistanceJoint2D"> <summary> <para>Joint that keeps two Rigidbody2D objects a fixed distance apart.</para> </summary> </member> <member name="P:UnityEngine.DistanceJoint2D.autoConfigureDistance"> <summary> <para>Should the distance be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.DistanceJoint2D.distance"> <summary> <para>The distance separating the two ends of the joint.</para> </summary> </member> <member name="P:UnityEngine.DistanceJoint2D.maxDistanceOnly"> <summary> <para>Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead.</para> </summary> </member> <member name="T:UnityEngine.DrivenRectTransformTracker"> <summary> <para>A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.</para> </summary> </member> <member name="M:UnityEngine.DrivenRectTransformTracker.Add(UnityEngine.Object,UnityEngine.RectTransform,UnityEngine.DrivenTransformProperties)"> <summary> <para>Add a RectTransform to be driven.</para> </summary> <param name="driver">The object to drive properties.</param> <param name="rectTransform">The RectTransform to be driven.</param> <param name="drivenProperties">The properties to be driven.</param> </member> <member name="M:UnityEngine.DrivenRectTransformTracker.Clear"> <summary> <para>Clear the list of RectTransforms being driven.</para> </summary> </member> <member name="T:UnityEngine.DrivenTransformProperties"> <summary> <para>An enumeration of transform properties that can be driven on a RectTransform by an object.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.All"> <summary> <para>Selects all driven properties.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition"> <summary> <para>Selects driven property RectTransform.anchoredPosition.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition3D"> <summary> <para>Selects driven property RectTransform.anchoredPosition3D.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionX"> <summary> <para>Selects driven property RectTransform.anchoredPosition.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionY"> <summary> <para>Selects driven property RectTransform.anchoredPosition.y.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionZ"> <summary> <para>Selects driven property RectTransform.anchoredPosition3D.z.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMax"> <summary> <para>Selects driven property combining AnchorMaxX and AnchorMaxY.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxX"> <summary> <para>Selects driven property RectTransform.anchorMax.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxY"> <summary> <para>Selects driven property RectTransform.anchorMax.y.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMin"> <summary> <para>Selects driven property combining AnchorMinX and AnchorMinY.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMinX"> <summary> <para>Selects driven property RectTransform.anchorMin.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.AnchorMinY"> <summary> <para>Selects driven property RectTransform.anchorMin.y.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.Anchors"> <summary> <para>Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.None"> <summary> <para>Deselects all driven properties.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.Pivot"> <summary> <para>Selects driven property combining PivotX and PivotY.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.PivotX"> <summary> <para>Selects driven property RectTransform.pivot.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.PivotY"> <summary> <para>Selects driven property RectTransform.pivot.y.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.Rotation"> <summary> <para>Selects driven property Transform.localRotation.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.Scale"> <summary> <para>Selects driven property combining ScaleX, ScaleY &amp;&amp; ScaleZ.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.ScaleX"> <summary> <para>Selects driven property Transform.localScale.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.ScaleY"> <summary> <para>Selects driven property Transform.localScale.y.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.ScaleZ"> <summary> <para>Selects driven property Transform.localScale.z.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.SizeDelta"> <summary> <para>Selects driven property combining SizeDeltaX and SizeDeltaY.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaX"> <summary> <para>Selects driven property RectTransform.sizeDelta.x.</para> </summary> </member> <member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaY"> <summary> <para>Selects driven property RectTransform.sizeDelta.y.</para> </summary> </member> <member name="T:UnityEngine.DynamicGI"> <summary> <para>Allows to control the dynamic Global Illumination.</para> </summary> </member> <member name="P:UnityEngine.DynamicGI.indirectScale"> <summary> <para>Allows for scaling the contribution coming from realtime &amp; static lightmaps.</para> </summary> </member> <member name="P:UnityEngine.DynamicGI.synchronousMode"> <summary> <para>When enabled, new dynamic Global Illumination output is shown in each frame.</para> </summary> </member> <member name="P:UnityEngine.DynamicGI.updateThreshold"> <summary> <para>Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change".</para> </summary> </member> <member name="M:UnityEngine.DynamicGI.SetEmissive(UnityEngine.Renderer,UnityEngine.Color)"> <summary> <para>Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.</para> </summary> <param name="renderer">The Renderer that should get a new color.</param> <param name="color">The emissive Color.</param> </member> <member name="M:UnityEngine.DynamicGI.SetEnvironmentData(System.Single[])"> <summary> <para>Allows overriding the distant environment lighting for Realtime GI, without changing the Skybox Material.</para> </summary> <param name="input">Array of float values to be used for Realtime GI environment lighting.</param> </member> <member name="M:UnityEngine.DynamicGI.UpdateEnvironment"> <summary> <para>Schedules an update of the environment texture.</para> </summary> </member> <member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Renderer)"> <summary> <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para> </summary> <param name="renderer">The Renderer to use when searching for a system to update.</param> <param name="terrain">The Terrain to use when searching for systems to update.</param> </member> <member name="M:UnityEngine.DynamicGI.UpdateMaterials"> <summary> <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para> </summary> <param name="renderer">The Renderer to use when searching for a system to update.</param> <param name="terrain">The Terrain to use when searching for systems to update.</param> </member> <member name="M:UnityEngine.DynamicGI.UpdateMaterials"> <summary> <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para> </summary> <param name="renderer">The Renderer to use when searching for a system to update.</param> <param name="terrain">The Terrain to use when searching for systems to update.</param> </member> <member name="T:UnityEngine.EdgeCollider2D"> <summary> <para>Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.</para> </summary> </member> <member name="P:UnityEngine.EdgeCollider2D.edgeCount"> <summary> <para>Gets the number of edges.</para> </summary> </member> <member name="P:UnityEngine.EdgeCollider2D.edgeRadius"> <summary> <para>Controls the radius of all edges created by the collider.</para> </summary> </member> <member name="P:UnityEngine.EdgeCollider2D.pointCount"> <summary> <para>Gets the number of points.</para> </summary> </member> <member name="P:UnityEngine.EdgeCollider2D.points"> <summary> <para>Get or set the points defining multiple continuous edges.</para> </summary> </member> <member name="M:UnityEngine.EdgeCollider2D.Reset"> <summary> <para>Reset to a single edge consisting of two points.</para> </summary> </member> <member name="T:UnityEngine.Effector2D"> <summary> <para>A base class for all 2D effectors.</para> </summary> </member> <member name="P:UnityEngine.Effector2D.colliderMask"> <summary> <para>The mask used to select specific layers allowed to interact with the effector.</para> </summary> </member> <member name="P:UnityEngine.Effector2D.useColliderMask"> <summary> <para>Should the collider-mask be used or the global collision matrix?</para> </summary> </member> <member name="T:UnityEngine.EffectorForceMode2D"> <summary> <para>The mode used to apply Effector2D forces.</para> </summary> </member> <member name="F:UnityEngine.EffectorForceMode2D.Constant"> <summary> <para>The force is applied at a constant rate.</para> </summary> </member> <member name="F:UnityEngine.EffectorForceMode2D.InverseLinear"> <summary> <para>The force is applied inverse-linear relative to a point.</para> </summary> </member> <member name="F:UnityEngine.EffectorForceMode2D.InverseSquared"> <summary> <para>The force is applied inverse-squared relative to a point.</para> </summary> </member> <member name="T:UnityEngine.EffectorSelection2D"> <summary> <para>Selects the source and/or target to be used by an Effector2D.</para> </summary> </member> <member name="F:UnityEngine.EffectorSelection2D.Collider"> <summary> <para>The source/target is defined by the Collider2D.</para> </summary> </member> <member name="F:UnityEngine.EffectorSelection2D.Rigidbody"> <summary> <para>The source/target is defined by the Rigidbody2D.</para> </summary> </member> <member name="T:UnityEngine.EllipsoidParticleEmitter"> <summary> <para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para> </summary> </member> <member name="T:UnityEngine.Event"> <summary> <para>A UnityGUI event.</para> </summary> </member> <member name="P:UnityEngine.Event.alt"> <summary> <para>Is Alt/Option key held down? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.button"> <summary> <para>Which mouse button was pressed.</para> </summary> </member> <member name="P:UnityEngine.Event.capsLock"> <summary> <para>Is Caps Lock on? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.character"> <summary> <para>The character typed.</para> </summary> </member> <member name="P:UnityEngine.Event.clickCount"> <summary> <para>How many consecutive mouse clicks have we received.</para> </summary> </member> <member name="P:UnityEngine.Event.command"> <summary> <para>Is Command/Windows key held down? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.commandName"> <summary> <para>The name of an ExecuteCommand or ValidateCommand Event.</para> </summary> </member> <member name="P:UnityEngine.Event.control"> <summary> <para>Is Control key held down? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.current"> <summary> <para>The current event that's being processed right now.</para> </summary> </member> <member name="P:UnityEngine.Event.delta"> <summary> <para>The relative movement of the mouse compared to last event.</para> </summary> </member> <member name="P:UnityEngine.Event.displayIndex"> <summary> <para>Index of display that the event belongs to.</para> </summary> </member> <member name="P:UnityEngine.Event.functionKey"> <summary> <para>Is the current keypress a function key? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.isKey"> <summary> <para>Is this event a keyboard event? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.isMouse"> <summary> <para>Is this event a mouse event? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.keyCode"> <summary> <para>The raw key code for keyboard events.</para> </summary> </member> <member name="P:UnityEngine.Event.modifiers"> <summary> <para>Which modifier keys are held down.</para> </summary> </member> <member name="P:UnityEngine.Event.mousePosition"> <summary> <para>The mouse position.</para> </summary> </member> <member name="P:UnityEngine.Event.numeric"> <summary> <para>Is the current keypress on the numeric keyboard? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.shift"> <summary> <para>Is Shift held down? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Event.type"> <summary> <para>The type of event.</para> </summary> </member> <member name="M:UnityEngine.Event.GetEventCount"> <summary> <para>Returns the current number of events that are stored in the event queue.</para> </summary> <returns> <para>Current number of events currently in the event queue.</para> </returns> </member> <member name="M:UnityEngine.Event.GetTypeForControl(System.Int32)"> <summary> <para>Get a filtered event type for a given control ID.</para> </summary> <param name="controlID">The ID of the control you are querying from.</param> </member> <member name="M:UnityEngine.Event.KeyboardEvent(System.String)"> <summary> <para>Create a keyboard event.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.Event.PopEvent(UnityEngine.Event)"> <summary> <para>Get the next queued [Event] from the event system.</para> </summary> <param name="outEvent">Next Event.</param> </member> <member name="M:UnityEngine.Event.Use"> <summary> <para>Use this event.</para> </summary> </member> <member name="T:UnityEngine.EventModifiers"> <summary> <para>Types of modifier key that can be active during a keystroke event.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.Alt"> <summary> <para>Alt key.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.CapsLock"> <summary> <para>Caps lock key.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.Command"> <summary> <para>Command key (Mac).</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.Control"> <summary> <para>Control key.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.FunctionKey"> <summary> <para>Function key.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.None"> <summary> <para>No modifier key pressed during a keystroke event.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.Numeric"> <summary> <para>Num lock key.</para> </summary> </member> <member name="F:UnityEngine.EventModifiers.Shift"> <summary> <para>Shift key.</para> </summary> </member> <member name="T:UnityEngine.Events.PersistentListenerMode"> <summary> <para>THe mode that a listener is operating in.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.Bool"> <summary> <para>The listener will bind to one argument bool functions.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.EventDefined"> <summary> <para>The listener will use the function binding specified by the even.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.Float"> <summary> <para>The listener will bind to one argument float functions.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.Int"> <summary> <para>The listener will bind to one argument int functions.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.Object"> <summary> <para>The listener will bind to one argument Object functions.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.String"> <summary> <para>The listener will bind to one argument string functions.</para> </summary> </member> <member name="F:UnityEngine.Events.PersistentListenerMode.Void"> <summary> <para>The listener will bind to zero argument functions.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityAction"> <summary> <para>Zero argument delegate used by UnityEvents.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityAction_1"> <summary> <para>One argument delegate used by UnityEvents.</para> </summary> <param name="arg0"></param> </member> <member name="T:UnityEngine.Events.UnityAction_2"> <summary> <para>Two argument delegate used by UnityEvents.</para> </summary> <param name="arg0"></param> <param name="arg1"></param> </member> <member name="T:UnityEngine.Events.UnityAction_3"> <summary> <para>Three argument delegate used by UnityEvents.</para> </summary> <param name="arg0"></param> <param name="arg1"></param> <param name="arg2"></param> </member> <member name="T:UnityEngine.Events.UnityAction_4"> <summary> <para>Four argument delegate used by UnityEvents.</para> </summary> <param name="arg0"></param> <param name="arg1"></param> <param name="arg2"></param> <param name="arg3"></param> </member> <member name="T:UnityEngine.Events.UnityEvent"> <summary> <para>A zero argument persistent callback that can be saved with the scene.</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEvent.AddListener(UnityEngine.Events.UnityAction)"> <summary> <para>Add a non persistent listener to the UnityEvent.</para> </summary> <param name="call">Callback function.</param> </member> <member name="M:UnityEngine.Events.UnityEvent.#ctor"> <summary> <para>Constructor.</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEvent.Invoke"> <summary> <para>Invoke all registered callbacks (runtime and persistent).</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEvent.RemoveListener(UnityEngine.Events.UnityAction)"> <summary> <para>Remove a non persistent listener from the UnityEvent.</para> </summary> <param name="call">Callback function.</param> </member> <member name="T:UnityEngine.Events.UnityEvent`1"> <summary> <para>One argument version of UnityEvent.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityEvent`2"> <summary> <para>Two argument version of UnityEvent.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityEvent`3"> <summary> <para>Three argument version of UnityEvent.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityEvent`4"> <summary> <para>Four argument version of UnityEvent.</para> </summary> </member> <member name="T:UnityEngine.Events.UnityEventBase"> <summary> <para>Abstract base class for UnityEvents.</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEventBase.GetPersistentEventCount"> <summary> <para>Get the number of registered persistent listeners.</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEventBase.GetPersistentMethodName(System.Int32)"> <summary> <para>Get the target method name of the listener at index index.</para> </summary> <param name="index">Index of the listener to query.</param> </member> <member name="M:UnityEngine.Events.UnityEventBase.GetPersistentTarget(System.Int32)"> <summary> <para>Get the target component of the listener at index index.</para> </summary> <param name="index">Index of the listener to query.</param> </member> <member name="M:UnityEngine.Events.UnityEventBase.GetValidMethodInfo(System.Object,System.String,System.Type[])"> <summary> <para>Given an object, function name, and a list of argument types; find the method that matches.</para> </summary> <param name="obj">Object to search for the method.</param> <param name="functionName">Function name to search for.</param> <param name="argumentTypes">Argument types for the function.</param> </member> <member name="M:UnityEngine.Events.UnityEventBase.RemoveAllListeners"> <summary> <para>Remove all non-persisent (ie created from script) listeners from the event.</para> </summary> </member> <member name="M:UnityEngine.Events.UnityEventBase.SetPersistentListenerState(System.Int32,UnityEngine.Events.UnityEventCallState)"> <summary> <para>Modify the execution state of a persistent listener.</para> </summary> <param name="index">Index of the listener to query.</param> <param name="state">State to set.</param> </member> <member name="T:UnityEngine.Events.UnityEventCallState"> <summary> <para>Controls the scope of UnityEvent callbacks.</para> </summary> </member> <member name="F:UnityEngine.Events.UnityEventCallState.EditorAndRuntime"> <summary> <para>Callback is always issued.</para> </summary> </member> <member name="F:UnityEngine.Events.UnityEventCallState.Off"> <summary> <para>Callback is not issued.</para> </summary> </member> <member name="F:UnityEngine.Events.UnityEventCallState.RuntimeOnly"> <summary> <para>Callback is only issued in the Runtime and Editor playmode.</para> </summary> </member> <member name="T:UnityEngine.EventType"> <summary> <para>Types of UnityGUI input and processing events.</para> </summary> </member> <member name="F:UnityEngine.EventType.ContextClick"> <summary> <para>User has right-clicked (or control-clicked on the mac).</para> </summary> </member> <member name="F:UnityEngine.EventType.DragExited"> <summary> <para>Editor only: drag &amp; drop operation exited.</para> </summary> </member> <member name="F:UnityEngine.EventType.DragPerform"> <summary> <para>Editor only: drag &amp; drop operation performed.</para> </summary> </member> <member name="F:UnityEngine.EventType.DragUpdated"> <summary> <para>Editor only: drag &amp; drop operation updated.</para> </summary> </member> <member name="F:UnityEngine.EventType.ExecuteCommand"> <summary> <para>Execute a special command (eg. copy &amp; paste).</para> </summary> </member> <member name="F:UnityEngine.EventType.Ignore"> <summary> <para>Event should be ignored.</para> </summary> </member> <member name="F:UnityEngine.EventType.KeyDown"> <summary> <para>A keyboard key was pressed.</para> </summary> </member> <member name="F:UnityEngine.EventType.KeyUp"> <summary> <para>A keyboard key was released.</para> </summary> </member> <member name="F:UnityEngine.EventType.Layout"> <summary> <para>A layout event.</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseDown"> <summary> <para>Mouse button was pressed.</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseDrag"> <summary> <para>Mouse was dragged.</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseEnterWindow"> <summary> <para>Mouse entered a window (Editor views only).</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseLeaveWindow"> <summary> <para>Mouse left a window (Editor views only).</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseMove"> <summary> <para>Mouse was moved (Editor views only).</para> </summary> </member> <member name="F:UnityEngine.EventType.MouseUp"> <summary> <para>Mouse button was released.</para> </summary> </member> <member name="F:UnityEngine.EventType.Repaint"> <summary> <para>A repaint event. One is sent every frame.</para> </summary> </member> <member name="F:UnityEngine.EventType.ScrollWheel"> <summary> <para>The scroll wheel was moved.</para> </summary> </member> <member name="F:UnityEngine.EventType.Used"> <summary> <para>Already processed event.</para> </summary> </member> <member name="F:UnityEngine.EventType.ValidateCommand"> <summary> <para>Validates a special command (e.g. copy &amp; paste).</para> </summary> </member> <member name="T:UnityEngine.ExecuteInEditMode"> <summary> <para>Makes all instances of a script execute in edit mode.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.CullingParameters"> <summary> <para>Parameters controlling culling process in CullResults.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.cullingMask"> <summary> <para>Layer mask used for culling.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.cullingMatrix"> <summary> <para>World to clip space matrix.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.cullingPlaneCount"> <summary> <para>Number of culling planes to use.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.isOrthographic"> <summary> <para>True if camera is orthographic (this affects LOD culling).</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.lodParameters"> <summary> <para>LODGroup culling parameters.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.position"> <summary> <para>Camera position.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.reflectionProbeSortOptions"> <summary> <para>Visible reflection probes sorting options.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullingParameters.shadowDistance"> <summary> <para>Realtime shadows distance.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.CullingParameters.GetCullingPlane(System.Int32)"> <summary> <para>Get a culling plane.</para> </summary> <param name="index">Plane index (up to cullingPlaneCount).</param> <returns> <para>Culling plane.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullingParameters.GetLayerCullDistance(System.Int32)"> <summary> <para>Get per-layer culling distance.</para> </summary> <param name="layerIndex">Game object layer index (0 to 31).</param> <returns> <para>Distance beyond which objects in this layer are culled.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullingParameters.SetCullingPlane(System.Int32,UnityEngine.Plane)"> <summary> <para>Set a culling plane.</para> </summary> <param name="index">Plane index (up to cullingPlaneCount).</param> <param name="plane">Culling plane.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.CullingParameters.SetLayerCullDistance(System.Int32,System.Single)"> <summary> <para>Set per-layer culling distance.</para> </summary> <param name="layerIndex">Game object layer index (0 to 31).</param> <param name="distance">Distance beyond which objects in this layer are culled.</param> </member> <member name="T:UnityEngine.Experimental.Rendering.CullResults"> <summary> <para>Culling results (visible objects, lights, reflection probes).</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleLights"> <summary> <para>Array of visible lights.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleOffscreenVertexLights"> <summary> <para>Off screen lights that still effect visible scene vertices.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleReflectionProbes"> <summary> <para>Array of visible reflection probes.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(System.Int32,System.Int32,System.Int32,UnityEngine.Vector3,System.Int32,System.Single,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)"> <summary> <para>Calculates the view and projection matrices and shadow split data for a directional light.</para> </summary> <param name="activeLightIndex">The index into the active light array.</param> <param name="splitIndex">The cascade index.</param> <param name="splitCount">The number of cascades.</param> <param name="splitRatio">The cascade ratios.</param> <param name="shadowResolution">The resolution of the shadowmap.</param> <param name="shadowNearPlaneOffset">The near plane offset for the light.</param> <param name="viewMatrix">The computed view matrix.</param> <param name="projMatrix">The computed projection matrix.</param> <param name="shadowSplitData">The computed cascade data.</param> <returns> <para>If false, the shadow map for this cascade does not need to be rendered this frame.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputePointShadowMatricesAndCullingPrimitives(System.Int32,UnityEngine.CubemapFace,System.Single,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)"> <summary> <para>Calculates the view and projection matrices and shadow split data for a point light.</para> </summary> <param name="activeLightIndex">The index into the active light array.</param> <param name="cubemapFace">The cubemap face to be rendered.</param> <param name="fovBias">The amount by which to increase the camera FOV above 90 degrees.</param> <param name="viewMatrix">The computed view matrix.</param> <param name="projMatrix">The computed projection matrix.</param> <param name="shadowSplitData">The computed split data.</param> <returns> <para>If false, the shadow map for this light and cubemap face does not need to be rendered this frame.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputeSpotShadowMatricesAndCullingPrimitives(System.Int32,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)"> <summary> <para>Calculates the view and projection matrices and shadow split data for a spot light.</para> </summary> <param name="activeLightIndex">The index into the active light array.</param> <param name="viewMatrix">The computed view matrix.</param> <param name="projMatrix">The computed projection matrix.</param> <param name="shadowSplitData">The computed split data.</param> <returns> <para>If false, the shadow map for this light does not need to be rendered this frame.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.Cull"> <summary> <para>Perform culling for a Camera.</para> </summary> <param name="camera">Camera to cull for.</param> <param name="renderLoop">Render loop the culling results will be used with.</param> <param name="results">Culling results.</param> <returns> <para>Flag indicating whether culling succeeded.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.Cull"> <summary> <para>Perform culling with custom CullingParameters.</para> </summary> <param name="parameters">Parameters for culling.</param> <param name="renderLoop">Render loop the culling results will be used with.</param> <returns> <para>Culling results.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.FillLightIndices(UnityEngine.ComputeBuffer)"> <summary> <para>Fills a compute buffer with per-object light indices.</para> </summary> <param name="computeBuffer">The compute buffer object to fill.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.GetCullingParameters(UnityEngine.Camera,UnityEngine.Experimental.Rendering.CullingParameters&amp;)"> <summary> <para>Get culling parameters for a camera.</para> </summary> <param name="camera">Camera to get parameters for.</param> <param name="cullingParameters">Result culling parameters.</param> <returns> <para>Flag indicating whether culling parameters are valid.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.GetLightIndicesCount"> <summary> <para>Gets the number of per-object light indices.</para> </summary> <returns> <para>The number of per-object light indices.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.CullResults.GetShadowCasterBounds(System.Int32,UnityEngine.Bounds&amp;)"> <summary> <para>Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges.</para> </summary> <param name="lightIndex">The index of the shadow-casting light.</param> <param name="outBounds">The bounds to be computed.</param> <returns> <para>True if the light affects at least one shadow casting object in the scene.</para> </returns> </member> <member name="T:UnityEngine.Experimental.Rendering.DrawRendererFlags"> <summary> <para>Flags controlling RenderLoop.DrawRenderers.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.EnableDynamicBatching"> <summary> <para>When set, enables dynamic batching.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.EnableInstancing"> <summary> <para>When set, enables GPU instancing.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.None"> <summary> <para>No flags are set.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.DrawRendererSettings"> <summary> <para>Settings for RenderLoop.DrawRenderers.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.DrawRendererSettings.cullResults"> <summary> <para>Culling results to use.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.flags"> <summary> <para>Other flags controlling object rendering.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.inputFilter"> <summary> <para>Which subset of visible objects to render.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.rendererConfiguration"> <summary> <para>What kind of per-object data to setup during rendering.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.shaderPassName"> <summary> <para>Which shader pass to use.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.sorting"> <summary> <para>How to sort objects during rendering.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.DrawRendererSettings.#ctor(UnityEngine.Experimental.Rendering.CullResults,UnityEngine.Camera,UnityEngine.Experimental.Rendering.ShaderPassName)"> <summary> <para>Create a draw settings struct.</para> </summary> <param name="cullResults">Culling results to use.</param> <param name="camera">Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting.</param> <param name="shaderPassName">Shader pass to use.</param> </member> <member name="T:UnityEngine.Experimental.Rendering.DrawRendererSortSettings"> <summary> <para>Describes how to sort objects during rendering.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.cameraPosition"> <summary> <para>Camera position, used to determine distances to objects.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.flags"> <summary> <para>What kind of sorting to do while rendering.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.sortOrthographic"> <summary> <para>Should orthographic sorting be used?</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.worldToCameraMatrix"> <summary> <para>Camera view matrix, used to determine distances to objects.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.DrawShadowsSettings"> <summary> <para>Settings for RenderLoop.DrawShadows.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.DrawShadowsSettings.cullResults"> <summary> <para>Culling results to use.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawShadowsSettings.lightIndex"> <summary> <para>The index of the shadow-casting light to be rendered.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.DrawShadowsSettings.splitData"> <summary> <para>The split data.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.DrawShadowsSettings.#ctor(UnityEngine.Experimental.Rendering.CullResults,System.Int32)"> <summary> <para>Create a shadow settings object.</para> </summary> <param name="cullResults">The cull results for this light.</param> <param name="lightIndex">The light index.</param> </member> <member name="T:UnityEngine.Experimental.Rendering.InputFilter"> <summary> <para>Describes which subset of visible objects to render.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.InputFilter.layerMask"> <summary> <para>Only render objects in the given layer mask.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.InputFilter.renderQueueMax"> <summary> <para>Render objects that have material render queue smaller or equal to this.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.InputFilter.renderQueueMin"> <summary> <para>Render objects that have material render queue larger or equal to this.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.InputFilter.Default"> <summary> <para>Default input filter: render all objects.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.InputFilter.SetQueuesOpaque"> <summary> <para>Set to render only opaque objects.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.InputFilter.SetQueuesTransparent"> <summary> <para>Set to render only transparent objects.</para> </summary> </member> <member name="?:UnityEngine.Experimental.Rendering.IRenderPipeline"> <summary> <para>Defines a series of commands and settings that describes how Unity renders a frame.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.IRenderPipeline.disposed"> <summary> <para>When the IRenderPipeline is invalid or destroyed this returns true.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.IRenderPipeline.Render(UnityEngine.Experimental.Rendering.ScriptableRenderContext,UnityEngine.Camera[])"> <summary> <para>Defines custom rendering for this RenderPipeline.</para> </summary> <param name="renderContext">Structure that holds the rendering commands for this loop.</param> <param name="cameras">Cameras to render.</param> </member> <member name="?:UnityEngine.Experimental.Rendering.IRenderPipelineAsset"> <summary> <para>An asset that produces a specific IRenderPipeline.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.IRenderPipelineAsset.CreatePipeline"> <summary> <para>Create a IRenderPipeline specific to this asset.</para> </summary> <returns> <para>Created pipeline.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.IRenderPipelineAsset.DestroyCreatedInstances"> <summary> <para>Override this method to destroy RenderPipeline cached state.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.IRenderPipelineAsset.GetTerrainBrushPassIndex"> <summary> <para>The render index for the terrain brush in the editor.</para> </summary> <returns> <para>Queue index.</para> </returns> </member> <member name="T:UnityEngine.Experimental.Rendering.LODParameters"> <summary> <para>LODGroup culling parameters.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.LODParameters.cameraPixelHeight"> <summary> <para>Rendering view height in pixels.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.LODParameters.cameraPosition"> <summary> <para>Camera position.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.LODParameters.fieldOfView"> <summary> <para>Camera's field of view.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.LODParameters.isOrthographic"> <summary> <para>Indicates whether camera is orthographic.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.LODParameters.orthoSize"> <summary> <para>Orhographic camera size.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions"> <summary> <para>Visible reflection probes sorting options.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.Importance"> <summary> <para>Sort probes by importance.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.ImportanceThenSize"> <summary> <para>Sort probes by importance, then by size.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.None"> <summary> <para>Do not sort reflection probes.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.Size"> <summary> <para>Sort probes from largest to smallest.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.RendererConfiguration"> <summary> <para>What kind of per-object data to setup during rendering.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.None"> <summary> <para>Do not setup any particular per-object data besides the transformation matrix.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightmaps"> <summary> <para>Setup per-object lightmaps.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightProbe"> <summary> <para>Setup per-object light probe SH data.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightProbeProxyVolume"> <summary> <para>Setup per-object light probe proxy volume data.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectReflectionProbes"> <summary> <para>Setup per-object reflection probe data.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.ProvideLightIndices"> <summary> <para>Setup per-object light indices.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.RenderPipelineAsset"> <summary> <para>An asset that produces a specific IRenderPipeline.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.CreatedInstances"> <summary> <para>Returns the list of current IRenderPipeline's created by the asset.</para> </summary> <returns> <para>Enumerable of created pipelines.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.CreatePipeline"> <summary> <para>Create a IRenderPipeline specific to this asset.</para> </summary> <returns> <para>Created pipeline.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.DestroyCreatedInstances"> <summary> <para>Destroys all cached data and created IRenderLoop's.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetTerrainBrushPassIndex"> <summary> <para>The render index for the terrain brush in the editor.</para> </summary> <returns> <para>Queue index.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.InternalCreatePipeline"> <summary> <para>Create a IRenderPipeline specific to this asset.</para> </summary> <returns> <para>Created pipeline.</para> </returns> </member> <member name="T:UnityEngine.Experimental.Rendering.RenderPipelineManager"> <summary> <para>Render Pipeline manager.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline"> <summary> <para>Returns the instance of the currently used Render Pipeline.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.ScriptableRenderContext"> <summary> <para>Defines state and drawing commands used in a custom render pipelines.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawRenderers(UnityEngine.Experimental.Rendering.DrawRendererSettings&amp;)"> <summary> <para>Draw subset of visible objects.</para> </summary> <param name="settings">Specifies which set of visible objects to draw, and how to draw them.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawShadows(UnityEngine.Experimental.Rendering.DrawShadowsSettings&amp;)"> <summary> <para>Draw shadow casters for a single light.</para> </summary> <param name="settings">Specifies which set of shadow casters to draw, and how to draw them.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawSkybox(UnityEngine.Camera)"> <summary> <para>Draw skybox.</para> </summary> <param name="camera">Camera to draw the skybox for.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Execute a custom graphics command buffer.</para> </summary> <param name="commandBuffer">Command buffer to execute.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.SetupCameraProperties(UnityEngine.Camera)"> <summary> <para>Setup camera specific global shader variables.</para> </summary> <param name="camera">Camera to setup shader variables for.</param> </member> <member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.Submit"> <summary> <para>Submit rendering loop for execution.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.ShaderPassName"> <summary> <para>Shader pass name identifier.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.ShaderPassName.#ctor(System.String)"> <summary> <para>Create shader pass name identifier.</para> </summary> <param name="name">Pass name.</param> </member> <member name="T:UnityEngine.Experimental.Rendering.ShadowSplitData"> <summary> <para>Describes the culling information for a given shadow split (e.g. directional cascade).</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ShadowSplitData.cullingPlaneCount"> <summary> <para>The number of culling planes.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.ShadowSplitData.cullingSphere"> <summary> <para>The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius.</para> </summary> </member> <member name="M:UnityEngine.Experimental.Rendering.ShadowSplitData.GetCullingPlane(System.Int32)"> <summary> <para>Gets a culling plane.</para> </summary> <param name="index">The culling plane index.</param> <returns> <para>The culling plane.</para> </returns> </member> <member name="M:UnityEngine.Experimental.Rendering.ShadowSplitData.SetCullingPlane(System.Int32,UnityEngine.Plane)"> <summary> <para>Sets a culling plane.</para> </summary> <param name="index">The index of the culling plane to set.</param> <param name="plane">The culling plane.</param> </member> <member name="T:UnityEngine.Experimental.Rendering.SortFlags"> <summary> <para>How to sort objects during rendering.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.BackToFront"> <summary> <para>Sort objects back to front.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.CanvasOrder"> <summary> <para>Sort renderers taking canvas order into account.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.CommonOpaque"> <summary> <para>Typical sorting for opaque objects.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.CommonTransparent"> <summary> <para>Typical sorting for transparencies.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.None"> <summary> <para>Do not sort objects.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.OptimizeStateChanges"> <summary> <para>Sort objects to reduce draw state changes.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.QuantizedFrontToBack"> <summary> <para>Sort objects in rough front-to-back buckets.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.RenderQueue"> <summary> <para>Sort by material render queue.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.SortFlags.SortingLayer"> <summary> <para>Sort by renderer sorting layer.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.VisibleLight"> <summary> <para>Holds data of a visible light.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.finalColor"> <summary> <para>Light color multiplied by intensity.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.flags"> <summary> <para>Light flags, see VisibleLightFlags.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.VisibleLight.light"> <summary> <para>Accessor to Light component.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.lightType"> <summary> <para>Light type.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.localToWorld"> <summary> <para>Light transformation matrix.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.range"> <summary> <para>Light range.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.screenRect"> <summary> <para>Light's influence rectangle on screen.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLight.spotAngle"> <summary> <para>Spot light angle.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.VisibleLightFlags"> <summary> <para>Flags for VisibleLight.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.IntersectsFarPlane"> <summary> <para>Light intersects far clipping plane.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.IntersectsNearPlane"> <summary> <para>Light intersects near clipping plane.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.None"> <summary> <para>No flags are set.</para> </summary> </member> <member name="T:UnityEngine.Experimental.Rendering.VisibleReflectionProbe"> <summary> <para>Holds data of a visible reflection probe.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.blendDistance"> <summary> <para>Probe blending distance.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.bounds"> <summary> <para>Probe bounding box.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.boxProjection"> <summary> <para>Should probe use box projection.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.center"> <summary> <para>Probe projection center.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.hdr"> <summary> <para>Shader data for probe HDR texture decoding.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.importance"> <summary> <para>Probe importance.</para> </summary> </member> <member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.localToWorld"> <summary> <para>Probe transformation matrix.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.probe"> <summary> <para>Accessor to ReflectionProbe component.</para> </summary> </member> <member name="P:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.texture"> <summary> <para>Probe texture.</para> </summary> </member> <member name="T:UnityEngine.ExposedPropertyResolver"> <summary> <para>Object that is used to resolve references to an ExposedReference field.</para> </summary> </member> <member name="T:UnityEngine.ExposedReference`1"> <summary> <para>Creates a type whos value is resolvable at runtime.</para> </summary> </member> <member name="F:UnityEngine.ExposedReference_1.defaultValue"> <summary> <para>The default value, in case the value cannot be resolved.</para> </summary> </member> <member name="F:UnityEngine.ExposedReference_1.exposedName"> <summary> <para>The name of the ExposedReference.</para> </summary> </member> <member name="M:UnityEngine.ExposedReference_1.Resolve"> <summary> <para>Gets the value of the reference by resolving it given the ExposedPropertyResolver context object.</para> </summary> <param name="resolver">The ExposedPropertyResolver context object.</param> <returns> <para>The resolved reference value.</para> </returns> </member> <member name="T:UnityEngine.FFTWindow"> <summary> <para>Spectrum analysis windowing types.</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.Blackman"> <summary> <para>W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ).</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.BlackmanHarris"> <summary> <para>W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)).</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.Hamming"> <summary> <para>W[n] = 0.54 - (0.46 * COS(n/N) ).</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.Hanning"> <summary> <para>W[n] = 0.5 * (1.0 - COS(n/N) ).</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.Rectangular"> <summary> <para>W[n] = 1.0.</para> </summary> </member> <member name="F:UnityEngine.FFTWindow.Triangle"> <summary> <para>W[n] = TRI(2n/N).</para> </summary> </member> <member name="T:UnityEngine.FilterMode"> <summary> <para>Filtering mode for textures. Corresponds to the settings in a.</para> </summary> </member> <member name="F:UnityEngine.FilterMode.Bilinear"> <summary> <para>Bilinear filtering - texture samples are averaged.</para> </summary> </member> <member name="F:UnityEngine.FilterMode.Point"> <summary> <para>Point filtering - texture pixels become blocky up close.</para> </summary> </member> <member name="F:UnityEngine.FilterMode.Trilinear"> <summary> <para>Trilinear filtering - texture samples are averaged and also blended between mipmap levels.</para> </summary> </member> <member name="T:UnityEngine.FixedJoint"> <summary> <para>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</para> </summary> </member> <member name="T:UnityEngine.FixedJoint2D"> <summary> <para>Connects two Rigidbody2D together at their anchor points using a configurable spring.</para> </summary> </member> <member name="P:UnityEngine.FixedJoint2D.dampingRatio"> <summary> <para>The amount by which the spring force is reduced in proportion to the movement speed.</para> </summary> </member> <member name="P:UnityEngine.FixedJoint2D.frequency"> <summary> <para>The frequency at which the spring oscillates around the distance between the objects.</para> </summary> </member> <member name="P:UnityEngine.FixedJoint2D.referenceAngle"> <summary> <para>The angle referenced between the two bodies used as the constraint for the joint.</para> </summary> </member> <member name="T:UnityEngine.Flare"> <summary> <para>A flare asset. Read more about flares in the.</para> </summary> </member> <member name="T:UnityEngine.FlareLayer"> <summary> <para>FlareLayer component.</para> </summary> </member> <member name="T:UnityEngine.FocusType"> <summary> <para>Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.</para> </summary> </member> <member name="F:UnityEngine.FocusType.Keyboard"> <summary> <para>This control can receive keyboard focus.</para> </summary> </member> <member name="F:UnityEngine.FocusType.Passive"> <summary> <para>This control can not receive keyboard focus.</para> </summary> </member> <member name="T:UnityEngine.FogMode"> <summary> <para>Fog mode to use.</para> </summary> </member> <member name="F:UnityEngine.FogMode.Exponential"> <summary> <para>Exponential fog.</para> </summary> </member> <member name="F:UnityEngine.FogMode.ExponentialSquared"> <summary> <para>Exponential squared fog (default).</para> </summary> </member> <member name="F:UnityEngine.FogMode.Linear"> <summary> <para>Linear fog.</para> </summary> </member> <member name="T:UnityEngine.Font"> <summary> <para>Script interface for.</para> </summary> </member> <member name="P:UnityEngine.Font.ascent"> <summary> <para>The ascent of the font.</para> </summary> </member> <member name="P:UnityEngine.Font.characterInfo"> <summary> <para>Access an array of all characters contained in the font texture.</para> </summary> </member> <member name="P:UnityEngine.Font.dynamic"> <summary> <para>Is the font a dynamic font.</para> </summary> </member> <member name="P:UnityEngine.Font.fontSize"> <summary> <para>The default size of the font.</para> </summary> </member> <member name="P:UnityEngine.Font.lineHeight"> <summary> <para>The line height of the font.</para> </summary> </member> <member name="P:UnityEngine.Font.material"> <summary> <para>The material used for the font display.</para> </summary> </member> <member name="?:UnityEngine.Font.textureRebuilt(System.Action`1&lt;UnityEngine.Font&gt;)"> <summary> <para>Set a function to be called when the dynamic font texture is rebuilt.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String,System.Int32)"> <summary> <para>Creates a Font object which lets you render a font installed on the user machine.</para> </summary> <param name="fontname">The name of the OS font to use for this font object.</param> <param name="size">The default character size of the generated font.</param> <param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param> <returns> <para>The generate Font object.</para> </returns> </member> <member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String[],System.Int32)"> <summary> <para>Creates a Font object which lets you render a font installed on the user machine.</para> </summary> <param name="fontname">The name of the OS font to use for this font object.</param> <param name="size">The default character size of the generated font.</param> <param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param> <returns> <para>The generate Font object.</para> </returns> </member> <member name="M:UnityEngine.Font.#ctor"> <summary> <para>Create a new Font.</para> </summary> <param name="name">The name of the created Font object.</param> </member> <member name="M:UnityEngine.Font.#ctor(System.String)"> <summary> <para>Create a new Font.</para> </summary> <param name="name">The name of the created Font object.</param> </member> <member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;)"> <summary> <para>Get rendering info for a specific character.</para> </summary> <param name="ch">The character you need rendering information for.</param> <param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> <param name="size">The size of the character (default value of zero will use font default size).</param> <param name="style">The style of the character.</param> </member> <member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;,System.Int32)"> <summary> <para>Get rendering info for a specific character.</para> </summary> <param name="ch">The character you need rendering information for.</param> <param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> <param name="size">The size of the character (default value of zero will use font default size).</param> <param name="style">The style of the character.</param> </member> <member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;,System.Int32,UnityEngine.FontStyle)"> <summary> <para>Get rendering info for a specific character.</para> </summary> <param name="ch">The character you need rendering information for.</param> <param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> <param name="size">The size of the character (default value of zero will use font default size).</param> <param name="style">The style of the character.</param> </member> <member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)"> <summary> <para>Returns the maximum number of verts that the text generator may return for a given string.</para> </summary> <param name="str">Input string.</param> </member> <member name="M:UnityEngine.Font.GetOSInstalledFontNames"> <summary> <para>Get names of fonts installed on the machine.</para> </summary> <returns> <para>An array of the names of all fonts installed on the machine.</para> </returns> </member> <member name="M:UnityEngine.Font.HasCharacter(System.Char)"> <summary> <para>Does this font have a specific character?</para> </summary> <param name="c">The character to check for.</param> <returns> <para>Whether or not the font has the character specified.</para> </returns> </member> <member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)"> <summary> <para>Request characters to be added to the font texture (dynamic fonts only).</para> </summary> <param name="characters">The characters which are needed to be in the font texture.</param> <param name="size">The size of the requested characters (the default value of zero will use the font's default size).</param> <param name="style">The style of the requested characters.</param> </member> <member name="T:UnityEngine.FontStyle"> <summary> <para>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</para> </summary> </member> <member name="F:UnityEngine.FontStyle.Bold"> <summary> <para>Bold style applied to your texts.</para> </summary> </member> <member name="F:UnityEngine.FontStyle.BoldAndItalic"> <summary> <para>Bold and Italic styles applied to your texts.</para> </summary> </member> <member name="F:UnityEngine.FontStyle.Italic"> <summary> <para>Italic style applied to your texts.</para> </summary> </member> <member name="F:UnityEngine.FontStyle.Normal"> <summary> <para>No special style is applied.</para> </summary> </member> <member name="T:UnityEngine.ForceMode"> <summary> <para>Option for how to apply a force using Rigidbody.AddForce.</para> </summary> </member> <member name="F:UnityEngine.ForceMode.Acceleration"> <summary> <para>Add a continuous acceleration to the rigidbody, ignoring its mass.</para> </summary> </member> <member name="F:UnityEngine.ForceMode.Force"> <summary> <para>Add a continuous force to the rigidbody, using its mass.</para> </summary> </member> <member name="F:UnityEngine.ForceMode.Impulse"> <summary> <para>Add an instant force impulse to the rigidbody, using its mass.</para> </summary> </member> <member name="F:UnityEngine.ForceMode.VelocityChange"> <summary> <para>Add an instant velocity change to the rigidbody, ignoring its mass.</para> </summary> </member> <member name="T:UnityEngine.ForceMode2D"> <summary> <para>Option for how to apply a force using Rigidbody2D.AddForce.</para> </summary> </member> <member name="F:UnityEngine.ForceMode2D.Force"> <summary> <para>Add a force to the Rigidbody2D, using its mass.</para> </summary> </member> <member name="F:UnityEngine.ForceMode2D.Impulse"> <summary> <para>Add an instant force impulse to the rigidbody2D, using its mass.</para> </summary> </member> <member name="T:UnityEngine.FrictionJoint2D"> <summary> <para>Applies both force and torque to reduce both the linear and angular velocities to zero.</para> </summary> </member> <member name="P:UnityEngine.FrictionJoint2D.maxForce"> <summary> <para>The maximum force that can be generated when trying to maintain the friction joint constraint.</para> </summary> </member> <member name="P:UnityEngine.FrictionJoint2D.maxTorque"> <summary> <para>The maximum torque that can be generated when trying to maintain the friction joint constraint.</para> </summary> </member> <member name="T:UnityEngine.FullScreenMovieControlMode"> <summary> <para>Describes options for displaying movie playback controls.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieControlMode.CancelOnInput"> <summary> <para>Do not display any controls, but cancel movie playback if input occurs.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieControlMode.Full"> <summary> <para>Display the standard controls for controlling movie playback.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieControlMode.Hidden"> <summary> <para>Do not display any controls.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieControlMode.Minimal"> <summary> <para>Display minimal set of controls controlling movie playback.</para> </summary> </member> <member name="T:UnityEngine.FullScreenMovieScalingMode"> <summary> <para>Describes scaling modes for displaying movies.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieScalingMode.AspectFill"> <summary> <para>Scale the movie until the movie fills the entire screen.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieScalingMode.AspectFit"> <summary> <para>Scale the movie until one dimension fits on the screen exactly.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieScalingMode.Fill"> <summary> <para>Scale the movie until both dimensions fit the screen exactly.</para> </summary> </member> <member name="F:UnityEngine.FullScreenMovieScalingMode.None"> <summary> <para>Do not scale the movie.</para> </summary> </member> <member name="T:UnityEngine.GameObject"> <summary> <para>Base class for all entities in Unity scenes.</para> </summary> </member> <member name="P:UnityEngine.GameObject.activeInHierarchy"> <summary> <para>Is the GameObject active in the scene?</para> </summary> </member> <member name="P:UnityEngine.GameObject.activeSelf"> <summary> <para>The local active state of this GameObject. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.GameObject.animation"> <summary> <para>The Animation attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.audio"> <summary> <para>The AudioSource attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.camera"> <summary> <para>The Camera attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.collider"> <summary> <para>The Collider attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.collider2D"> <summary> <para>The Collider2D component attached to this object.</para> </summary> </member> <member name="P:UnityEngine.GameObject.constantForce"> <summary> <para>The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.guiText"> <summary> <para>The GUIText attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.guiTexture"> <summary> <para>The GUITexture attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.hingeJoint"> <summary> <para>The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.isStatic"> <summary> <para>Editor only API that specifies if a game object is static.</para> </summary> </member> <member name="P:UnityEngine.GameObject.layer"> <summary> <para>The layer the game object is in. A layer is in the range [0...31].</para> </summary> </member> <member name="P:UnityEngine.GameObject.light"> <summary> <para>The Light attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.networkView"> <summary> <para>The NetworkView attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.particleEmitter"> <summary> <para>The ParticleEmitter attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.particleSystem"> <summary> <para>The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.renderer"> <summary> <para>The Renderer attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.rigidbody"> <summary> <para>The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached).</para> </summary> </member> <member name="P:UnityEngine.GameObject.rigidbody2D"> <summary> <para>The Rigidbody2D component attached to this GameObject. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.GameObject.scene"> <summary> <para>Scene that the GameObject is part of.</para> </summary> </member> <member name="P:UnityEngine.GameObject.tag"> <summary> <para>The tag of this game object.</para> </summary> </member> <member name="P:UnityEngine.GameObject.transform"> <summary> <para>The Transform attached to this GameObject.</para> </summary> </member> <member name="M:UnityEngine.GameObject.AddComponent(System.String)"> <summary> <para>Adds a component class named className to the game object.</para> </summary> <param name="className"></param> </member> <member name="M:UnityEngine.GameObject.AddComponent(System.Type)"> <summary> <para>Adds a component class of type componentType to the game object. C# Users can use a generic version.</para> </summary> <param name="componentType"></param> </member> <member name="M:UnityEngine.GameObject.AddComponent"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEngine.GameObject.BroadcastMessage(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName"></param> <param name="parameter"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName"></param> <param name="parameter"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para> </summary> <param name="methodName"></param> <param name="parameter"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)"> <summary> <para></para> </summary> <param name="methodName"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.CompareTag(System.String)"> <summary> <para>Is this game object tagged with tag ?</para> </summary> <param name="tag">The tag to compare.</param> </member> <member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)"> <summary> <para>Creates a game object with a primitive mesh renderer and appropriate collider.</para> </summary> <param name="type">The type of primitive object to create.</param> </member> <member name="M:UnityEngine.GameObject.#ctor"> <summary> <para>Creates a new game object, named name.</para> </summary> <param name="name">The name that the GameObject is created with.</param> <param name="components">A list of Components to add to the GameObject on creation.</param> </member> <member name="M:UnityEngine.GameObject.#ctor(System.String)"> <summary> <para>Creates a new game object, named name.</para> </summary> <param name="name">The name that the GameObject is created with.</param> <param name="components">A list of Components to add to the GameObject on creation.</param> </member> <member name="M:UnityEngine.GameObject.#ctor(System.String,System.Type[])"> <summary> <para>Creates a new game object, named name.</para> </summary> <param name="name">The name that the GameObject is created with.</param> <param name="components">A list of Components to add to the GameObject on creation.</param> </member> <member name="M:UnityEngine.GameObject.Find(System.String)"> <summary> <para>Finds a GameObject by name and returns it.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)"> <summary> <para>Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.</para> </summary> <param name="tag">The name of the tag to search GameObjects for.</param> </member> <member name="M:UnityEngine.GameObject.FindWithTag(System.String)"> <summary> <para>Returns one active GameObject tagged tag. Returns null if no GameObject was found.</para> </summary> <param name="tag">The tag to search for.</param> </member> <member name="M:UnityEngine.GameObject.GetComponent(System.Type)"> <summary> <para>Returns the component of Type type if the game object has one attached, null if it doesn't.</para> </summary> <param name="type">The type of Component to retrieve.</param> </member> <member name="M:UnityEngine.GameObject.GetComponent"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEngine.GameObject.GetComponent(System.String)"> <summary> <para>Returns the component with name type if the game object has one attached, null if it doesn't.</para> </summary> <param name="type">The type of Component to retrieve.</param> </member> <member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)"> <summary> <para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="includeInactive"></param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type,System.Boolean)"> <summary> <para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="includeInactive"></param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentInChildren()"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive"></param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Boolean)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive"></param> <returns> <para>A component of the matching type, if found.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)"> <summary> <para>Returns the component of Type type in the GameObject or any of its parents.</para> </summary> <param name="type">Type of component to find.</param> </member> <member name="M:UnityEngine.GameObject.GetComponentInParent"> <summary> <para>Returns the component &lt;T&gt; in the GameObject or any of its parents.</para> </summary> </member> <member name="M:UnityEngine.GameObject.GetComponents(System.Type)"> <summary> <para>Returns all components of Type type in the GameObject.</para> </summary> <param name="type">The type of Component to retrieve.</param> </member> <member name="M:UnityEngine.GameObject.GetComponents"> <summary> <para>Generic version. See the page for more details.</para> </summary> </member> <member name="M:UnityEngine.GameObject.GetComponents(System.Type,System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;)"> <summary> <para>Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="results">List to receive the results.</param> </member> <member name="M:UnityEngine.GameObject.GetComponents(System.Collections.Generic.List`1&lt;T&gt;)"> <summary> <para>Returns all components of Type type in the GameObject into List results.</para> </summary> <param name="results">List of type T to receive the results.</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type)"> <summary> <para>Returns all components of Type type in the GameObject or any of its children.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)"> <summary> <para>Returns all components of Type type in the GameObject or any of its children.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive GameObjects be included in the found set?</param> <returns> <para>A list of all found components matching the specified type.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive GameObjects be included in the found set?</param> <returns> <para>A list of all found components matching the specified type.</para> </returns> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Collections.Generic.List`1&lt;T&gt;)"> <summary> <para>Return all found Components into List results.</para> </summary> <param name="results">List to receive found Components.</param> <param name="includeInactive">Should inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean,System.Collections.Generic.List`1&lt;T&gt;)"> <summary> <para>Return all found Components into List results.</para> </summary> <param name="results">List to receive found Components.</param> <param name="includeInactive">Should inactive GameObjects be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)"> <summary> <para>Returns all components of Type type in the GameObject or any of its parents.</para> </summary> <param name="type">The type of Component to retrieve.</param> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInParent"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)"> <summary> <para>Generic version. See the page for more details.</para> </summary> <param name="includeInactive">Should inactive Components be included in the found set?</param> </member> <member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean,System.Collections.Generic.List`1&lt;T&gt;)"> <summary> <para>Find Components in GameObject or parents, and return them in List results.</para> </summary> <param name="includeInactive">Should inactive Components be included in the found set?</param> <param name="results">List holding the found Components.</param> </member> <member name="M:UnityEngine.GameObject.SendMessage(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)"> <summary> <para></para> </summary> <param name="methodName"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)"> <summary> <para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para> </summary> <param name="methodName">The name of the method to call.</param> <param name="value">An optional parameter value to pass to the called method.</param> <param name="options">Should an error be raised if the method doesn't exist on the target object?</param> </member> <member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)"> <summary> <para></para> </summary> <param name="methodName"></param> <param name="options"></param> </member> <member name="M:UnityEngine.GameObject.SetActive(System.Boolean)"> <summary> <para>Activates/Deactivates the GameObject.</para> </summary> <param name="value">Activate or deactivation the object.</param> </member> <member name="T:UnityEngine.GeometryUtility"> <summary> <para>Utility class for common geometric functions.</para> </summary> </member> <member name="M:UnityEngine.GeometryUtility.CalculateBounds(UnityEngine.Vector3[],UnityEngine.Matrix4x4)"> <summary> <para>Calculates a bounding box given an array of positions and a transformation matrix.</para> </summary> <param name="positions"></param> <param name="transform"></param> </member> <member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)"> <summary> <para>Calculates frustum planes.</para> </summary> <param name="camera"></param> </member> <member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)"> <summary> <para>Calculates frustum planes.</para> </summary> <param name="worldToProjectionMatrix"></param> </member> <member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)"> <summary> <para>Returns true if bounds are inside the plane array.</para> </summary> <param name="planes"></param> <param name="bounds"></param> </member> <member name="M:UnityEngine.GeometryUtility.TryCreatePlaneFromPolygon(UnityEngine.Vector3[],UnityEngine.Plane&amp;)"> <summary> <para>Creates a plane from a given list of vertices. Works for concave polygons and polygons that have multiple aligned vertices.</para> </summary> <param name="vertices">An array of vertex positions that define the shape of a polygon.</param> <param name="plane">If successful, a valid plane that goes through all the vertices.</param> <returns> <para>Returns true on success, false if the algorithm failed to create a plane from the given vertices.</para> </returns> </member> <member name="T:UnityEngine.Gizmos"> <summary> <para>Gizmos are used to give visual debugging or setup aids in the scene view.</para> </summary> </member> <member name="P:UnityEngine.Gizmos.color"> <summary> <para>Sets the color for the gizmos that will be drawn next.</para> </summary> </member> <member name="P:UnityEngine.Gizmos.matrix"> <summary> <para>Set the gizmo matrix used to draw all gizmos.</para> </summary> </member> <member name="M:UnityEngine.Gizmos.DrawCube(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draw a solid box with center and size.</para> </summary> <param name="center"></param> <param name="size"></param> </member> <member name="M:UnityEngine.Gizmos.DrawFrustum(UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.</para> </summary> <param name="center">The apex of the truncated pyramid.</param> <param name="fov">Vertical field of view (ie, the angle at the apex in degrees).</param> <param name="maxRange">Distance of the frustum's far plane.</param> <param name="minRange">Distance of the frustum's near plane.</param> <param name="aspect">Width/height ratio.</param> </member> <member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Draw a texture in the scene.</para> </summary> <param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param> <param name="texture">The texture to be displayed.</param> <param name="mat">An optional material to apply the texture.</param> <param name="leftBorder">Inset from the rectangle's left edge.</param> <param name="rightBorder">Inset from the rectangle's right edge.</param> <param name="topBorder">Inset from the rectangle's top edge.</param> <param name="bottomBorder">Inset from the rectangle's bottom edge.</param> </member> <member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)"> <summary> <para>Draw a texture in the scene.</para> </summary> <param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param> <param name="texture">The texture to be displayed.</param> <param name="mat">An optional material to apply the texture.</param> <param name="leftBorder">Inset from the rectangle's left edge.</param> <param name="rightBorder">Inset from the rectangle's right edge.</param> <param name="topBorder">Inset from the rectangle's top edge.</param> <param name="bottomBorder">Inset from the rectangle's bottom edge.</param> </member> <member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Draw a texture in the scene.</para> </summary> <param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param> <param name="texture">The texture to be displayed.</param> <param name="mat">An optional material to apply the texture.</param> <param name="leftBorder">Inset from the rectangle's left edge.</param> <param name="rightBorder">Inset from the rectangle's right edge.</param> <param name="topBorder">Inset from the rectangle's top edge.</param> <param name="bottomBorder">Inset from the rectangle's bottom edge.</param> </member> <member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)"> <summary> <para>Draw a texture in the scene.</para> </summary> <param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param> <param name="texture">The texture to be displayed.</param> <param name="mat">An optional material to apply the texture.</param> <param name="leftBorder">Inset from the rectangle's left edge.</param> <param name="rightBorder">Inset from the rectangle's right edge.</param> <param name="topBorder">Inset from the rectangle's top edge.</param> <param name="bottomBorder">Inset from the rectangle's bottom edge.</param> </member> <member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String)"> <summary> <para>Draw an icon at a position in the scene view.</para> </summary> <param name="center"></param> <param name="name"></param> <param name="allowScaling"></param> </member> <member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String,System.Boolean)"> <summary> <para>Draw an icon at a position in the scene view.</para> </summary> <param name="center"></param> <param name="name"></param> <param name="allowScaling"></param> </member> <member name="M:UnityEngine.Gizmos.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draws a line starting at from towards to.</para> </summary> <param name="from"></param> <param name="to"></param> </member> <member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Draws a mesh.</para> </summary> <param name="mesh">Mesh to draw as a gizmo.</param> <param name="position">Position (default is zero).</param> <param name="rotation">Rotation (default is no rotation).</param> <param name="scale">Scale (default is no scale).</param> <param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param> </member> <member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Draws a mesh.</para> </summary> <param name="mesh">Mesh to draw as a gizmo.</param> <param name="position">Position (default is zero).</param> <param name="rotation">Rotation (default is no rotation).</param> <param name="scale">Scale (default is no scale).</param> <param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param> </member> <member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Ray)"> <summary> <para>Draws a ray starting at from to from + direction.</para> </summary> <param name="r"></param> <param name="from"></param> <param name="direction"></param> </member> <member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draws a ray starting at from to from + direction.</para> </summary> <param name="r"></param> <param name="from"></param> <param name="direction"></param> </member> <member name="M:UnityEngine.Gizmos.DrawSphere(UnityEngine.Vector3,System.Single)"> <summary> <para>Draws a solid sphere with center and radius.</para> </summary> <param name="center"></param> <param name="radius"></param> </member> <member name="M:UnityEngine.Gizmos.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Draw a wireframe box with center and size.</para> </summary> <param name="center"></param> <param name="size"></param> </member> <member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Draws a wireframe mesh.</para> </summary> <param name="mesh">Mesh to draw as a gizmo.</param> <param name="position">Position (default is zero).</param> <param name="rotation">Rotation (default is no rotation).</param> <param name="scale">Scale (default is no scale).</param> <param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param> </member> <member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Draws a wireframe mesh.</para> </summary> <param name="mesh">Mesh to draw as a gizmo.</param> <param name="position">Position (default is zero).</param> <param name="rotation">Rotation (default is no rotation).</param> <param name="scale">Scale (default is no scale).</param> <param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param> </member> <member name="M:UnityEngine.Gizmos.DrawWireSphere(UnityEngine.Vector3,System.Single)"> <summary> <para>Draws a wireframe sphere with center and radius.</para> </summary> <param name="center"></param> <param name="radius"></param> </member> <member name="T:UnityEngine.GL"> <summary> <para>Low-level graphics library.</para> </summary> </member> <member name="P:UnityEngine.GL.invertCulling"> <summary> <para>Select whether to invert the backface culling (true) or not (false).</para> </summary> </member> <member name="P:UnityEngine.GL.modelview"> <summary> <para>The current modelview matrix.</para> </summary> </member> <member name="P:UnityEngine.GL.sRGBWrite"> <summary> <para>Controls whether Linear-to-sRGB color conversion is performed while rendering.</para> </summary> </member> <member name="P:UnityEngine.GL.wireframe"> <summary> <para>Should rendering be done in wireframe?</para> </summary> </member> <member name="M:UnityEngine.GL.Begin(System.Int32)"> <summary> <para>Begin drawing 3D primitives.</para> </summary> <param name="mode">Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES.</param> </member> <member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)"> <summary> <para>Clear the current render buffer.</para> </summary> <param name="clearDepth">Should the depth buffer be cleared?</param> <param name="clearColor">Should the color buffer be cleared?</param> <param name="backgroundColor">The color to clear with, used only if clearColor is true.</param> <param name="depth">The depth to clear Z buffer with, used only if clearDepth is true.</param> </member> <member name="M:UnityEngine.GL.ClearWithSkybox(System.Boolean,UnityEngine.Camera)"> <summary> <para>Clear the current render buffer with camera's skybox.</para> </summary> <param name="clearDepth">Should the depth buffer be cleared?</param> <param name="camera">Camera to get projection parameters and skybox from.</param> </member> <member name="M:UnityEngine.GL.Color(UnityEngine.Color)"> <summary> <para>Sets current vertex color.</para> </summary> <param name="c"></param> </member> <member name="M:UnityEngine.GL.End"> <summary> <para>End drawing 3D primitives.</para> </summary> </member> <member name="M:UnityEngine.GL.Flush"> <summary> <para>Sends queued-up commands in the driver's command buffer to the GPU.</para> </summary> </member> <member name="M:UnityEngine.GL.GetGPUProjectionMatrix(UnityEngine.Matrix4x4,System.Boolean)"> <summary> <para>Compute GPU projection matrix from camera's projection matrix.</para> </summary> <param name="proj">Source projection matrix.</param> <param name="renderIntoTexture">Will this projection be used for rendering into a RenderTexture?</param> <returns> <para>Adjusted projection matrix for the current graphics API.</para> </returns> </member> <member name="M:UnityEngine.GL.InvalidateState"> <summary> <para>Invalidate the internally cached render state.</para> </summary> </member> <member name="M:UnityEngine.GL.IssuePluginEvent(System.Int32)"> <summary> <para>Send a user-defined event to a native code plugin.</para> </summary> <param name="eventID">User defined id to send to the callback.</param> <param name="callback">Native code callback to queue for Unity's renderer to invoke.</param> </member> <member name="M:UnityEngine.GL.IssuePluginEvent(System.IntPtr,System.Int32)"> <summary> <para>Send a user-defined event to a native code plugin.</para> </summary> <param name="eventID">User defined id to send to the callback.</param> <param name="callback">Native code callback to queue for Unity's renderer to invoke.</param> </member> <member name="F:UnityEngine.GL.LINE_STRIP"> <summary> <para>Mode for Begin: draw line strip.</para> </summary> </member> <member name="F:UnityEngine.GL.LINES"> <summary> <para>Mode for Begin: draw lines.</para> </summary> </member> <member name="M:UnityEngine.GL.LoadIdentity"> <summary> <para>Load the identity matrix to the current modelview matrix.</para> </summary> </member> <member name="M:UnityEngine.GL.LoadOrtho"> <summary> <para>Helper function to set up an ortho perspective transform.</para> </summary> </member> <member name="M:UnityEngine.GL.LoadPixelMatrix"> <summary> <para>Setup a matrix for pixel-correct rendering.</para> </summary> </member> <member name="M:UnityEngine.GL.LoadPixelMatrix(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Setup a matrix for pixel-correct rendering.</para> </summary> <param name="left"></param> <param name="right"></param> <param name="bottom"></param> <param name="top"></param> </member> <member name="M:UnityEngine.GL.LoadProjectionMatrix(UnityEngine.Matrix4x4)"> <summary> <para>Load an arbitrary matrix to the current projection matrix.</para> </summary> <param name="mat"></param> </member> <member name="M:UnityEngine.GL.MultiTexCoord(System.Int32,UnityEngine.Vector3)"> <summary> <para>Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.</para> </summary> <param name="unit"></param> <param name="v"></param> </member> <member name="M:UnityEngine.GL.MultiTexCoord2(System.Int32,System.Single,System.Single)"> <summary> <para>Sets current texture coordinate (x,y) for the actual texture unit.</para> </summary> <param name="unit"></param> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.GL.MultiTexCoord3(System.Int32,System.Single,System.Single,System.Single)"> <summary> <para>Sets current texture coordinate (x,y,z) to the actual texture unit.</para> </summary> <param name="unit"></param> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.GL.MultMatrix(UnityEngine.Matrix4x4)"> <summary> <para>Multiplies the current modelview matrix with the one specified.</para> </summary> <param name="mat"></param> </member> <member name="M:UnityEngine.GL.PopMatrix"> <summary> <para>Restores both projection and modelview matrices off the top of the matrix stack.</para> </summary> </member> <member name="M:UnityEngine.GL.PushMatrix"> <summary> <para>Saves both projection and modelview matrices to the matrix stack.</para> </summary> </member> <member name="F:UnityEngine.GL.QUADS"> <summary> <para>Mode for Begin: draw quads.</para> </summary> </member> <member name="M:UnityEngine.GL.RenderTargetBarrier"> <summary> <para>Resolves the render target for subsequent operations sampling from it.</para> </summary> </member> <member name="M:UnityEngine.GL.TexCoord(UnityEngine.Vector3)"> <summary> <para>Sets current texture coordinate (v.x,v.y,v.z) for all texture units.</para> </summary> <param name="v"></param> </member> <member name="M:UnityEngine.GL.TexCoord2(System.Single,System.Single)"> <summary> <para>Sets current texture coordinate (x,y) for all texture units.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.GL.TexCoord3(System.Single,System.Single,System.Single)"> <summary> <para>Sets current texture coordinate (x,y,z) for all texture units.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="F:UnityEngine.GL.TRIANGLE_STRIP"> <summary> <para>Mode for Begin: draw triangle strip.</para> </summary> </member> <member name="F:UnityEngine.GL.TRIANGLES"> <summary> <para>Mode for Begin: draw triangles.</para> </summary> </member> <member name="M:UnityEngine.GL.Vertex(UnityEngine.Vector3)"> <summary> <para>Submit a vertex.</para> </summary> <param name="v"></param> </member> <member name="M:UnityEngine.GL.Vertex3(System.Single,System.Single,System.Single)"> <summary> <para>Submit a vertex.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.GL.Viewport(UnityEngine.Rect)"> <summary> <para>Set the rendering viewport.</para> </summary> <param name="pixelRect"></param> </member> <member name="T:UnityEngine.Gradient"> <summary> <para>Gradient used for animating colors.</para> </summary> </member> <member name="P:UnityEngine.Gradient.alphaKeys"> <summary> <para>All alpha keys defined in the gradient.</para> </summary> </member> <member name="P:UnityEngine.Gradient.colorKeys"> <summary> <para>All color keys defined in the gradient.</para> </summary> </member> <member name="P:UnityEngine.Gradient.mode"> <summary> <para>Control how the gradient is evaluated.</para> </summary> </member> <member name="M:UnityEngine.Gradient.#ctor"> <summary> <para>Create a new Gradient object.</para> </summary> </member> <member name="M:UnityEngine.Gradient.Evaluate(System.Single)"> <summary> <para>Calculate color at a given time.</para> </summary> <param name="time">Time of the key (0 - 1).</param> </member> <member name="M:UnityEngine.Gradient.SetKeys(UnityEngine.GradientColorKey[],UnityEngine.GradientAlphaKey[])"> <summary> <para>Setup Gradient with an array of color keys and alpha keys.</para> </summary> <param name="colorKeys">Color keys of the gradient (maximum 8 color keys).</param> <param name="alphaKeys">Alpha keys of the gradient (maximum 8 alpha keys).</param> </member> <member name="T:UnityEngine.GradientAlphaKey"> <summary> <para>Alpha key used by Gradient.</para> </summary> </member> <member name="F:UnityEngine.GradientAlphaKey.alpha"> <summary> <para>Alpha channel of key.</para> </summary> </member> <member name="F:UnityEngine.GradientAlphaKey.time"> <summary> <para>Time of the key (0 - 1).</para> </summary> </member> <member name="M:UnityEngine.GradientAlphaKey.#ctor(System.Single,System.Single)"> <summary> <para>Gradient alpha key.</para> </summary> <param name="alpha">Alpha of key (0 - 1).</param> <param name="time">Time of the key (0 - 1).</param> </member> <member name="T:UnityEngine.GradientColorKey"> <summary> <para>Color key used by Gradient.</para> </summary> </member> <member name="F:UnityEngine.GradientColorKey.color"> <summary> <para>Color of key.</para> </summary> </member> <member name="F:UnityEngine.GradientColorKey.time"> <summary> <para>Time of the key (0 - 1).</para> </summary> </member> <member name="M:UnityEngine.GradientColorKey.#ctor(UnityEngine.Color,System.Single)"> <summary> <para>Gradient color key.</para> </summary> <param name="color">Color of key.</param> <param name="time">Time of the key (0 - 1).</param> <param name="col"></param> </member> <member name="T:UnityEngine.GradientMode"> <summary> <para>Select how gradients will be evaluated.</para> </summary> </member> <member name="F:UnityEngine.GradientMode.Blend"> <summary> <para>Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color.</para> </summary> </member> <member name="F:UnityEngine.GradientMode.Fixed"> <summary> <para>Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time.</para> </summary> </member> <member name="T:UnityEngine.Graphics"> <summary> <para>Raw interface to Unity's drawing functions.</para> </summary> </member> <member name="P:UnityEngine.Graphics.activeColorBuffer"> <summary> <para>Currently active color buffer (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Graphics.activeDepthBuffer"> <summary> <para>Currently active depth/stencil buffer (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Graphics.activeTier"> <summary> <para>Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use.</para> </summary> </member> <member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)"> <summary> <para>Copies source texture into destination render texture with a shader.</para> </summary> <param name="source">Source texture.</param> <param name="dest">Destination RenderTexture, or null to blit directly to screen.</param> <param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> <param name="offset">Offset applied to the source texture coordinate.</param> <param name="scale">Scale applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)"> <summary> <para>Copies source texture into destination render texture with a shader.</para> </summary> <param name="source">Source texture.</param> <param name="dest">Destination RenderTexture, or null to blit directly to screen.</param> <param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> <param name="offset">Offset applied to the source texture coordinate.</param> <param name="scale">Scale applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)"> <summary> <para>Copies source texture into destination render texture with a shader.</para> </summary> <param name="source">Source texture.</param> <param name="dest">Destination RenderTexture, or null to blit directly to screen.</param> <param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> <param name="offset">Offset applied to the source texture coordinate.</param> <param name="scale">Scale applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Copies source texture into destination render texture with a shader.</para> </summary> <param name="source">Source texture.</param> <param name="dest">Destination RenderTexture, or null to blit directly to screen.</param> <param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> <param name="offset">Offset applied to the source texture coordinate.</param> <param name="scale">Scale applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])"> <summary> <para>Copies source texture into destination, for multi-tap shader.</para> </summary> <param name="source">Source texture.</param> <param name="dest">Destination RenderTexture, or null to blit directly to screen.</param> <param name="mat">Material to use for copying. Material's shader should do some post-processing effect.</param> <param name="offsets">Variable number of filtering offsets. Offsets are given in pixels.</param> </member> <member name="M:UnityEngine.Graphics.ClearRandomWriteTargets"> <summary> <para>Clear random write targets for level pixel shaders.</para> </summary> </member> <member name="M:UnityEngine.Graphics.ConvertTexture(UnityEngine.Texture,UnityEngine.Texture)"> <summary> <para>This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.</para> </summary> <param name="src">Source texture.</param> <param name="dst">Destination texture.</param> <param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2d source textures.</param> <param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param> <returns> <para>True if the call succeeded.</para> </returns> </member> <member name="M:UnityEngine.Graphics.ConvertTexture(UnityEngine.Texture,System.Int32,UnityEngine.Texture,System.Int32)"> <summary> <para>This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.</para> </summary> <param name="src">Source texture.</param> <param name="dst">Destination texture.</param> <param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2d source textures.</param> <param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param> <returns> <para>True if the call succeeded.</para> </returns> </member> <member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,UnityEngine.Texture)"> <summary> <para>Copy texture contents.</para> </summary> <param name="src">Source texture.</param> <param name="dst">Destination texture.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,System.Int32,System.Int32,UnityEngine.Texture,System.Int32,System.Int32)"> <summary> <para>Copy texture contents.</para> </summary> <param name="src">Source texture.</param> <param name="dst">Destination texture.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Copy texture contents.</para> </summary> <param name="src">Source texture.</param> <param name="dst">Destination texture.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform,System.Boolean)"> <summary> <para>Draw a mesh.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="materialIndex">Subset of the mesh to draw.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param> <param name="material">Material to use.</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="useLightProbes">Should the mesh use light probes?</param> <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,UnityEngine.Matrix4x4[],System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera)"> <summary> <para>Draw the same mesh multiple times using GPU instancing.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="material">Material to use.</param> <param name="matrices">The array of object transformation matrices.</param> <param name="count">The number of instances to be drawn.</param> <param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera)"> <summary> <para>Draw the same mesh multiple times using GPU instancing.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="material">Material to use.</param> <param name="matrices">The array of object transformation matrices.</param> <param name="count">The number of instances to be drawn.</param> <param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshInstancedIndirect(UnityEngine.Mesh,System.Int32,UnityEngine.Material,UnityEngine.Bounds,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera)"> <summary> <para>Draw the same mesh multiple times using GPU instancing.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="material">Material to use.</param> <param name="bounds">The bounding volume surrounding the instances you intend to draw.</param> <param name="bufferWithArgs">The GPU buffer containing the arguments for how many instances of this mesh to draw.</param> <param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param> <param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param> <param name="castShadows">Should the mesh cast shadows?</param> <param name="receiveShadows">Should the mesh receive shadows?</param> <param name="layer"> to use.</param> <param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Draw a mesh immediately.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param> <param name="materialIndex">Subset of the mesh to draw.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)"> <summary> <para>Draw a mesh immediately.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param> <param name="materialIndex">Subset of the mesh to draw.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)"> <summary> <para>Draw a mesh immediately.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param> <param name="materialIndex">Subset of the mesh to draw.</param> </member> <member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)"> <summary> <para>Draw a mesh immediately.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="position">Position of the mesh.</param> <param name="rotation">Rotation of the mesh.</param> <param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param> <param name="materialIndex">Subset of the mesh to draw.</param> </member> <member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)"> <summary> <para>Draws a fully procedural geometry on the GPU.</para> </summary> <param name="topology"></param> <param name="vertexCount"></param> <param name="instanceCount"></param> </member> <member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)"> <summary> <para>Draws a fully procedural geometry on the GPU.</para> </summary> <param name="topology">Topology of the procedural geometry.</param> <param name="bufferWithArgs">Buffer with draw arguments.</param> <param name="argsOffset">Byte offset where in the buffer the draw arguments are.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,System.Int32)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material,System.Int32)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material,System.Int32)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material,System.Int32)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)"> <summary> <para>Draw a texture in screen coordinates.</para> </summary> <param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param> <param name="texture">Texture to draw.</param> <param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param> <param name="leftBorder">Number of pixels from the left that are not affected by scale.</param> <param name="rightBorder">Number of pixels from the right that are not affected by scale.</param> <param name="topBorder">Number of pixels from the top that are not affected by scale.</param> <param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param> <param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param> <param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param> <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param> </member> <member name="M:UnityEngine.Graphics.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Execute a command buffer.</para> </summary> <param name="buffer">The buffer to execute.</param> </member> <member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer,System.Boolean)"> <summary> <para>Set random write target for level pixel shaders.</para> </summary> <param name="index">Index of the random write target in the shader.</param> <param name="uav">RenderTexture to set as write target.</param> <param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param> </member> <member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)"> <summary> <para>Set random write target for level pixel shaders.</para> </summary> <param name="index">Index of the random write target in the shader.</param> <param name="uav">RenderTexture to set as write target.</param> <param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTargetSetup)"> <summary> <para>Sets current render target.</para> </summary> <param name="rt">RenderTexture to set as active render target.</param> <param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param> <param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param> <param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param> <param name="colorBuffer">Color buffer to render into.</param> <param name="depthBuffer">Depth buffer to render into.</param> <param name="colorBuffers"> Color buffers to render into (for multiple render target effects).</param> <param name="setup">Full render target setup information.</param> </member> <member name="T:UnityEngine.GUI"> <summary> <para>The GUI class is the interface for Unity's GUI with manual positioning.</para> </summary> </member> <member name="P:UnityEngine.GUI.backgroundColor"> <summary> <para>Global tinting color for all background elements rendered by the GUI.</para> </summary> </member> <member name="P:UnityEngine.GUI.changed"> <summary> <para>Returns true if any controls changed the value of the input data.</para> </summary> </member> <member name="P:UnityEngine.GUI.color"> <summary> <para>Global tinting color for the GUI.</para> </summary> </member> <member name="P:UnityEngine.GUI.contentColor"> <summary> <para>Tinting color for all text rendered by the GUI.</para> </summary> </member> <member name="P:UnityEngine.GUI.depth"> <summary> <para>The sorting depth of the currently executing GUI behaviour.</para> </summary> </member> <member name="P:UnityEngine.GUI.enabled"> <summary> <para>Is the GUI enabled?</para> </summary> </member> <member name="P:UnityEngine.GUI.matrix"> <summary> <para>The GUI transform matrix.</para> </summary> </member> <member name="P:UnityEngine.GUI.skin"> <summary> <para>The global skin to use.</para> </summary> </member> <member name="P:UnityEngine.GUI.tooltip"> <summary> <para>The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).</para> </summary> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Begin a group. Must be matched with a call to EndGroup.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)"> <summary> <para>Begin a scrolling view inside your GUI.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)"> <summary> <para>Begin a scrolling view inside your GUI.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Begin a scrolling view inside your GUI.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Begin a scrolling view inside your GUI.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position.</param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Create a Box on the GUI Layer.</para> </summary> <param name="position">Rectangle on the screen to use for the box.</param> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.BringWindowToBack(System.Int32)"> <summary> <para>Bring a specific window to back of the floating windows.</para> </summary> <param name="windowID">The identifier used when you created the window in the Window call.</param> </member> <member name="M:UnityEngine.GUI.BringWindowToFront(System.Int32)"> <summary> <para>Bring a specific window to front of the floating windows.</para> </summary> <param name="windowID">The identifier used when you created the window in the Window call.</param> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a single press button. The user clicks them and something happens immediately.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.DragWindow(UnityEngine.Rect)"> <summary> <para>Make a window draggable.</para> </summary> <param name="position">The part of the window that can be dragged. This is clipped to the actual window.</param> </member> <member name="M:UnityEngine.GUI.DragWindow"> <summary> <para>If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function.</para> </summary> </member> <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Draw a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param> </member> <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode)"> <summary> <para>Draw a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param> </member> <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean)"> <summary> <para>Draw a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param> </member> <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single)"> <summary> <para>Draw a texture within a rectangle.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param> </member> <member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single,UnityEngine.Color,System.Single,System.Single)"> <summary> <para>Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param> <param name="imageAspect">Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.</param> <param name="color">A tint color to apply on the texture.</param> <param name="borderWidth">The width of the border. If 0, the full texture is drawn.</param> <param name="cornerRadius">The radius for rounded corners. If 0, corners will not be rounded.</param> </member> <member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect)"> <summary> <para>Draw a texture within a rectangle with the given texture coordinates.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param> </member> <member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Boolean)"> <summary> <para>Draw a texture within a rectangle with the given texture coordinates.</para> </summary> <param name="position">Rectangle on the screen to draw the texture within.</param> <param name="image">Texture to display.</param> <param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param> <param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param> </member> <member name="M:UnityEngine.GUI.EndGroup"> <summary> <para>End a group.</para> </summary> </member> <member name="M:UnityEngine.GUI.EndScrollView"> <summary> <para>Ends a scrollview started with a call to BeginScrollView.</para> </summary> <param name="handleScrollWheel"></param> </member> <member name="M:UnityEngine.GUI.EndScrollView(System.Boolean)"> <summary> <para>Ends a scrollview started with a call to BeginScrollView.</para> </summary> <param name="handleScrollWheel"></param> </member> <member name="M:UnityEngine.GUI.FocusControl(System.String)"> <summary> <para>Move keyboard focus to a named control.</para> </summary> <param name="name">Name set using SetNextControlName.</param> </member> <member name="M:UnityEngine.GUI.FocusWindow(System.Int32)"> <summary> <para>Make a window become the active window.</para> </summary> <param name="windowID">The identifier used when you created the window in the Window call.</param> </member> <member name="M:UnityEngine.GUI.GetNameOfFocusedControl"> <summary> <para>Get the name of named control that has focus.</para> </summary> </member> <member name="T:UnityEngine.GUI.GroupScope"> <summary> <para>Disposable helper class for managing BeginGroup / EndGroup.</para> </summary> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Create a new GroupScope and begin the corresponding group.</para> </summary> <param name="position">Rectangle on the screen to use for the group.</param> <param name="text">Text to display on the group.</param> <param name="image">Texture to display on the group.</param> <param name="content">Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed.</param> <param name="style">The style to use for the background.</param> </member> <member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para> </summary> <param name="position">Rectangle on the screen to use for the scrollbar.</param> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="leftValue">The value at the left end of the scrollbar.</param> <param name="rightValue">The value at the right end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para> </summary> <param name="position">Rectangle on the screen to use for the scrollbar.</param> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="leftValue">The value at the left end of the scrollbar.</param> <param name="rightValue">The value at the right end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)"> <summary> <para>A horizontal slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>A horizontal slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a text or texture label on screen.</para> </summary> <param name="position">Rectangle on the screen to use for the label.</param> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.ModalWindow"> <summary> <para>Show a Modal Window.</para> </summary> <param name="id">A unique id number.</param> <param name="clientRect">Position and size of the window.</param> <param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param> <param name="text">Text to appear in the title-bar area of the window, if any.</param> <param name="image">An image to appear in the title bar of the window, if any.</param> <param name="content">GUIContent to appear in the title bar of the window, if any.</param> <param name="style">Style to apply to the window.</param> </member> <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,UnityEngine.GUIStyle)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a button that is active as long as the user holds it down.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <returns> <para>True when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.ScrollTo(UnityEngine.Rect)"> <summary> <para>Scrolls all enclosing scrollviews so they try to make position visible.</para> </summary> <param name="position"></param> </member> <member name="T:UnityEngine.GUI.ScrollViewScope"> <summary> <para>Disposable helper class for managing BeginScrollView / EndScrollView.</para> </summary> </member> <member name="P:UnityEngine.GUI.ScrollViewScope.handleScrollWheel"> <summary> <para>Whether this ScrollView should handle scroll wheel events. (default: true).</para> </summary> </member> <member name="P:UnityEngine.GUI.ScrollViewScope.scrollPosition"> <summary> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </summary> </member> <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="position">Rectangle on the screen to use for the ScrollView.</param> <param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param> <param name="viewRect">The rectangle used inside the scrollview.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a grid of buttons.</para> </summary> <param name="position">Rectangle on the screen to use for the grid.</param> <param name="selected">The index of the selected grid button.</param> <param name="texts">An array of strings to show on the grid buttons.</param> <param name="images">An array of textures on the grid buttons.</param> <param name="contents">An array of text, image and tooltips for the grid button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.SetNextControlName(System.String)"> <summary> <para>Set the name of the next control.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String)"> <summary> <para>Make a Multi-line text area where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32)"> <summary> <para>Make a Multi-line text area where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a Multi-line text area where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a Multi-line text area where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String)"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32)"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="position">Rectangle on the screen to use for the text field.</param> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="position">Rectangle on the screen to use for the button.</param> <param name="value">Is this button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the toggle style from the current GUISkin is used.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle)"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)"> <summary> <para>Make a toolbar.</para> </summary> <param name="position">Rectangle on the screen to use for the toolbar.</param> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the toolbar buttons.</param> <param name="images">An array of textures on the toolbar buttons.</param> <param name="contents">An array of text, image and tooltips for the toolbar buttons.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUI.UnfocusWindow"> <summary> <para>Remove focus from all windows.</para> </summary> </member> <member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para> </summary> <param name="position">Rectangle on the screen to use for the scrollbar.</param> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="topValue">The value at the top of the scrollbar.</param> <param name="bottomValue">The value at the bottom of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para> </summary> <param name="position">Rectangle on the screen to use for the scrollbar.</param> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="topValue">The value at the top of the scrollbar.</param> <param name="bottomValue">The value at the bottom of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)"> <summary> <para>A vertical slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="topValue">The value at the top end of the slider.</param> <param name="bottomValue">The value at the bottom end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)"> <summary> <para>A vertical slider the user can drag to change a value between a min and a max.</para> </summary> <param name="position">Rectangle on the screen to use for the slider.</param> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="topValue">The value at the top end of the slider.</param> <param name="bottomValue">The value at the bottom end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Make a popup window.</para> </summary> <param name="Style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="id">ID number for the window (can be any value as long as it is unique).</param> <param name="clientRect">Onscreen rectangle denoting the window's position and size.</param> <param name="func">Script function to display the window's contents.</param> <param name="text">Text to render inside the window.</param> <param name="image">Image to render inside the window.</param> <param name="content">GUIContent to render inside the window.</param> <param name="style">Style information for the window.</param> <param name="title">Text displayed in the window's title bar.</param> <returns> <para>Onscreen rectangle denoting the window's position and size.</para> </returns> </member> <member name="T:UnityEngine.GUI.WindowFunction"> <summary> <para>Callback to draw GUI within a window (used with GUI.Window).</para> </summary> <param name="id"></param> </member> <member name="T:UnityEngine.GUIContent"> <summary> <para>The contents of a GUI element.</para> </summary> </member> <member name="P:UnityEngine.GUIContent.image"> <summary> <para>The icon image contained.</para> </summary> </member> <member name="F:UnityEngine.GUIContent.none"> <summary> <para>Shorthand for empty content.</para> </summary> </member> <member name="P:UnityEngine.GUIContent.text"> <summary> <para>The text contained.</para> </summary> </member> <member name="P:UnityEngine.GUIContent.tooltip"> <summary> <para>The tooltip of this element.</para> </summary> </member> <member name="M:UnityEngine.GUIContent.#ctor"> <summary> <para>Constructor for GUIContent in all shapes and sizes.</para> </summary> </member> <member name="M:UnityEngine.GUIContent.#ctor(System.String)"> <summary> <para>Build a GUIContent object containing only text.</para> </summary> <param name="text"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture)"> <summary> <para>Build a GUIContent object containing only an image.</para> </summary> <param name="image"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture)"> <summary> <para>Build a GUIContent object containing both text and an image.</para> </summary> <param name="text"></param> <param name="image"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(System.String,System.String)"> <summary> <para>Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para> </summary> <param name="text"></param> <param name="tooltip"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture,System.String)"> <summary> <para>Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para> </summary> <param name="image"></param> <param name="tooltip"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture,System.String)"> <summary> <para>Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip.</para> </summary> <param name="text"></param> <param name="image"></param> <param name="tooltip"></param> </member> <member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.GUIContent)"> <summary> <para>Build a GUIContent as a copy of another GUIContent.</para> </summary> <param name="src"></param> </member> <member name="T:UnityEngine.GUIElement"> <summary> <para>Base class for images &amp; text strings displayed in a GUI.</para> </summary> </member> <member name="M:UnityEngine.GUIElement.GetScreenRect()"> <summary> <para>Returns bounding rectangle of GUIElement in screen coordinates.</para> </summary> <param name="camera"></param> </member> <member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)"> <summary> <para>Returns bounding rectangle of GUIElement in screen coordinates.</para> </summary> <param name="camera"></param> </member> <member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3)"> <summary> <para>Is a point on screen inside the element?</para> </summary> <param name="screenPosition"></param> <param name="camera"></param> </member> <member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)"> <summary> <para>Is a point on screen inside the element?</para> </summary> <param name="screenPosition"></param> <param name="camera"></param> </member> <member name="T:UnityEngine.GUILayer"> <summary> <para>Component added to a camera to make it render 2D GUI elements.</para> </summary> </member> <member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)"> <summary> <para>Get the GUI element at a specific screen position.</para> </summary> <param name="screenPosition"></param> </member> <member name="T:UnityEngine.GUILayout"> <summary> <para>The GUILayout class is the interface for Unity gui with automatic layout.</para> </summary> </member> <member name="T:UnityEngine.GUILayout.AreaScope"> <summary> <para>Disposable helper class for managing BeginArea / EndArea.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Create a new AreaScope and begin the corresponding Area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIStyle)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Begin a GUILayout block of GUI controls in a fixed screen area.</para> </summary> <param name="text">Optional text to display in the area.</param> <param name="image">Optional texture to display in the area.</param> <param name="content">Optional text, image and tooltip top display for this area.</param> <param name="style">The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background.</param> <param name="screenRect"></param> </member> <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a Horizontal control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a Horizontal control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginHorizontal(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a Horizontal control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a Horizontal control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a Horizontal control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle)"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin an automatically laid out scrollview.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwayShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwayShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="alwaysShowHorizontal"></param> <param name="alwaysShowVertical"></param> <param name="style"></param> <param name="background"></param> <returns> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginVertical(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Begin a vertical control group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout box.</para> </summary> <param name="text">Text to display on the box.</param> <param name="image">Texture to display on the box.</param> <param name="content">Text, image and tooltip for this box.</param> <param name="style">The style to use. If left out, the box style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single press button.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the users clicks the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.EndArea"> <summary> <para>Close a GUILayout block started with BeginArea.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.EndHorizontal"> <summary> <para>Close a group started with BeginHorizontal.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.EndScrollView"> <summary> <para>End a scroll view begun with a call to BeginScrollView.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.EndVertical"> <summary> <para>Close a group started with BeginVertical.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.ExpandHeight(System.Boolean)"> <summary> <para>Option passed to a control to allow or disallow vertical expansion.</para> </summary> <param name="expand"></param> </member> <member name="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)"> <summary> <para>Option passed to a control to allow or disallow horizontal expansion.</para> </summary> <param name="expand"></param> </member> <member name="M:UnityEngine.GUILayout.FlexibleSpace"> <summary> <para>Insert a flexible space element.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.Height(System.Single)"> <summary> <para>Option passed to a control to give it an absolute height.</para> </summary> <param name="height"></param> </member> <member name="T:UnityEngine.GUILayout.HorizontalScope"> <summary> <para>Disposable helper class for managing BeginHorizontal / EndHorizontal.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new HorizontalScope and begin the corresponding horizontal group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a horizontal scrollbar.</para> </summary> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="leftValue">The value at the left end of the scrollbar.</param> <param name="rightValue">The value at the right end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a horizontal scrollbar.</para> </summary> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="leftValue">The value at the left end of the scrollbar.</param> <param name="rightValue">The value at the right end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>A horizontal slider the user can drag to change a value between a min and a max.</para> </summary> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>A horizontal slider the user can drag to change a value between a min and a max.</para> </summary> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="leftValue">The value at the left end of the slider.</param> <param name="rightValue">The value at the right end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an auto-layout label.</para> </summary> <param name="text">Text to display on the label.</param> <param name="image">Texture to display on the label.</param> <param name="content">Text, image and tooltip for this label.</param> <param name="style">The style to use. If left out, the label style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.MaxHeight(System.Single)"> <summary> <para>Option passed to a control to specify a maximum height.</para> </summary> <param name="maxHeight"></param> </member> <member name="M:UnityEngine.GUILayout.MaxWidth(System.Single)"> <summary> <para>Option passed to a control to specify a maximum width.</para> </summary> <param name="maxWidth"></param> </member> <member name="M:UnityEngine.GUILayout.MinHeight(System.Single)"> <summary> <para>Option passed to a control to specify a minimum height.</para> </summary> <param name="minHeight"></param> </member> <member name="M:UnityEngine.GUILayout.MinWidth(System.Single)"> <summary> <para>Option passed to a control to specify a minimum width. </para> </summary> <param name="minWidth"></param> </member> <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options"></param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options"></param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options"></param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a text field where the user can enter a password.</para> </summary> <param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maskChar">Character to mask the password with.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options"></param> <returns> <para>The edited password.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para> </summary> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>true when the holds down the mouse.</para> </returns> </member> <member name="T:UnityEngine.GUILayout.ScrollViewScope"> <summary> <para>Disposable helper class for managing BeginScrollView / EndScrollView.</para> </summary> </member> <member name="P:UnityEngine.GUILayout.ScrollViewScope.handleScrollWheel"> <summary> <para>Whether this ScrollView should handle scroll wheel events. (default: true).</para> </summary> </member> <member name="P:UnityEngine.GUILayout.ScrollViewScope.scrollPosition"> <summary> <para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para> </summary> <param name="scrollPosition">The position to use display.</param> <param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself.</param> <param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself.</param> <param name="horizontalScrollbar">Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="verticalScrollbar">Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used.</param> <param name="options"></param> <param name="style"></param> <param name="background"></param> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a Selection Grid.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="xCount">How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Space(System.Single)"> <summary> <para>Insert a space in the current layout group.</para> </summary> <param name="pixels"></param> </member> <member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a multi-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a multi-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a multi-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a multi-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textField style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;amp;lt;br&amp;amp;gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a single-line text field where the user can edit a string.</para> </summary> <param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param> <param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param> <param name="style">The style to use. If left out, the textArea style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The edited string.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make an on/off toggle button.</para> </summary> <param name="value">Is the button on or off?</param> <param name="text">Text to display on the button.</param> <param name="image">Texture to display on the button.</param> <param name="content">Text, image and tooltip for this button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The new value of the button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a toolbar.</para> </summary> <param name="selected">The index of the selected button.</param> <param name="texts">An array of strings to show on the buttons.</param> <param name="images">An array of textures on the buttons.</param> <param name="contents">An array of text, image and tooltips for the button.</param> <param name="style">The style to use. If left out, the button style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <param name="content"></param> <returns> <para>The index of the selected button.</para> </returns> </member> <member name="T:UnityEngine.GUILayout.VerticalScope"> <summary> <para>Disposable helper class for managing BeginVertical / EndVertical.</para> </summary> </member> <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Create a new VerticalScope and begin the corresponding vertical group.</para> </summary> <param name="text">Text to display on group.</param> <param name="image">Texture to display on group.</param> <param name="content">Text, image, and tooltip for this group.</param> <param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> </member> <member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a vertical scrollbar.</para> </summary> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="topValue">The value at the top end of the scrollbar.</param> <param name="bottomValue">The value at the bottom end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a vertical scrollbar.</para> </summary> <param name="value">The position between min and max.</param> <param name="size">How much can we see?</param> <param name="topValue">The value at the top end of the scrollbar.</param> <param name="bottomValue">The value at the bottom end of the scrollbar.</param> <param name="style">The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <returns> <para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>A vertical slider the user can drag to change a value between a min and a max.</para> </summary> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="topValue">The value at the top end of the slider.</param> <param name="bottomValue">The value at the bottom end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <param name="leftValue"></param> <param name="rightValue"></param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>A vertical slider the user can drag to change a value between a min and a max.</para> </summary> <param name="value">The value the slider shows. This determines the position of the draggable thumb.</param> <param name="topValue">The value at the top end of the slider.</param> <param name="bottomValue">The value at the bottom end of the slider.</param> <param name="slider">The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used.</param> <param name="thumb">The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.</param> <param name="leftValue"></param> <param name="rightValue"></param> <returns> <para>The value that has been set by the user.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Width(System.Single)"> <summary> <para>Option passed to a control to give it an absolute width.</para> </summary> <param name="width"></param> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Make a popup window that layouts its contents automatically.</para> </summary> <param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param> <param name="screenRect">Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit.</param> <param name="func">The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for.</param> <param name="text">Text to display as a title for the window.</param> <param name="image">Texture to display an image in the titlebar.</param> <param name="content">Text, image and tooltip for this window.</param> <param name="style">An optional style to use for the window. If left out, the window style from the current GUISkin is used.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para> </returns> </member> <member name="T:UnityEngine.GUILayoutOption"> <summary> <para>Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.</para> </summary> </member> <member name="T:UnityEngine.GUILayoutUtility"> <summary> <para>Utility functions for implementing and extending the GUILayout class.</para> </summary> </member> <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)"> <summary> <para>Reserve layout space for a rectangle with a specific aspect ratio.</para> </summary> <param name="aspect">The aspect ratio of the element (width / height).</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rect for the control.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)"> <summary> <para>Reserve layout space for a rectangle with a specific aspect ratio.</para> </summary> <param name="aspect">The aspect ratio of the element (width / height).</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rect for the control.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a rectangle with a specific aspect ratio.</para> </summary> <param name="aspect">The aspect ratio of the element (width / height).</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rect for the control.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a rectangle with a specific aspect ratio.</para> </summary> <param name="aspect">The aspect ratio of the element (width / height).</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rect for the control.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetLastRect"> <summary> <para>Get the rectangle last used by GUILayout for a control.</para> </summary> <returns> <para>The last used rectangle.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)"> <summary> <para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para> </summary> <param name="content">The content to make room for displaying.</param> <param name="style">The GUIStyle to layout for.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle that is large enough to contain content when rendered in style.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para> </summary> <param name="content">The content to make room for displaying.</param> <param name="style">The GUIStyle to layout for.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle that is large enough to contain content when rendered in style.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)"> <summary> <para>Reserve layout space for a rectangle with a fixed content area.</para> </summary> <param name="width">The width of the area you want.</param> <param name="height">The height of the area you want.</param> <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectanlge to put your control in.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Reserve layout space for a rectangle with a fixed content area.</para> </summary> <param name="width">The width of the area you want.</param> <param name="height">The height of the area you want.</param> <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectanlge to put your control in.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a rectangle with a fixed content area.</para> </summary> <param name="width">The width of the area you want.</param> <param name="height">The height of the area you want.</param> <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectanlge to put your control in.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a rectangle with a fixed content area.</para> </summary> <param name="width">The width of the area you want.</param> <param name="height">The height of the area you want.</param> <param name="style">An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes &amp; its margin value will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>The rectanlge to put your control in.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Reserve layout space for a flexible rect.</para> </summary> <param name="minWidth">The minimum width of the area passed back.</param> <param name="maxWidth">The maximum width of the area passed back.</param> <param name="minHeight">The minimum width of the area passed back.</param> <param name="maxHeight">The maximum width of the area passed back.</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)"> <summary> <para>Reserve layout space for a flexible rect.</para> </summary> <param name="minWidth">The minimum width of the area passed back.</param> <param name="maxWidth">The maximum width of the area passed back.</param> <param name="minHeight">The minimum width of the area passed back.</param> <param name="maxHeight">The maximum width of the area passed back.</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a flexible rect.</para> </summary> <param name="minWidth">The minimum width of the area passed back.</param> <param name="maxWidth">The maximum width of the area passed back.</param> <param name="minHeight">The minimum width of the area passed back.</param> <param name="maxHeight">The maximum width of the area passed back.</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para> </returns> </member> <member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <summary> <para>Reserve layout space for a flexible rect.</para> </summary> <param name="minWidth">The minimum width of the area passed back.</param> <param name="maxWidth">The maximum width of the area passed back.</param> <param name="minHeight">The minimum width of the area passed back.</param> <param name="maxHeight">The maximum width of the area passed back.</param> <param name="style">An optional style. If specified, the style's padding value will be added to the sizes requested &amp; the style's margin values will be used for spacing.</param> <param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&lt;br&gt; See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.</param> <returns> <para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para> </returns> </member> <member name="T:UnityEngine.GUISettings"> <summary> <para>General settings for how the GUI behaves.</para> </summary> </member> <member name="P:UnityEngine.GUISettings.cursorColor"> <summary> <para>The color of the cursor in text fields.</para> </summary> </member> <member name="P:UnityEngine.GUISettings.cursorFlashSpeed"> <summary> <para>The speed of text field cursor flashes.</para> </summary> </member> <member name="P:UnityEngine.GUISettings.doubleClickSelectsWord"> <summary> <para>Should double-clicking select words in text fields.</para> </summary> </member> <member name="P:UnityEngine.GUISettings.selectionColor"> <summary> <para>The color of the selection rect in text fields.</para> </summary> </member> <member name="P:UnityEngine.GUISettings.tripleClickSelectsLine"> <summary> <para>Should triple-clicking select whole text in text fields.</para> </summary> </member> <member name="T:UnityEngine.GUISkin"> <summary> <para>Defines how GUI looks and behaves.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.box"> <summary> <para>Style used by default for GUI.Box controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.button"> <summary> <para>Style used by default for GUI.Button controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.customStyles"> <summary> <para>Array of GUI styles for specific needs.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.font"> <summary> <para>The default font to use for all styles.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalScrollbar"> <summary> <para>Style used by default for the background part of GUI.HorizontalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton"> <summary> <para>Style used by default for the left button on GUI.HorizontalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton"> <summary> <para>Style used by default for the right button on GUI.HorizontalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb"> <summary> <para>Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalSlider"> <summary> <para>Style used by default for the background part of GUI.HorizontalSlider controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.horizontalSliderThumb"> <summary> <para>Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.label"> <summary> <para>Style used by default for GUI.Label controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.scrollView"> <summary> <para>Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).</para> </summary> </member> <member name="P:UnityEngine.GUISkin.settings"> <summary> <para>Generic settings for how controls should behave with this skin.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.textArea"> <summary> <para>Style used by default for GUI.TextArea controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.textField"> <summary> <para>Style used by default for GUI.TextField controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.toggle"> <summary> <para>Style used by default for GUI.Toggle controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalScrollbar"> <summary> <para>Style used by default for the background part of GUI.VerticalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton"> <summary> <para>Style used by default for the down button on GUI.VerticalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalScrollbarThumb"> <summary> <para>Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton"> <summary> <para>Style used by default for the up button on GUI.VerticalScrollbar controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalSlider"> <summary> <para>Style used by default for the background part of GUI.VerticalSlider controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.verticalSliderThumb"> <summary> <para>Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.</para> </summary> </member> <member name="P:UnityEngine.GUISkin.window"> <summary> <para>Style used by default for Window controls (SA GUI.Window).</para> </summary> </member> <member name="M:UnityEngine.GUISkin.FindStyle(System.String)"> <summary> <para>Try to search for a GUIStyle. This functions returns NULL and does not give an error.</para> </summary> <param name="styleName"></param> </member> <member name="M:UnityEngine.GUISkin.GetStyle(System.String)"> <summary> <para>Get a named GUIStyle.</para> </summary> <param name="styleName"></param> </member> <member name="T:UnityEngine.GUIStyle"> <summary> <para>Styling information for GUI elements.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.active"> <summary> <para>Rendering settings for when the control is pressed down.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.alignment"> <summary> <para>Text alignment.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.border"> <summary> <para>The borders of all background images.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.clipping"> <summary> <para>What to do when the contents to be rendered is too large to fit within the area given.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.contentOffset"> <summary> <para>Pixel offset to apply to the content of this GUIstyle.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.fixedHeight"> <summary> <para>If non-0, any GUI elements rendered with this style will have the height specified here.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.fixedWidth"> <summary> <para>If non-0, any GUI elements rendered with this style will have the width specified here.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.focused"> <summary> <para>Rendering settings for when the element has keyboard focus.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.font"> <summary> <para>The font to use for rendering. If null, the default font for the current GUISkin is used instead.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.fontSize"> <summary> <para>The font size to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.fontStyle"> <summary> <para>The font style to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.hover"> <summary> <para>Rendering settings for when the mouse is hovering over the control.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.imagePosition"> <summary> <para>How image and text of the GUIContent is combined.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.lineHeight"> <summary> <para>The height of one line of text with this style, measured in pixels. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.margin"> <summary> <para>The margins between elements rendered in this style and any other GUI elements.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.name"> <summary> <para>The name of this GUIStyle. Used for getting them based on name.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.none"> <summary> <para>Shortcut for an empty GUIStyle.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.normal"> <summary> <para>Rendering settings for when the component is displayed normally.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.onActive"> <summary> <para>Rendering settings for when the element is turned on and pressed down.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.onFocused"> <summary> <para>Rendering settings for when the element has keyboard and is turned on.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.onHover"> <summary> <para>Rendering settings for when the control is turned on and the mouse is hovering it.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.onNormal"> <summary> <para>Rendering settings for when the control is turned on.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.overflow"> <summary> <para>Extra space to be added to the background image.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.padding"> <summary> <para>Space from the edge of GUIStyle to the start of the contents.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.richText"> <summary> <para>Enable HTML-style tags for Text Formatting Markup.</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.stretchHeight"> <summary> <para>Can GUI elements of this style be stretched vertically for better layout?</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.stretchWidth"> <summary> <para>Can GUI elements of this style be stretched horizontally for better layouting?</para> </summary> </member> <member name="P:UnityEngine.GUIStyle.wordWrap"> <summary> <para>Should the text be wordwrapped?</para> </summary> </member> <member name="M:UnityEngine.GUIStyle.CalcHeight(UnityEngine.GUIContent,System.Single)"> <summary> <para>How tall this element will be when rendered with content and a specific width.</para> </summary> <param name="content"></param> <param name="width"></param> </member> <member name="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single&amp;,System.Single&amp;)"> <summary> <para>Calculate the minimum and maximum widths for this style rendered with content.</para> </summary> <param name="content"></param> <param name="minWidth"></param> <param name="maxWidth"></param> </member> <member name="M:UnityEngine.GUIStyle.CalcScreenSize(UnityEngine.Vector2)"> <summary> <para>Calculate the size of an element formatted with this style, and a given space to content.</para> </summary> <param name="contentSize"></param> </member> <member name="M:UnityEngine.GUIStyle.CalcSize(UnityEngine.GUIContent)"> <summary> <para>Calculate the size of some content if it is rendered with this style.</para> </summary> <param name="content"></param> </member> <member name="M:UnityEngine.GUIStyle.#ctor"> <summary> <para>Constructor for empty GUIStyle.</para> </summary> </member> <member name="M:UnityEngine.GUIStyle.#ctor(UnityEngine.GUIStyle)"> <summary> <para>Constructs GUIStyle identical to given other GUIStyle.</para> </summary> <param name="other"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw this GUIStyle on to the screen, internal version.</para> </summary> <param name="position"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="on"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw the GUIStyle with a text string inside.</para> </summary> <param name="position"></param> <param name="text"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="on"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.Texture,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para> </summary> <param name="position"></param> <param name="image"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="on"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)"> <summary> <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="controlID"></param> <param name="on"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Boolean)"> <summary> <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="controlID"></param> <param name="on"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="controlID"></param> <param name="on"></param> <param name="isHover"></param> <param name="isActive"></param> <param name="hasKeyboardFocus"></param> </member> <member name="M:UnityEngine.GUIStyle.DrawCursor(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32)"> <summary> <para>Draw this GUIStyle with selected content.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="controlID"></param> <param name="Character"></param> </member> <member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)"> <summary> <para>Draw this GUIStyle with selected content.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="controlID"></param> <param name="firstSelectedCharacter"></param> <param name="lastSelectedCharacter"></param> </member> <member name="M:UnityEngine.GUIStyle.GetCursorPixelPosition(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)"> <summary> <para>Get the pixel position of a given string index.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="cursorStringIndex"></param> </member> <member name="M:UnityEngine.GUIStyle.GetCursorStringIndex(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)"> <summary> <para>Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.</para> </summary> <param name="position"></param> <param name="content"></param> <param name="cursorPixelPosition"></param> </member> <member name="?:UnityEngine.GUIStyle.implop_GUIStyle(string)(System.String)"> <summary> <para>Get a named GUI style from the current skin.</para> </summary> <param name="str"></param> </member> <member name="T:UnityEngine.GUIStyleState"> <summary> <para>Specialized values for the given states used by GUIStyle objects.</para> </summary> </member> <member name="P:UnityEngine.GUIStyleState.background"> <summary> <para>The background image used by GUI elements in this given state.</para> </summary> </member> <member name="P:UnityEngine.GUIStyleState.scaledBackgrounds"> <summary> <para>Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code.</para> </summary> </member> <member name="P:UnityEngine.GUIStyleState.textColor"> <summary> <para>The text color used by GUI elements in this state.</para> </summary> </member> <member name="T:UnityEngine.GUITargetAttribute"> <summary> <para>Allows to control for which display the OnGUI is called.</para> </summary> </member> <member name="M:UnityEngine.GUITargetAttribute.#ctor"> <summary> <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para> </summary> <param name="displayIndex">Display index.</param> <param name="displayIndex1">Display index.</param> <param name="displayIndexList">Display index list.</param> </member> <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32)"> <summary> <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para> </summary> <param name="displayIndex">Display index.</param> <param name="displayIndex1">Display index.</param> <param name="displayIndexList">Display index list.</param> </member> <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32,System.Int32)"> <summary> <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para> </summary> <param name="displayIndex">Display index.</param> <param name="displayIndex1">Display index.</param> <param name="displayIndexList">Display index list.</param> </member> <member name="M:UnityEngine.GUITargetAttribute.#ctor(System.Int32,System.Int32,System.Int32[])"> <summary> <para>Default constructor initializes the attribute for OnGUI to be called for all available displays.</para> </summary> <param name="displayIndex">Display index.</param> <param name="displayIndex1">Display index.</param> <param name="displayIndexList">Display index list.</param> </member> <member name="T:UnityEngine.GUIText"> <summary> <para>A text string displayed in a GUI.</para> </summary> </member> <member name="P:UnityEngine.GUIText.alignment"> <summary> <para>The alignment of the text.</para> </summary> </member> <member name="P:UnityEngine.GUIText.anchor"> <summary> <para>The anchor of the text.</para> </summary> </member> <member name="P:UnityEngine.GUIText.color"> <summary> <para>The color used to render the text.</para> </summary> </member> <member name="P:UnityEngine.GUIText.font"> <summary> <para>The font used for the text.</para> </summary> </member> <member name="P:UnityEngine.GUIText.fontSize"> <summary> <para>The font size to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.GUIText.fontStyle"> <summary> <para>The font style to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.GUIText.lineSpacing"> <summary> <para>The line spacing multiplier.</para> </summary> </member> <member name="P:UnityEngine.GUIText.material"> <summary> <para>The Material to use for rendering.</para> </summary> </member> <member name="P:UnityEngine.GUIText.pixelOffset"> <summary> <para>The pixel offset of the text.</para> </summary> </member> <member name="P:UnityEngine.GUIText.richText"> <summary> <para>Enable HTML-style tags for Text Formatting Markup.</para> </summary> </member> <member name="P:UnityEngine.GUIText.tabSize"> <summary> <para>The tab width multiplier.</para> </summary> </member> <member name="P:UnityEngine.GUIText.text"> <summary> <para>The text to display.</para> </summary> </member> <member name="T:UnityEngine.GUITexture"> <summary> <para>A texture image used in a 2D GUI.</para> </summary> </member> <member name="P:UnityEngine.GUITexture.border"> <summary> <para>The border defines the number of pixels from the edge that are not affected by scale.</para> </summary> </member> <member name="P:UnityEngine.GUITexture.color"> <summary> <para>The color of the GUI texture.</para> </summary> </member> <member name="P:UnityEngine.GUITexture.pixelInset"> <summary> <para>Pixel inset used for pixel adjustments for size and position.</para> </summary> </member> <member name="P:UnityEngine.GUITexture.texture"> <summary> <para>The texture used for drawing.</para> </summary> </member> <member name="T:UnityEngine.GUIUtility"> <summary> <para>Utility class for making new GUI controls.</para> </summary> </member> <member name="P:UnityEngine.GUIUtility.hasModalWindow"> <summary> <para>A global property, which is true if a ModalWindow is being displayed, false otherwise.</para> </summary> </member> <member name="P:UnityEngine.GUIUtility.hotControl"> <summary> <para>The controlID of the current hot control.</para> </summary> </member> <member name="P:UnityEngine.GUIUtility.keyboardControl"> <summary> <para>The controlID of the control that has keyboard focus.</para> </summary> </member> <member name="P:UnityEngine.GUIUtility.systemCopyBuffer"> <summary> <para>Get access to the system-wide pasteboard.</para> </summary> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)"> <summary> <para>Get a unique ID for a control.</para> </summary> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)"> <summary> <para>Get a unique ID for a control.</para> </summary> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)"> <summary> <para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para> </summary> <param name="hint"></param> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)"> <summary> <para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para> </summary> <param name="hint"></param> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)"> <summary> <para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para> </summary> <param name="contents"></param> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)"> <summary> <para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para> </summary> <param name="contents"></param> <param name="focus"></param> <param name="position"></param> </member> <member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)"> <summary> <para>Get a state object from a controlID.</para> </summary> <param name="t"></param> <param name="controlID"></param> </member> <member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)"> <summary> <para>Convert a point from GUI position to screen space.</para> </summary> <param name="guiPoint"></param> </member> <member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)"> <summary> <para>Get an existing state object from a controlID.</para> </summary> <param name="t"></param> <param name="controlID"></param> </member> <member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)"> <summary> <para>Helper function to rotate the GUI around a point.</para> </summary> <param name="angle"></param> <param name="pivotPoint"></param> </member> <member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Helper function to scale the GUI around a point.</para> </summary> <param name="scale"></param> <param name="pivotPoint"></param> </member> <member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)"> <summary> <para>Convert a point from screen space to GUI position.</para> </summary> <param name="screenPoint"></param> </member> <member name="T:UnityEngine.Gyroscope"> <summary> <para>Interface into the Gyroscope.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.attitude"> <summary> <para>Returns the attitude (ie, orientation in space) of the device.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.enabled"> <summary> <para>Sets or retrieves the enabled status of this gyroscope.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.gravity"> <summary> <para>Returns the gravity acceleration vector expressed in the device's reference frame.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.rotationRate"> <summary> <para>Returns rotation rate as measured by the device's gyroscope.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.rotationRateUnbiased"> <summary> <para>Returns unbiased rotation rate as measured by the device's gyroscope.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.updateInterval"> <summary> <para>Sets or retrieves gyroscope interval in seconds.</para> </summary> </member> <member name="P:UnityEngine.Gyroscope.userAcceleration"> <summary> <para>Returns the acceleration that the user is giving to the device.</para> </summary> </member> <member name="T:UnityEngine.Handheld"> <summary> <para>Interface into functionality unique to handheld devices.</para> </summary> </member> <member name="P:UnityEngine.Handheld.use32BitDisplayBuffer"> <summary> <para>Determines whether or not a 32-bit display buffer will be used.</para> </summary> </member> <member name="M:UnityEngine.Handheld.GetActivityIndicatorStyle"> <summary> <para>Gets the current activity indicator style.</para> </summary> </member> <member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String)"> <summary> <para>Plays a full-screen movie.</para> </summary> <param name="path">Filesystem path to the movie file.</param> <param name="bgColor">Background color.</param> <param name="controlMode">How the playback controls are to be displayed.</param> <param name="scalingMode">How the movie is to be scaled to fit the screen.</param> </member> <member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color)"> <summary> <para>Plays a full-screen movie.</para> </summary> <param name="path">Filesystem path to the movie file.</param> <param name="bgColor">Background color.</param> <param name="controlMode">How the playback controls are to be displayed.</param> <param name="scalingMode">How the movie is to be scaled to fit the screen.</param> </member> <member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode)"> <summary> <para>Plays a full-screen movie.</para> </summary> <param name="path">Filesystem path to the movie file.</param> <param name="bgColor">Background color.</param> <param name="controlMode">How the playback controls are to be displayed.</param> <param name="scalingMode">How the movie is to be scaled to fit the screen.</param> </member> <member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode,UnityEngine.FullScreenMovieScalingMode)"> <summary> <para>Plays a full-screen movie.</para> </summary> <param name="path">Filesystem path to the movie file.</param> <param name="bgColor">Background color.</param> <param name="controlMode">How the playback controls are to be displayed.</param> <param name="scalingMode">How the movie is to be scaled to fit the screen.</param> </member> <member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle"> <summary> <para>Sets the desired activity indicator style.</para> </summary> <param name="style"></param> </member> <member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.AndroidActivityIndicatorStyle)"> <summary> <para>Sets the desired activity indicator style.</para> </summary> <param name="style"></param> </member> <member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.TizenActivityIndicatorStyle)"> <summary> <para>Sets the desired activity indicator style.</para> </summary> <param name="style"></param> </member> <member name="M:UnityEngine.Handheld.StartActivityIndicator"> <summary> <para>Starts os activity indicator.</para> </summary> </member> <member name="M:UnityEngine.Handheld.StopActivityIndicator"> <summary> <para>Stops os activity indicator.</para> </summary> </member> <member name="M:UnityEngine.Handheld.Vibrate"> <summary> <para>Triggers device vibration.</para> </summary> </member> <member name="T:UnityEngine.Hash128"> <summary> <para>Represent the hash value.</para> </summary> </member> <member name="P:UnityEngine.Hash128.isValid"> <summary> <para>Get if the hash value is valid or not. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Hash128.#ctor(System.UInt32,System.UInt32,System.UInt32,System.UInt32)"> <summary> <para>Construct the Hash128.</para> </summary> <param name="u32_0"></param> <param name="u32_1"></param> <param name="u32_2"></param> <param name="u32_3"></param> </member> <member name="M:UnityEngine.Hash128.Parse(System.String)"> <summary> <para>Convert the input string to Hash128.</para> </summary> <param name="hashString"></param> </member> <member name="M:UnityEngine.Hash128.ToString"> <summary> <para>Convert Hash128 to string.</para> </summary> </member> <member name="T:UnityEngine.HeaderAttribute"> <summary> <para>Use this PropertyAttribute to add a header above some fields in the Inspector.</para> </summary> </member> <member name="F:UnityEngine.HeaderAttribute.header"> <summary> <para>The header text.</para> </summary> </member> <member name="M:UnityEngine.HeaderAttribute.#ctor(System.String)"> <summary> <para>Add a header above some fields in the Inspector.</para> </summary> <param name="header">The header text.</param> </member> <member name="T:UnityEngine.HelpURLAttribute"> <summary> <para>Provide a custom documentation URL for a class.</para> </summary> </member> <member name="M:UnityEngine.HelpURLAttribute.#ctor(System.String)"> <summary> <para>Initialize the HelpURL attribute with a documentation url.</para> </summary> <param name="url">The custom documentation URL for this class.</param> </member> <member name="P:UnityEngine.HelpURLAttribute.URL"> <summary> <para>The documentation URL specified for this class.</para> </summary> </member> <member name="T:UnityEngine.HideFlags"> <summary> <para>Bit mask that controls object destruction, saving and visibility in inspectors.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.DontSave"> <summary> <para>The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.DontSaveInBuild"> <summary> <para>The object will not be saved when building a player.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.DontSaveInEditor"> <summary> <para>The object will not be saved to the scene in the editor.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.DontUnloadUnusedAsset"> <summary> <para>The object will not be unloaded by Resources.UnloadUnusedAssets.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.HideAndDontSave"> <summary> <para>A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.HideInHierarchy"> <summary> <para>The object will not appear in the hierarchy.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.HideInInspector"> <summary> <para>It is not possible to view it in the inspector.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.None"> <summary> <para>A normal, visible object. This is the default.</para> </summary> </member> <member name="F:UnityEngine.HideFlags.NotEditable"> <summary> <para>The object is not be editable in the inspector.</para> </summary> </member> <member name="T:UnityEngine.HideInInspector"> <summary> <para>Makes a variable not show up in the inspector but be serialized.</para> </summary> </member> <member name="T:UnityEngine.HingeJoint"> <summary> <para>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.angle"> <summary> <para>The current angle in degrees of the joint relative to its rest position. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.limits"> <summary> <para>Limit of angular rotation (in degrees) on the hinge joint.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.motor"> <summary> <para>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.spring"> <summary> <para>The spring attempts to reach a target angle by adding spring and damping forces.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.useLimits"> <summary> <para>Enables the joint's limits. Disabled by default.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.useMotor"> <summary> <para>Enables the joint's motor. Disabled by default.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.useSpring"> <summary> <para>Enables the joint's spring. Disabled by default.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint.velocity"> <summary> <para>The angular velocity of the joint in degrees per second. (Read Only)</para> </summary> </member> <member name="T:UnityEngine.HingeJoint2D"> <summary> <para>Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.jointAngle"> <summary> <para>The current joint angle (in degrees) with respect to the reference angle.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.jointSpeed"> <summary> <para>The current joint speed.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.limits"> <summary> <para>Limit of angular rotation (in degrees) on the joint.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.limitState"> <summary> <para>Gets the state of the joint limit.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.motor"> <summary> <para>Parameters for the motor force applied to the joint.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.referenceAngle"> <summary> <para>The angle (in degrees) referenced between the two bodies used as the constraint for the joint.</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.useLimits"> <summary> <para>Should limits be placed on the range of rotation?</para> </summary> </member> <member name="P:UnityEngine.HingeJoint2D.useMotor"> <summary> <para>Should the joint be rotated automatically by a motor torque?</para> </summary> </member> <member name="M:UnityEngine.HingeJoint2D.GetMotorTorque(System.Single)"> <summary> <para>Gets the motor torque of the joint given the specified timestep.</para> </summary> <param name="timeStep">The time to calculate the motor torque for.</param> </member> <member name="T:UnityEngine.HorizontalWrapMode"> <summary> <para>Wrapping modes for text that reaches the horizontal boundary.</para> </summary> </member> <member name="F:UnityEngine.HorizontalWrapMode.Overflow"> <summary> <para>Text can exceed the horizontal boundary.</para> </summary> </member> <member name="F:UnityEngine.HorizontalWrapMode.Wrap"> <summary> <para>Text will word-wrap when reaching the horizontal boundary.</para> </summary> </member> <member name="T:UnityEngine.HostData"> <summary> <para>This is the data structure for holding individual host information.</para> </summary> </member> <member name="P:UnityEngine.HostData.comment"> <summary> <para>A miscellaneous comment (can hold data).</para> </summary> </member> <member name="P:UnityEngine.HostData.connectedPlayers"> <summary> <para>Currently connected players.</para> </summary> </member> <member name="P:UnityEngine.HostData.gameName"> <summary> <para>The name of the game (like John Doe's Game).</para> </summary> </member> <member name="P:UnityEngine.HostData.gameType"> <summary> <para>The type of the game (like "MyUniqueGameType").</para> </summary> </member> <member name="P:UnityEngine.HostData.guid"> <summary> <para>The GUID of the host, needed when connecting with NAT punchthrough.</para> </summary> </member> <member name="P:UnityEngine.HostData.ip"> <summary> <para>Server IP address.</para> </summary> </member> <member name="P:UnityEngine.HostData.passwordProtected"> <summary> <para>Does the server require a password?</para> </summary> </member> <member name="P:UnityEngine.HostData.playerLimit"> <summary> <para>Maximum players limit.</para> </summary> </member> <member name="P:UnityEngine.HostData.port"> <summary> <para>Server port.</para> </summary> </member> <member name="P:UnityEngine.HostData.useNat"> <summary> <para>Does this server require NAT punchthrough?</para> </summary> </member> <member name="T:UnityEngine.HumanBodyBones"> <summary> <para>Human Body Bones.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Chest"> <summary> <para>This is the Chest bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Head"> <summary> <para>This is the Head bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Hips"> <summary> <para>This is the Hips bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Jaw"> <summary> <para>This is the Jaw bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LastBone"> <summary> <para>This is the Last bone index delimiter.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftEye"> <summary> <para>This is the Left Eye bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftFoot"> <summary> <para>This is the Left Ankle bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftHand"> <summary> <para>This is the Left Wrist bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftIndexDistal"> <summary> <para>This is the left index 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftIndexIntermediate"> <summary> <para>This is the left index 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftIndexProximal"> <summary> <para>This is the left index 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftLittleDistal"> <summary> <para>This is the left little 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftLittleIntermediate"> <summary> <para>This is the left little 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftLittleProximal"> <summary> <para>This is the left little 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftLowerArm"> <summary> <para>This is the Left Elbow bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftLowerLeg"> <summary> <para>This is the Left Knee bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftMiddleDistal"> <summary> <para>This is the left middle 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftMiddleIntermediate"> <summary> <para>This is the left middle 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftMiddleProximal"> <summary> <para>This is the left middle 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftRingDistal"> <summary> <para>This is the left ring 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftRingIntermediate"> <summary> <para>This is the left ring 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftRingProximal"> <summary> <para>This is the left ring 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftShoulder"> <summary> <para>This is the Left Shoulder bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftThumbDistal"> <summary> <para>This is the left thumb 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftThumbIntermediate"> <summary> <para>This is the left thumb 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftThumbProximal"> <summary> <para>This is the left thumb 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftToes"> <summary> <para>This is the Left Toes bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftUpperArm"> <summary> <para>This is the Left Upper Arm bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.LeftUpperLeg"> <summary> <para>This is the Left Upper Leg bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Neck"> <summary> <para>This is the Neck bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightEye"> <summary> <para>This is the Right Eye bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightFoot"> <summary> <para>This is the Right Ankle bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightHand"> <summary> <para>This is the Right Wrist bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightIndexDistal"> <summary> <para>This is the right index 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightIndexIntermediate"> <summary> <para>This is the right index 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightIndexProximal"> <summary> <para>This is the right index 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightLittleDistal"> <summary> <para>This is the right little 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightLittleIntermediate"> <summary> <para>This is the right little 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightLittleProximal"> <summary> <para>This is the right little 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightLowerArm"> <summary> <para>This is the Right Elbow bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightLowerLeg"> <summary> <para>This is the Right Knee bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightMiddleDistal"> <summary> <para>This is the right middle 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightMiddleIntermediate"> <summary> <para>This is the right middle 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightMiddleProximal"> <summary> <para>This is the right middle 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightRingDistal"> <summary> <para>This is the right ring 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightRingIntermediate"> <summary> <para>This is the right ring 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightRingProximal"> <summary> <para>This is the right ring 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightShoulder"> <summary> <para>This is the Right Shoulder bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightThumbDistal"> <summary> <para>This is the right thumb 3rd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightThumbIntermediate"> <summary> <para>This is the right thumb 2nd phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightThumbProximal"> <summary> <para>This is the right thumb 1st phalange.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightToes"> <summary> <para>This is the Right Toes bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightUpperArm"> <summary> <para>This is the Right Upper Arm bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.RightUpperLeg"> <summary> <para>This is the Right Upper Leg bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.Spine"> <summary> <para>This is the first Spine bone.</para> </summary> </member> <member name="F:UnityEngine.HumanBodyBones.UpperChest"> <summary> <para>This is the Upper Chest bone.</para> </summary> </member> <member name="T:UnityEngine.HumanBone"> <summary> <para>The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.</para> </summary> </member> <member name="P:UnityEngine.HumanBone.boneName"> <summary> <para>The name of the bone to which the Mecanim human bone is mapped.</para> </summary> </member> <member name="P:UnityEngine.HumanBone.humanName"> <summary> <para>The name of the Mecanim human bone to which the bone from the model is mapped.</para> </summary> </member> <member name="F:UnityEngine.HumanBone.limit"> <summary> <para>The rotation limits that define the muscle for this bone.</para> </summary> </member> <member name="T:UnityEngine.HumanDescription"> <summary> <para>Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.armStretch"> <summary> <para>Amount by which the arm's length is allowed to stretch when using IK.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.feetSpacing"> <summary> <para>Modification to the minimum distance between the feet of a humanoid model.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.hasTranslationDoF"> <summary> <para>True for any human that has a translation Degree of Freedom (DoF). It is set to false by default.</para> </summary> </member> <member name="F:UnityEngine.HumanDescription.human"> <summary> <para>Mapping between Mecanim bone names and bone names in the rig.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.legStretch"> <summary> <para>Amount by which the leg's length is allowed to stretch when using IK.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.lowerArmTwist"> <summary> <para>Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.lowerLegTwist"> <summary> <para>Defines how the lower leg's roll/twisting is distributed between the knee and ankle.</para> </summary> </member> <member name="F:UnityEngine.HumanDescription.skeleton"> <summary> <para>List of bone Transforms to include in the model.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.upperArmTwist"> <summary> <para>Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.</para> </summary> </member> <member name="P:UnityEngine.HumanDescription.upperLegTwist"> <summary> <para>Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.</para> </summary> </member> <member name="T:UnityEngine.HumanLimit"> <summary> <para>This class stores the rotation limits that define the muscle for a single human bone.</para> </summary> </member> <member name="P:UnityEngine.HumanLimit.axisLength"> <summary> <para>Length of the bone to which the limit is applied.</para> </summary> </member> <member name="P:UnityEngine.HumanLimit.center"> <summary> <para>The default orientation of a bone when no muscle action is applied.</para> </summary> </member> <member name="P:UnityEngine.HumanLimit.max"> <summary> <para>The maximum rotation away from the initial value that this muscle can apply.</para> </summary> </member> <member name="P:UnityEngine.HumanLimit.min"> <summary> <para>The maximum negative rotation away from the initial value that this muscle can apply.</para> </summary> </member> <member name="P:UnityEngine.HumanLimit.useDefaultValues"> <summary> <para>Should this limit use the default values?</para> </summary> </member> <member name="T:UnityEngine.HumanPose"> <summary> <para>Retargetable humanoid pose.</para> </summary> </member> <member name="F:UnityEngine.HumanPose.bodyPosition"> <summary> <para>The human body position for that pose.</para> </summary> </member> <member name="F:UnityEngine.HumanPose.bodyRotation"> <summary> <para>The human body orientation for that pose.</para> </summary> </member> <member name="F:UnityEngine.HumanPose.muscles"> <summary> <para>The array of muscle values for that pose.</para> </summary> </member> <member name="T:UnityEngine.HumanPoseHandler"> <summary> <para>A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy.</para> </summary> </member> <member name="M:UnityEngine.HumanPoseHandler.#ctor(UnityEngine.Avatar,UnityEngine.Transform)"> <summary> <para>Creates a human pose handler from an avatar and a root transform.</para> </summary> <param name="avatar">The avatar that defines the humanoid rig on skeleton hierarchy with root as the top most parent.</param> <param name="root">The top most node of the skeleton hierarchy defined in humanoid avatar.</param> </member> <member name="M:UnityEngine.HumanPoseHandler.GetHumanPose(UnityEngine.HumanPose&amp;)"> <summary> <para>Gets a human pose from the handled avatar skeleton.</para> </summary> <param name="humanPose">The output human pose.</param> </member> <member name="M:UnityEngine.HumanPoseHandler.SetHumanPose(UnityEngine.HumanPose&amp;)"> <summary> <para>Sets a human pose on the handled avatar skeleton.</para> </summary> <param name="humanPose">The human pose to be set.</param> </member> <member name="T:UnityEngine.HumanTrait"> <summary> <para>Details of all the human bone and muscle types defined by Mecanim.</para> </summary> </member> <member name="P:UnityEngine.HumanTrait.BoneCount"> <summary> <para>The number of human bone types defined by Mecanim.</para> </summary> </member> <member name="M:UnityEngine.HumanTrait.BoneFromMuscle(System.Int32)"> <summary> <para>Return the bone to which a particular muscle is connected.</para> </summary> <param name="i">Muscle index.</param> </member> <member name="P:UnityEngine.HumanTrait.BoneName"> <summary> <para>Array of the names of all human bone types defined by Mecanim.</para> </summary> </member> <member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMax(System.Int32)"> <summary> <para>Get the default maximum value of rotation for a muscle in degrees.</para> </summary> <param name="i">Muscle index.</param> </member> <member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMin(System.Int32)"> <summary> <para>Get the default minimum value of rotation for a muscle in degrees.</para> </summary> <param name="i">Muscle index.</param> </member> <member name="M:UnityEngine.HumanTrait.GetParentBone(System.Int32)"> <summary> <para>Returns parent humanoid bone index of a bone.</para> </summary> <param name="i">Humanoid bone index to get parent from.</param> <returns> <para>Humanoid bone index of parent.</para> </returns> </member> <member name="P:UnityEngine.HumanTrait.MuscleCount"> <summary> <para>The number of human muscle types defined by Mecanim.</para> </summary> </member> <member name="M:UnityEngine.HumanTrait.MuscleFromBone(System.Int32,System.Int32)"> <summary> <para>Obtain the muscle index for a particular bone index and "degree of freedom".</para> </summary> <param name="i">Bone index.</param> <param name="dofIndex">Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis.</param> </member> <member name="P:UnityEngine.HumanTrait.MuscleName"> <summary> <para>Array of the names of all human muscle types defined by Mecanim.</para> </summary> </member> <member name="M:UnityEngine.HumanTrait.RequiredBone(System.Int32)"> <summary> <para>Is the bone a member of the minimal set of bones that Mecanim requires for a human model?</para> </summary> <param name="i">Index of the bone to test.</param> </member> <member name="P:UnityEngine.HumanTrait.RequiredBoneCount"> <summary> <para>The number of bone types that are required by Mecanim for any human model.</para> </summary> </member> <member name="?:UnityEngine.ICanvasRaycastFilter"> <summary> <para>This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.</para> </summary> </member> <member name="M:UnityEngine.ICanvasRaycastFilter.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>Given a point and a camera is the raycast valid.</para> </summary> <param name="sp">Screen position.</param> <param name="eventCamera">Raycast camera.</param> <returns> <para>Valid.</para> </returns> </member> <member name="?:UnityEngine.IExposedPropertyTable"> <summary> <para>Interface for objects used as resolvers on ExposedReferences.</para> </summary> </member> <member name="M:UnityEngine.IExposedPropertyTable.ClearReferenceValue(UnityEngine.PropertyName)"> <summary> <para>Remove a value for the given reference.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> </member> <member name="M:UnityEngine.IExposedPropertyTable.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)"> <summary> <para>Retrieves a value for the given identifier.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> <param name="idValid">Is the identifier valid?</param> <returns> <para>The value stored in the table.</para> </returns> </member> <member name="M:UnityEngine.IExposedPropertyTable.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)"> <summary> <para>Assigns a value for an ExposedReference.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> <param name="value">The value to assigned to the ExposedReference.</param> </member> <member name="?:UnityEngine.ILogger"> <summary> <para>Interface for custom logger implementation.</para> </summary> </member> <member name="P:UnityEngine.ILogger.filterLogType"> <summary> <para>To selective enable debug log message.</para> </summary> </member> <member name="P:UnityEngine.ILogger.logEnabled"> <summary> <para>To runtime toggle debug logging [ON/OFF].</para> </summary> </member> <member name="P:UnityEngine.ILogger.logHandler"> <summary> <para>Set Logger.ILogHandler.</para> </summary> </member> <member name="M:UnityEngine.ILogger.IsLogTypeAllowed(UnityEngine.LogType)"> <summary> <para>Check logging is enabled based on the LogType.</para> </summary> <param name="logType"></param> <returns> <para>Retrun true in case logs of LogType will be logged otherwise returns false.</para> </returns> </member> <member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.String,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.String,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(System.String,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.Log(System.String,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType"></param> <param name="message"></param> <param name="context"></param> <param name="tag"></param> </member> <member name="M:UnityEngine.ILogger.LogError(System.String,System.Object)"> <summary> <para>A variant of ILogger.Log that logs an error message.</para> </summary> <param name="tag"></param> <param name="message"></param> <param name="context"></param> </member> <member name="M:UnityEngine.ILogger.LogError(System.String,System.Object,UnityEngine.Object)"> <summary> <para>A variant of ILogger.Log that logs an error message.</para> </summary> <param name="tag"></param> <param name="message"></param> <param name="context"></param> </member> <member name="M:UnityEngine.ILogger.LogException(System.Exception)"> <summary> <para>A variant of ILogger.Log that logs an exception message.</para> </summary> <param name="exception"></param> </member> <member name="M:UnityEngine.ILogger.LogFormat(UnityEngine.LogType,System.String,System.Object[])"> <summary> <para>Logs a formatted message.</para> </summary> <param name="logType"></param> <param name="format"></param> <param name="args"></param> </member> <member name="M:UnityEngine.ILogger.LogWarning(System.String,System.Object)"> <summary> <para>A variant of Logger.Log that logs an warning message.</para> </summary> <param name="tag"></param> <param name="message"></param> <param name="context"></param> </member> <member name="M:UnityEngine.ILogger.LogWarning(System.String,System.Object,UnityEngine.Object)"> <summary> <para>A variant of Logger.Log that logs an warning message.</para> </summary> <param name="tag"></param> <param name="message"></param> <param name="context"></param> </member> <member name="?:UnityEngine.ILogHandler"> <summary> <para>Interface for custom log handler implementation.</para> </summary> </member> <member name="M:UnityEngine.ILogHandler.LogException(System.Exception,UnityEngine.Object)"> <summary> <para>A variant of ILogHandler.LogFormat that logs an exception message.</para> </summary> <param name="exception">Runtime Exception.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.ILogHandler.LogFormat(UnityEngine.LogType,UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted message.</para> </summary> <param name="logType">The type of the log message.</param> <param name="context">Object to which the message applies.</param> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> </member> <member name="T:UnityEngine.ImageConversion"> <summary> <para>Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.</para> </summary> </member> <member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)"> <summary> <para>Encodes this texture into the EXR format.</para> </summary> <param name="tex">The texture to convert.</param> <param name="flags">Flags used to control compression and the output format.</param> </member> <member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)"> <summary> <para>Encodes this texture into JPG format.</para> </summary> <param name="tex">Text texture to convert.</param> <param name="quality">JPG quality to encode with, 1..100 (default 75).</param> </member> <member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)"> <summary> <para>Encodes this texture into JPG format.</para> </summary> <param name="tex">Text texture to convert.</param> <param name="quality">JPG quality to encode with, 1..100 (default 75).</param> </member> <member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)"> <summary> <para>Encodes this texture into PNG format.</para> </summary> <param name="tex">The texture to convert.</param> </member> <member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)"> <summary> <para>Loads PNG/JPG image byte array into a texture.</para> </summary> <param name="data">The byte array containing the image data to load.</param> <param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param> <param name="tex">The texture to load the image into.</param> <returns> <para>Returns true if the data can be loaded, false otherwise.</para> </returns> </member> <member name="T:UnityEngine.ImageEffectAllowedInSceneView"> <summary> <para>Any Image Effect with this attribute can be rendered into the scene view camera.</para> </summary> </member> <member name="T:UnityEngine.ImageEffectOpaque"> <summary> <para>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</para> </summary> </member> <member name="T:UnityEngine.ImageEffectTransformsToLDR"> <summary> <para>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</para> </summary> </member> <member name="T:UnityEngine.ImagePosition"> <summary> <para>How image and text is placed inside GUIStyle.</para> </summary> </member> <member name="F:UnityEngine.ImagePosition.ImageAbove"> <summary> <para>Image is above the text.</para> </summary> </member> <member name="F:UnityEngine.ImagePosition.ImageLeft"> <summary> <para>Image is to the left of the text.</para> </summary> </member> <member name="F:UnityEngine.ImagePosition.ImageOnly"> <summary> <para>Only the image is displayed.</para> </summary> </member> <member name="F:UnityEngine.ImagePosition.TextOnly"> <summary> <para>Only the text is displayed.</para> </summary> </member> <member name="T:UnityEngine.IMECompositionMode"> <summary> <para>Controls IME input.</para> </summary> </member> <member name="F:UnityEngine.IMECompositionMode.Auto"> <summary> <para>Enable IME input only when a text field is selected (default).</para> </summary> </member> <member name="F:UnityEngine.IMECompositionMode.Off"> <summary> <para>Disable IME input.</para> </summary> </member> <member name="F:UnityEngine.IMECompositionMode.On"> <summary> <para>Enable IME input.</para> </summary> </member> <member name="T:UnityEngine.Input"> <summary> <para>Interface into the Input system.</para> </summary> </member> <member name="P:UnityEngine.Input.acceleration"> <summary> <para>Last measured linear acceleration of a device in three-dimensional space. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.accelerationEventCount"> <summary> <para>Number of acceleration measurements which occurred during last frame.</para> </summary> </member> <member name="P:UnityEngine.Input.accelerationEvents"> <summary> <para>Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).</para> </summary> </member> <member name="P:UnityEngine.Input.anyKey"> <summary> <para>Is any key or mouse button currently held down? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.anyKeyDown"> <summary> <para>Returns true the first frame the user hits any key or mouse button. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.backButtonLeavesApp"> <summary> <para>Should Back button quit the application? Only usable on Android, Windows Phone or Windows Tablets.</para> </summary> </member> <member name="P:UnityEngine.Input.compass"> <summary> <para>Property for accessing compass (handheld devices only). (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.compensateSensors"> <summary> <para>This property controls if input sensors should be compensated for screen orientation.</para> </summary> </member> <member name="P:UnityEngine.Input.compositionCursorPos"> <summary> <para>The current text input position used by IMEs to open windows.</para> </summary> </member> <member name="P:UnityEngine.Input.compositionString"> <summary> <para>The current IME composition string being typed by the user.</para> </summary> </member> <member name="P:UnityEngine.Input.deviceOrientation"> <summary> <para>Device physical orientation as reported by OS. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.eatKeyPressOnTextFieldFocus"> <summary> <para>Property indicating whether keypresses are eaten by a textinput if it has focus (default true).</para> </summary> </member> <member name="P:UnityEngine.Input.gyro"> <summary> <para>Returns default gyroscope.</para> </summary> </member> <member name="P:UnityEngine.Input.imeCompositionMode"> <summary> <para>Controls enabling and disabling of IME input composition.</para> </summary> </member> <member name="P:UnityEngine.Input.imeIsSelected"> <summary> <para>Does the user have an IME keyboard input source selected?</para> </summary> </member> <member name="P:UnityEngine.Input.inputString"> <summary> <para>Returns the keyboard input entered this frame. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.location"> <summary> <para>Property for accessing device location (handheld devices only). (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.mousePosition"> <summary> <para>The current mouse position in pixel coordinates. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.mousePresent"> <summary> <para>Indicates if a mouse device is detected.</para> </summary> </member> <member name="P:UnityEngine.Input.mouseScrollDelta"> <summary> <para>The current mouse scroll delta. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.multiTouchEnabled"> <summary> <para>Property indicating whether the system handles multiple touches.</para> </summary> </member> <member name="P:UnityEngine.Input.simulateMouseWithTouches"> <summary> <para>Enables/Disables mouse simulation with touches. By default this option is enabled.</para> </summary> </member> <member name="P:UnityEngine.Input.stylusTouchSupported"> <summary> <para>Returns true when Stylus Touch is supported by a device or platform.</para> </summary> </member> <member name="P:UnityEngine.Input.touchCount"> <summary> <para>Number of touches. Guaranteed not to change throughout the frame. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Input.touches"> <summary> <para>Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).</para> </summary> </member> <member name="P:UnityEngine.Input.touchPressureSupported"> <summary> <para>Bool value which let's users check if touch pressure is supported.</para> </summary> </member> <member name="P:UnityEngine.Input.touchSupported"> <summary> <para>Returns whether the device on which application is currently running supports touch input.</para> </summary> </member> <member name="M:UnityEngine.Input.GetAccelerationEvent(System.Int32)"> <summary> <para>Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Input.GetAxis(System.String)"> <summary> <para>Returns the value of the virtual axis identified by axisName.</para> </summary> <param name="axisName"></param> </member> <member name="M:UnityEngine.Input.GetAxisRaw(System.String)"> <summary> <para>Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.</para> </summary> <param name="axisName"></param> </member> <member name="M:UnityEngine.Input.GetButton(System.String)"> <summary> <para>Returns true while the virtual button identified by buttonName is held down.</para> </summary> <param name="buttonName"></param> </member> <member name="M:UnityEngine.Input.GetButtonDown(System.String)"> <summary> <para>Returns true during the frame the user pressed down the virtual button identified by buttonName.</para> </summary> <param name="buttonName"></param> </member> <member name="M:UnityEngine.Input.GetButtonUp(System.String)"> <summary> <para>Returns true the first frame the user releases the virtual button identified by buttonName.</para> </summary> <param name="buttonName"></param> </member> <member name="M:UnityEngine.Input.GetJoystickNames"> <summary> <para>Returns an array of strings describing the connected joysticks.</para> </summary> </member> <member name="M:UnityEngine.Input.GetKey(System.String)"> <summary> <para>Returns true while the user holds down the key identified by name. Think auto fire.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)"> <summary> <para>Returns true while the user holds down the key identified by the key KeyCode enum parameter.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.Input.GetKeyDown(System.String)"> <summary> <para>Returns true during the frame the user starts pressing down the key identified by name.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)"> <summary> <para>Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.Input.GetKeyUp(System.String)"> <summary> <para>Returns true during the frame the user releases the key identified by name.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)"> <summary> <para>Returns true during the frame the user releases the key identified by the key KeyCode enum parameter.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.Input.GetMouseButton(System.Int32)"> <summary> <para>Returns whether the given mouse button is held down.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)"> <summary> <para>Returns true during the frame the user pressed the given mouse button.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)"> <summary> <para>Returns true during the frame the user releases the given mouse button.</para> </summary> <param name="button"></param> </member> <member name="M:UnityEngine.Input.GetTouch(System.Int32)"> <summary> <para>Returns object representing status of a specific touch. (Does not allocate temporary variables).</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Input.IsJoystickPreconfigured(System.String)"> <summary> <para>Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).</para> </summary> <param name="joystickName">The name of the joystick to check (returned by Input.GetJoystickNames).</param> <returns> <para>True if the joystick layout has been preconfigured; false otherwise.</para> </returns> </member> <member name="M:UnityEngine.Input.ResetInputAxes"> <summary> <para>Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.</para> </summary> </member> <member name="T:UnityEngine.iOS.ActivityIndicatorStyle"> <summary> <para>ActivityIndicator Style (iOS Specific).</para> </summary> </member> <member name="F:UnityEngine.iOS.ActivityIndicatorStyle.DontShow"> <summary> <para>Do not show ActivityIndicator.</para> </summary> </member> <member name="F:UnityEngine.iOS.ActivityIndicatorStyle.Gray"> <summary> <para>The standard gray style of indicator (UIActivityIndicatorViewStyleGray).</para> </summary> </member> <member name="F:UnityEngine.iOS.ActivityIndicatorStyle.White"> <summary> <para>The standard white style of indicator (UIActivityIndicatorViewStyleWhite).</para> </summary> </member> <member name="F:UnityEngine.iOS.ActivityIndicatorStyle.WhiteLarge"> <summary> <para>The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge).</para> </summary> </member> <member name="T:UnityEngine.iOS.ADBannerView"> <summary> <para>ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADBannerView.layout"> <summary> <para>Banner layout.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADBannerView.loaded"> <summary> <para>Checks if banner contents are loaded.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADBannerView.position"> <summary> <para>The position of the banner view.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADBannerView.size"> <summary> <para>The size of the banner view.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADBannerView.visible"> <summary> <para>Banner visibility. Initially banner is not visible.</para> </summary> </member> <member name="T:UnityEngine.iOS.ADBannerView.BannerFailedToLoadDelegate"> <summary> <para>Will be fired when banner ad failed to load.</para> </summary> </member> <member name="T:UnityEngine.iOS.ADBannerView.BannerWasClickedDelegate"> <summary> <para>Will be fired when banner was clicked.</para> </summary> </member> <member name="T:UnityEngine.iOS.ADBannerView.BannerWasLoadedDelegate"> <summary> <para>Will be fired when banner loaded new ad.</para> </summary> </member> <member name="M:UnityEngine.iOS.ADBannerView.#ctor(UnityEngine.iOS.ADBannerView/Type,UnityEngine.iOS.ADBannerView/Layout)"> <summary> <para>Creates a banner view with given type and auto-layout params.</para> </summary> <param name="type"></param> <param name="layout"></param> </member> <member name="M:UnityEngine.iOS.ADBannerView.IsAvailable(UnityEngine.iOS.ADBannerView/Type)"> <summary> <para>Checks if the banner type is available (e.g. MediumRect is available only starting with ios6).</para> </summary> <param name="type"></param> </member> <member name="T:UnityEngine.iOS.ADBannerView.Layout"> <summary> <para>Specifies how banner should be layed out on screen.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.Bottom"> <summary> <para>Traditional Banner: align to screen bottom.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.BottomCenter"> <summary> <para>Rect Banner: align to screen bottom, placing at the center.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.BottomLeft"> <summary> <para>Rect Banner: place in bottom-left corner.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.BottomRight"> <summary> <para>Rect Banner: place in bottom-right corner.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.Center"> <summary> <para>Rect Banner: place exactly at screen center.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.CenterLeft"> <summary> <para>Rect Banner: align to screen left, placing at the center.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.CenterRight"> <summary> <para>Rect Banner: align to screen right, placing at the center.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.Manual"> <summary> <para>Completely manual positioning.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.Top"> <summary> <para>Traditional Banner: align to screen top.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.TopCenter"> <summary> <para>Rect Banner: align to screen top, placing at the center.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.TopLeft"> <summary> <para>Rect Banner: place in top-left corner.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Layout.TopRight"> <summary> <para>Rect Banner: place in top-right corner.</para> </summary> </member> <member name="T:UnityEngine.iOS.ADBannerView.Type"> <summary> <para>The type of the banner view.</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Type.Banner"> <summary> <para>Traditional Banner (it takes full screen width).</para> </summary> </member> <member name="F:UnityEngine.iOS.ADBannerView.Type.MediumRect"> <summary> <para>Rect Banner (300x250).</para> </summary> </member> <member name="T:UnityEngine.iOS.ADInterstitialAd"> <summary> <para>ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad.</para> </summary> </member> <member name="P:UnityEngine.iOS.ADInterstitialAd.isAvailable"> <summary> <para>Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0).</para> </summary> </member> <member name="P:UnityEngine.iOS.ADInterstitialAd.loaded"> <summary> <para>Has the interstitial ad object downloaded an advertisement? (Read Only)</para> </summary> </member> <member name="M:UnityEngine.iOS.ADInterstitialAd.#ctor"> <summary> <para>Creates an interstitial ad.</para> </summary> <param name="autoReload"></param> </member> <member name="M:UnityEngine.iOS.ADInterstitialAd.#ctor(System.Boolean)"> <summary> <para>Creates an interstitial ad.</para> </summary> <param name="autoReload"></param> </member> <member name="T:UnityEngine.iOS.ADInterstitialAd.InterstitialWasLoadedDelegate"> <summary> <para>Will be called when ad is ready to be shown.</para> </summary> </member> <member name="T:UnityEngine.iOS.ADInterstitialAd.InterstitialWasViewedDelegate"> <summary> <para>Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen.</para> </summary> </member> <member name="M:UnityEngine.iOS.ADInterstitialAd.ReloadAd"> <summary> <para>Reload advertisement.</para> </summary> </member> <member name="M:UnityEngine.iOS.ADInterstitialAd.Show"> <summary> <para>Shows full-screen advertisement to user.</para> </summary> </member> <member name="T:UnityEngine.iOS.CalendarIdentifier"> <summary> <para>Specify calendar types.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.BuddhistCalendar"> <summary> <para>Identifies the Buddhist calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.ChineseCalendar"> <summary> <para>Identifies the Chinese calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.GregorianCalendar"> <summary> <para>Identifies the Gregorian calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.HebrewCalendar"> <summary> <para>Identifies the Hebrew calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.IndianCalendar"> <summary> <para>Identifies the Indian calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.IslamicCalendar"> <summary> <para>Identifies the Islamic calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.IslamicCivilCalendar"> <summary> <para>Identifies the Islamic civil calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.ISO8601Calendar"> <summary> <para>Identifies the ISO8601.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.JapaneseCalendar"> <summary> <para>Identifies the Japanese calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.PersianCalendar"> <summary> <para>Identifies the Persian calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarIdentifier.RepublicOfChinaCalendar"> <summary> <para>Identifies the Republic of China (Taiwan) calendar.</para> </summary> </member> <member name="T:UnityEngine.iOS.CalendarUnit"> <summary> <para>Specify calendrical units.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Day"> <summary> <para>Specifies the day unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Era"> <summary> <para>Specifies the era unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Hour"> <summary> <para>Specifies the hour unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Minute"> <summary> <para>Specifies the minute unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Month"> <summary> <para>Specifies the month unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Quarter"> <summary> <para>Specifies the quarter of the calendar.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Second"> <summary> <para>Specifies the second unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Week"> <summary> <para>Specifies the week unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Weekday"> <summary> <para>Specifies the weekday unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.WeekdayOrdinal"> <summary> <para>Specifies the ordinal weekday unit.</para> </summary> </member> <member name="F:UnityEngine.iOS.CalendarUnit.Year"> <summary> <para>Specifies the year unit.</para> </summary> </member> <member name="T:UnityEngine.iOS.Device"> <summary> <para>Interface into iOS specific functionality.</para> </summary> </member> <member name="P:UnityEngine.iOS.Device.advertisingIdentifier"> <summary> <para>Advertising ID.</para> </summary> </member> <member name="P:UnityEngine.iOS.Device.advertisingTrackingEnabled"> <summary> <para>Is advertising tracking enabled.</para> </summary> </member> <member name="P:UnityEngine.iOS.Device.generation"> <summary> <para>The generation of the device. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.Device.systemVersion"> <summary> <para>iOS version.</para> </summary> </member> <member name="P:UnityEngine.iOS.Device.vendorIdentifier"> <summary> <para>Vendor ID.</para> </summary> </member> <member name="M:UnityEngine.iOS.Device.ResetNoBackupFlag(System.String)"> <summary> <para>Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations.</para> </summary> <param name="path"></param> </member> <member name="M:UnityEngine.iOS.Device.SetNoBackupFlag(System.String)"> <summary> <para>Set file flag to be excluded from iCloud/iTunes backup.</para> </summary> <param name="path"></param> </member> <member name="T:UnityEngine.iOS.DeviceGeneration"> <summary> <para>iOS device generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPad1Gen"> <summary> <para>iPad, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPad2Gen"> <summary> <para>iPad, second generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPad3Gen"> <summary> <para>iPad, third generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPad4Gen"> <summary> <para>iPad, fourth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPad5Gen"> <summary> <para>iPad Air, fifth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadAir1"> <summary> <para>iPad Air.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadAir2"> <summary> <para>iPad Air 2.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadMini1Gen"> <summary> <para>iPadMini, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadMini2Gen"> <summary> <para>iPadMini Retina, second generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadMini3Gen"> <summary> <para>iPad Mini 3.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadMini4Gen"> <summary> <para>iPad Mini, fourth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadPro10Inch1Gen"> <summary> <para>iPad Pro 9.7", first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadPro1Gen"> <summary> <para>iPad Pro, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPadUnknown"> <summary> <para>Yet unknown iPad.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone"> <summary> <para>iPhone, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone3G"> <summary> <para>iPhone, second generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone3GS"> <summary> <para>iPhone, third generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone4"> <summary> <para>iPhone, fourth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone4S"> <summary> <para>iPhone, fifth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone5"> <summary> <para>iPhone5.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone5C"> <summary> <para>iPhone 5C.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone5S"> <summary> <para>iPhone 5S.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone6"> <summary> <para>iPhone 6.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone6Plus"> <summary> <para>iPhone 6 plus.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone6S"> <summary> <para>iPhone 6S.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone6SPlus"> <summary> <para>iPhone 6S Plus.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone7"> <summary> <para>iPhone 7.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhone7Plus"> <summary> <para>iPhone 7 Plus.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhoneSE1Gen"> <summary> <para>iPhone SE, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPhoneUnknown"> <summary> <para>Yet unknown iPhone.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch1Gen"> <summary> <para>iPod Touch, first generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch2Gen"> <summary> <para>iPod Touch, second generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch3Gen"> <summary> <para>iPod Touch, third generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch4Gen"> <summary> <para>iPod Touch, fourth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch5Gen"> <summary> <para>iPod Touch, fifth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouch6Gen"> <summary> <para>iPod Touch, sixth generation.</para> </summary> </member> <member name="F:UnityEngine.iOS.DeviceGeneration.iPodTouchUnknown"> <summary> <para>Yet unknown iPod Touch.</para> </summary> </member> <member name="T:UnityEngine.iOS.LocalNotification"> <summary> <para>iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.alertAction"> <summary> <para>The title of the action button or slider.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.alertBody"> <summary> <para>The message displayed in the notification alert.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.alertLaunchImage"> <summary> <para>Identifies the image used as the launch image when the user taps the action button.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.applicationIconBadgeNumber"> <summary> <para>The number to display as the application's icon badge.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.defaultSoundName"> <summary> <para>The default system sound. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.fireDate"> <summary> <para>The date and time when the system should deliver the notification.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.hasAction"> <summary> <para>A boolean value that controls whether the alert action is visible or not.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.repeatCalendar"> <summary> <para>The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.repeatInterval"> <summary> <para>The calendar interval at which to reschedule the notification.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.soundName"> <summary> <para>The name of the sound file to play when an alert is displayed.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.timeZone"> <summary> <para>The time zone of the notification's fire date.</para> </summary> </member> <member name="P:UnityEngine.iOS.LocalNotification.userInfo"> <summary> <para>A dictionary for passing custom information to the notified application.</para> </summary> </member> <member name="M:UnityEngine.iOS.LocalNotification.#ctor"> <summary> <para>Creates a new local notification.</para> </summary> </member> <member name="T:UnityEngine.iOS.NotificationServices"> <summary> <para>NotificationServices is only available on iPhoneiPadiPod Touch.</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.deviceToken"> <summary> <para>Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.enabledNotificationTypes"> <summary> <para>Enabled local and remote notification types.</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.localNotificationCount"> <summary> <para>The number of received local notifications. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.localNotifications"> <summary> <para>The list of objects representing received local notifications. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.registrationError"> <summary> <para>Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.remoteNotificationCount"> <summary> <para>The number of received remote notifications. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.remoteNotifications"> <summary> <para>The list of objects representing received remote notifications. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.NotificationServices.scheduledLocalNotifications"> <summary> <para>All currently scheduled local notifications.</para> </summary> </member> <member name="M:UnityEngine.iOS.NotificationServices.CancelAllLocalNotifications"> <summary> <para>Cancels the delivery of all scheduled local notifications.</para> </summary> </member> <member name="M:UnityEngine.iOS.NotificationServices.CancelLocalNotification(UnityEngine.iOS.LocalNotification)"> <summary> <para>Cancels the delivery of the specified scheduled local notification.</para> </summary> <param name="notification"></param> </member> <member name="M:UnityEngine.iOS.NotificationServices.ClearLocalNotifications"> <summary> <para>Discards of all received local notifications.</para> </summary> </member> <member name="M:UnityEngine.iOS.NotificationServices.ClearRemoteNotifications"> <summary> <para>Discards of all received remote notifications.</para> </summary> </member> <member name="M:UnityEngine.iOS.NotificationServices.GetLocalNotification(System.Int32)"> <summary> <para>Returns an object representing a specific local notification. (Read Only)</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.iOS.NotificationServices.GetRemoteNotification(System.Int32)"> <summary> <para>Returns an object representing a specific remote notification. (Read Only)</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.iOS.NotificationServices.PresentLocalNotificationNow(UnityEngine.iOS.LocalNotification)"> <summary> <para>Presents a local notification immediately.</para> </summary> <param name="notification"></param> </member> <member name="M:UnityEngine.iOS.NotificationServices.RegisterForNotifications(UnityEngine.iOS.NotificationType)"> <summary> <para>Register to receive local and remote notifications of the specified types from a provider via Apple Push Service.</para> </summary> <param name="notificationTypes">Notification types to register for.</param> <param name="registerForRemote">Specify true to also register for remote notifications.</param> </member> <member name="M:UnityEngine.iOS.NotificationServices.RegisterForNotifications(UnityEngine.iOS.NotificationType,System.Boolean)"> <summary> <para>Register to receive local and remote notifications of the specified types from a provider via Apple Push Service.</para> </summary> <param name="notificationTypes">Notification types to register for.</param> <param name="registerForRemote">Specify true to also register for remote notifications.</param> </member> <member name="M:UnityEngine.iOS.NotificationServices.ScheduleLocalNotification(UnityEngine.iOS.LocalNotification)"> <summary> <para>Schedules a local notification.</para> </summary> <param name="notification"></param> </member> <member name="M:UnityEngine.iOS.NotificationServices.UnregisterForRemoteNotifications"> <summary> <para>Unregister for remote notifications.</para> </summary> </member> <member name="T:UnityEngine.iOS.NotificationType"> <summary> <para>Specifies local and remote notification types.</para> </summary> </member> <member name="F:UnityEngine.iOS.NotificationType.Alert"> <summary> <para>Notification is an alert message.</para> </summary> </member> <member name="F:UnityEngine.iOS.NotificationType.Badge"> <summary> <para>Notification is a badge shown above the application's icon.</para> </summary> </member> <member name="F:UnityEngine.iOS.NotificationType.None"> <summary> <para>No notification types specified.</para> </summary> </member> <member name="F:UnityEngine.iOS.NotificationType.Sound"> <summary> <para>Notification is an alert sound.</para> </summary> </member> <member name="T:UnityEngine.iOS.OnDemandResources"> <summary> <para>On Demand Resources API.</para> </summary> </member> <member name="P:UnityEngine.iOS.OnDemandResources.enabled"> <summary> <para>Indicates whether player was built with "Use On Demand Resources" player setting enabled.</para> </summary> </member> <member name="M:UnityEngine.iOS.OnDemandResources.PreloadAsync(System.String[])"> <summary> <para>Creates an On Demand Resources (ODR) request.</para> </summary> <param name="tags">Tags for On Demand Resources that should be included in the request.</param> <returns> <para>Object representing ODR request.</para> </returns> </member> <member name="T:UnityEngine.iOS.OnDemandResourcesRequest"> <summary> <para>Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.</para> </summary> </member> <member name="P:UnityEngine.iOS.OnDemandResourcesRequest.error"> <summary> <para>Returns an error after operation is complete.</para> </summary> </member> <member name="P:UnityEngine.iOS.OnDemandResourcesRequest.loadingPriority"> <summary> <para>Sets the priority for request.</para> </summary> </member> <member name="M:UnityEngine.iOS.OnDemandResourcesRequest.Dispose"> <summary> <para>Release all resources kept alive by On Demand Resources (ODR) request.</para> </summary> </member> <member name="M:UnityEngine.iOS.OnDemandResourcesRequest.GetResourcePath(System.String)"> <summary> <para>Gets file system's path to the resource available in On Demand Resources (ODR) request.</para> </summary> <param name="resourceName">Resource name.</param> </member> <member name="T:UnityEngine.iOS.RemoteNotification"> <summary> <para>RemoteNotification is only available on iPhoneiPadiPod Touch.</para> </summary> </member> <member name="P:UnityEngine.iOS.RemoteNotification.alertBody"> <summary> <para>The message displayed in the notification alert. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.RemoteNotification.applicationIconBadgeNumber"> <summary> <para>The number to display as the application's icon badge. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.RemoteNotification.hasAction"> <summary> <para>A boolean value that controls whether the alert action is visible or not. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.RemoteNotification.soundName"> <summary> <para>The name of the sound file to play when an alert is displayed. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.iOS.RemoteNotification.userInfo"> <summary> <para>A dictionary for passing custom information to the notified application. (Read Only)</para> </summary> </member> <member name="?:UnityEngine.ISerializationCallbackReceiver"> <summary> <para>Interface to receive callbacks upon serialization and deserialization.</para> </summary> </member> <member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize"> <summary> <para>Implement this method to receive a callback after Unity deserializes your object.</para> </summary> </member> <member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize"> <summary> <para>Implement this method to receive a callback before Unity serializes your object.</para> </summary> </member> <member name="T:UnityEngine.Joint"> <summary> <para>Joint is the base class for all joints.</para> </summary> </member> <member name="P:UnityEngine.Joint.anchor"> <summary> <para>The Position of the anchor around which the joints motion is constrained.</para> </summary> </member> <member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor"> <summary> <para>Should the connectedAnchor be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.Joint.axis"> <summary> <para>The Direction of the axis around which the body is constrained.</para> </summary> </member> <member name="P:UnityEngine.Joint.breakForce"> <summary> <para>The force that needs to be applied for this joint to break.</para> </summary> </member> <member name="P:UnityEngine.Joint.breakTorque"> <summary> <para>The torque that needs to be applied for this joint to break.</para> </summary> </member> <member name="P:UnityEngine.Joint.connectedAnchor"> <summary> <para>Position of the anchor relative to the connected Rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Joint.connectedBody"> <summary> <para>A reference to another rigidbody this joint connects to.</para> </summary> </member> <member name="P:UnityEngine.Joint.connectedMassScale"> <summary> <para>The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.</para> </summary> </member> <member name="P:UnityEngine.Joint.currentForce"> <summary> <para>The force applied by the solver to satisfy all constraints.</para> </summary> </member> <member name="P:UnityEngine.Joint.currentTorque"> <summary> <para>The torque applied by the solver to satisfy all constraints.</para> </summary> </member> <member name="P:UnityEngine.Joint.enableCollision"> <summary> <para>Enable collision between bodies connected with the joint.</para> </summary> </member> <member name="P:UnityEngine.Joint.enablePreprocessing"> <summary> <para>Toggle preprocessing for this joint.</para> </summary> </member> <member name="P:UnityEngine.Joint.massScale"> <summary> <para>The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.</para> </summary> </member> <member name="T:UnityEngine.Joint2D"> <summary> <para>Parent class for joints to connect Rigidbody2D objects.</para> </summary> </member> <member name="P:UnityEngine.Joint2D.attachedRigidbody"> <summary> <para>The Rigidbody2D attached to the Joint2D.</para> </summary> </member> <member name="P:UnityEngine.Joint2D.breakForce"> <summary> <para>The force that needs to be applied for this joint to break.</para> </summary> </member> <member name="P:UnityEngine.Joint2D.breakTorque"> <summary> <para>The torque that needs to be applied for this joint to break.</para> </summary> </member> <member name="P:UnityEngine.Joint2D.collideConnected"> <summary> <para>Can the joint collide with the other Rigidbody2D object to which it is attached?</para> </summary> </member> <member name="P:UnityEngine.Joint2D.connectedBody"> <summary> <para>The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).</para> </summary> </member> <member name="P:UnityEngine.Joint2D.enableCollision"> <summary> <para>Should the two rigid bodies connected with this joint collide with each other?</para> </summary> </member> <member name="P:UnityEngine.Joint2D.reactionForce"> <summary> <para>Gets the reaction force of the joint.</para> </summary> </member> <member name="P:UnityEngine.Joint2D.reactionTorque"> <summary> <para>Gets the reaction torque of the joint.</para> </summary> </member> <member name="M:UnityEngine.Joint2D.GetReactionForce(System.Single)"> <summary> <para>Gets the reaction force of the joint given the specified timeStep.</para> </summary> <param name="timeStep">The time to calculate the reaction force for.</param> <returns> <para>The reaction force of the joint in the specified timeStep.</para> </returns> </member> <member name="M:UnityEngine.Joint2D.GetReactionTorque(System.Single)"> <summary> <para>Gets the reaction torque of the joint given the specified timeStep.</para> </summary> <param name="timeStep">The time to calculate the reaction torque for.</param> <returns> <para>The reaction torque of the joint in the specified timeStep.</para> </returns> </member> <member name="T:UnityEngine.JointAngleLimits2D"> <summary> <para>Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.</para> </summary> </member> <member name="P:UnityEngine.JointAngleLimits2D.max"> <summary> <para>Upper angular limit of rotation.</para> </summary> </member> <member name="P:UnityEngine.JointAngleLimits2D.min"> <summary> <para>Lower angular limit of rotation.</para> </summary> </member> <member name="T:UnityEngine.JointDrive"> <summary> <para>How the joint's movement will behave along its local X axis.</para> </summary> </member> <member name="P:UnityEngine.JointDrive.maximumForce"> <summary> <para>Amount of force applied to push the object toward the defined direction.</para> </summary> </member> <member name="P:UnityEngine.JointDrive.mode"> <summary> <para>Whether the drive should attempt to reach position, velocity, both or nothing.</para> </summary> </member> <member name="P:UnityEngine.JointDrive.positionDamper"> <summary> <para>Resistance strength against the Position Spring. Only used if mode includes Position.</para> </summary> </member> <member name="P:UnityEngine.JointDrive.positionSpring"> <summary> <para>Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.</para> </summary> </member> <member name="T:UnityEngine.JointDriveMode"> <summary> <para>The ConfigurableJoint attempts to attain position / velocity targets based on this flag.</para> </summary> </member> <member name="F:UnityEngine.JointDriveMode.None"> <summary> <para>Don't apply any forces to reach the target.</para> </summary> </member> <member name="F:UnityEngine.JointDriveMode.Position"> <summary> <para>Try to reach the specified target position.</para> </summary> </member> <member name="F:UnityEngine.JointDriveMode.PositionAndVelocity"> <summary> <para>Try to reach the specified target position and velocity.</para> </summary> </member> <member name="F:UnityEngine.JointDriveMode.Velocity"> <summary> <para>Try to reach the specified target velocity.</para> </summary> </member> <member name="T:UnityEngine.JointLimits"> <summary> <para>JointLimits is used by the HingeJoint to limit the joints angle.</para> </summary> </member> <member name="P:UnityEngine.JointLimits.bounceMinVelocity"> <summary> <para>The minimum impact velocity which will cause the joint to bounce.</para> </summary> </member> <member name="P:UnityEngine.JointLimits.bounciness"> <summary> <para>Determines the size of the bounce when the joint hits it's limit. Also known as restitution.</para> </summary> </member> <member name="P:UnityEngine.JointLimits.contactDistance"> <summary> <para>Distance inside the limit value at which the limit will be considered to be active by the solver.</para> </summary> </member> <member name="P:UnityEngine.JointLimits.max"> <summary> <para>The upper angular limit (in degrees) of the joint.</para> </summary> </member> <member name="P:UnityEngine.JointLimits.min"> <summary> <para>The lower angular limit (in degrees) of the joint.</para> </summary> </member> <member name="T:UnityEngine.JointLimitState2D"> <summary> <para>Represents the state of a joint limit.</para> </summary> </member> <member name="F:UnityEngine.JointLimitState2D.EqualLimits"> <summary> <para>Represents a state where the joint limit is at the specified lower and upper limits (they are identical).</para> </summary> </member> <member name="F:UnityEngine.JointLimitState2D.Inactive"> <summary> <para>Represents a state where the joint limit is inactive.</para> </summary> </member> <member name="F:UnityEngine.JointLimitState2D.LowerLimit"> <summary> <para>Represents a state where the joint limit is at the specified lower limit.</para> </summary> </member> <member name="F:UnityEngine.JointLimitState2D.UpperLimit"> <summary> <para>Represents a state where the joint limit is at the specified upper limit.</para> </summary> </member> <member name="T:UnityEngine.JointMotor"> <summary> <para>The JointMotor is used to motorize a joint.</para> </summary> </member> <member name="P:UnityEngine.JointMotor.force"> <summary> <para>The motor will apply a force.</para> </summary> </member> <member name="P:UnityEngine.JointMotor.freeSpin"> <summary> <para>If freeSpin is enabled the motor will only accelerate but never slow down.</para> </summary> </member> <member name="P:UnityEngine.JointMotor.targetVelocity"> <summary> <para>The motor will apply a force up to force to achieve targetVelocity.</para> </summary> </member> <member name="T:UnityEngine.JointMotor2D"> <summary> <para>Parameters for the optional motor force applied to a Joint2D.</para> </summary> </member> <member name="P:UnityEngine.JointMotor2D.maxMotorTorque"> <summary> <para>The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.</para> </summary> </member> <member name="P:UnityEngine.JointMotor2D.motorSpeed"> <summary> <para>The desired speed for the Rigidbody2D to reach as it moves with the joint.</para> </summary> </member> <member name="T:UnityEngine.JointProjectionMode"> <summary> <para>Determines how to snap physics joints back to its constrained position when it drifts off too much.</para> </summary> </member> <member name="F:UnityEngine.JointProjectionMode.None"> <summary> <para>Don't snap at all.</para> </summary> </member> <member name="F:UnityEngine.JointProjectionMode.PositionAndRotation"> <summary> <para>Snap both position and rotation.</para> </summary> </member> <member name="F:UnityEngine.JointProjectionMode.PositionOnly"> <summary> <para>Snap Position only.</para> </summary> </member> <member name="T:UnityEngine.JointSpring"> <summary> <para>JointSpring is used add a spring force to HingeJoint and PhysicMaterial.</para> </summary> </member> <member name="F:UnityEngine.JointSpring.damper"> <summary> <para>The damper force uses to dampen the spring.</para> </summary> </member> <member name="F:UnityEngine.JointSpring.spring"> <summary> <para>The spring forces used to reach the target position.</para> </summary> </member> <member name="F:UnityEngine.JointSpring.targetPosition"> <summary> <para>The target position the joint attempts to reach.</para> </summary> </member> <member name="T:UnityEngine.JointSuspension2D"> <summary> <para>Joint suspension is used to define how suspension works on a WheelJoint2D.</para> </summary> </member> <member name="P:UnityEngine.JointSuspension2D.angle"> <summary> <para>The world angle (in degrees) along which the suspension will move.</para> </summary> </member> <member name="P:UnityEngine.JointSuspension2D.dampingRatio"> <summary> <para>The amount by which the suspension spring force is reduced in proportion to the movement speed.</para> </summary> </member> <member name="P:UnityEngine.JointSuspension2D.frequency"> <summary> <para>The frequency at which the suspension spring oscillates.</para> </summary> </member> <member name="T:UnityEngine.JointTranslationLimits2D"> <summary> <para>Motion limits of a Rigidbody2D object along a SliderJoint2D.</para> </summary> </member> <member name="P:UnityEngine.JointTranslationLimits2D.max"> <summary> <para>Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.</para> </summary> </member> <member name="P:UnityEngine.JointTranslationLimits2D.min"> <summary> <para>Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.</para> </summary> </member> <member name="T:UnityEngine.JsonUtility"> <summary> <para>Utility functions for working with JSON data.</para> </summary> </member> <member name="M:UnityEngine.JsonUtility.FromJson(System.String)"> <summary> <para>Create an object from its JSON representation.</para> </summary> <param name="json">The JSON representation of the object.</param> <returns> <para>An instance of the object.</para> </returns> </member> <member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)"> <summary> <para>Create an object from its JSON representation.</para> </summary> <param name="json">The JSON representation of the object.</param> <param name="type">The type of object represented by the Json.</param> <returns> <para>An instance of the object.</para> </returns> </member> <member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)"> <summary> <para>Overwrite data in an object by reading from its JSON representation.</para> </summary> <param name="json">The JSON representation of the object.</param> <param name="objectToOverwrite">The object that should be overwritten.</param> </member> <member name="M:UnityEngine.JsonUtility.ToJson(System.Object)"> <summary> <para>Generate a JSON representation of the public fields of an object.</para> </summary> <param name="obj">The object to convert to JSON form.</param> <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> <returns> <para>The object's data in JSON format.</para> </returns> </member> <member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)"> <summary> <para>Generate a JSON representation of the public fields of an object.</para> </summary> <param name="obj">The object to convert to JSON form.</param> <param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> <returns> <para>The object's data in JSON format.</para> </returns> </member> <member name="T:UnityEngine.KeyCode"> <summary> <para>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.A"> <summary> <para>'a' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha0"> <summary> <para>The '0' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha1"> <summary> <para>The '1' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha2"> <summary> <para>The '2' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha3"> <summary> <para>The '3' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha4"> <summary> <para>The '4' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha5"> <summary> <para>The '5' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha6"> <summary> <para>The '6' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha7"> <summary> <para>The '7' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha8"> <summary> <para>The '8' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Alpha9"> <summary> <para>The '9' key on the top of the alphanumeric keyboard.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.AltGr"> <summary> <para>Alt Gr key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Ampersand"> <summary> <para>Ampersand key '&amp;'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Asterisk"> <summary> <para>Asterisk key '*'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.At"> <summary> <para>At key '@'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.B"> <summary> <para>'b' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.BackQuote"> <summary> <para>Back quote key '`'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Backslash"> <summary> <para>Backslash key '\'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Backspace"> <summary> <para>The backspace key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Break"> <summary> <para>Break key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.C"> <summary> <para>'c' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.CapsLock"> <summary> <para>Capslock key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Caret"> <summary> <para>Caret key '^'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Clear"> <summary> <para>The Clear key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Colon"> <summary> <para>Colon ':' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Comma"> <summary> <para>Comma ',' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.D"> <summary> <para>'d' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Delete"> <summary> <para>The forward delete key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Dollar"> <summary> <para>Dollar sign key '$'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.DoubleQuote"> <summary> <para>Double quote key '"'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.DownArrow"> <summary> <para>Down arrow key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.E"> <summary> <para>'e' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.End"> <summary> <para>End key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Equals"> <summary> <para>Equals '=' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Escape"> <summary> <para>Escape key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Exclaim"> <summary> <para>Exclamation mark key '!'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F"> <summary> <para>'f' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F1"> <summary> <para>F1 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F10"> <summary> <para>F10 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F11"> <summary> <para>F11 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F12"> <summary> <para>F12 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F13"> <summary> <para>F13 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F14"> <summary> <para>F14 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F15"> <summary> <para>F15 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F2"> <summary> <para>F2 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F3"> <summary> <para>F3 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F4"> <summary> <para>F4 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F5"> <summary> <para>F5 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F6"> <summary> <para>F6 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F7"> <summary> <para>F7 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F8"> <summary> <para>F8 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.F9"> <summary> <para>F9 function key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.G"> <summary> <para>'g' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Greater"> <summary> <para>Greater than '&gt;' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.H"> <summary> <para>'h' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Hash"> <summary> <para>Hash key '#'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Help"> <summary> <para>Help key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Home"> <summary> <para>Home key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.I"> <summary> <para>'i' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Insert"> <summary> <para>Insert key key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.J"> <summary> <para>'j' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button0"> <summary> <para>Button 0 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button1"> <summary> <para>Button 1 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button10"> <summary> <para>Button 10 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button11"> <summary> <para>Button 11 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button12"> <summary> <para>Button 12 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button13"> <summary> <para>Button 13 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button14"> <summary> <para>Button 14 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button15"> <summary> <para>Button 15 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button16"> <summary> <para>Button 16 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button17"> <summary> <para>Button 17 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button18"> <summary> <para>Button 18 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button19"> <summary> <para>Button 19 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button2"> <summary> <para>Button 2 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button3"> <summary> <para>Button 3 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button4"> <summary> <para>Button 4 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button5"> <summary> <para>Button 5 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button6"> <summary> <para>Button 6 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button7"> <summary> <para>Button 7 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button8"> <summary> <para>Button 8 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick1Button9"> <summary> <para>Button 9 on first joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button0"> <summary> <para>Button 0 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button1"> <summary> <para>Button 1 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button10"> <summary> <para>Button 10 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button11"> <summary> <para>Button 11 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button12"> <summary> <para>Button 12 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button13"> <summary> <para>Button 13 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button14"> <summary> <para>Button 14 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button15"> <summary> <para>Button 15 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button16"> <summary> <para>Button 16 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button17"> <summary> <para>Button 17 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button18"> <summary> <para>Button 18 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button19"> <summary> <para>Button 19 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button2"> <summary> <para>Button 2 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button3"> <summary> <para>Button 3 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button4"> <summary> <para>Button 4 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button5"> <summary> <para>Button 5 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button6"> <summary> <para>Button 6 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button7"> <summary> <para>Button 7 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button8"> <summary> <para>Button 8 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick2Button9"> <summary> <para>Button 9 on second joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button0"> <summary> <para>Button 0 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button1"> <summary> <para>Button 1 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button10"> <summary> <para>Button 10 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button11"> <summary> <para>Button 11 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button12"> <summary> <para>Button 12 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button13"> <summary> <para>Button 13 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button14"> <summary> <para>Button 14 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button15"> <summary> <para>Button 15 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button16"> <summary> <para>Button 16 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button17"> <summary> <para>Button 17 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button18"> <summary> <para>Button 18 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button19"> <summary> <para>Button 19 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button2"> <summary> <para>Button 2 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button3"> <summary> <para>Button 3 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button4"> <summary> <para>Button 4 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button5"> <summary> <para>Button 5 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button6"> <summary> <para>Button 6 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button7"> <summary> <para>Button 7 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button8"> <summary> <para>Button 8 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick3Button9"> <summary> <para>Button 9 on third joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button0"> <summary> <para>Button 0 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button1"> <summary> <para>Button 1 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button10"> <summary> <para>Button 10 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button11"> <summary> <para>Button 11 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button12"> <summary> <para>Button 12 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button13"> <summary> <para>Button 13 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button14"> <summary> <para>Button 14 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button15"> <summary> <para>Button 15 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button16"> <summary> <para>Button 16 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button17"> <summary> <para>Button 17 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button18"> <summary> <para>Button 18 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button19"> <summary> <para>Button 19 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button2"> <summary> <para>Button 2 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button3"> <summary> <para>Button 3 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button4"> <summary> <para>Button 4 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button5"> <summary> <para>Button 5 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button6"> <summary> <para>Button 6 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button7"> <summary> <para>Button 7 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button8"> <summary> <para>Button 8 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick4Button9"> <summary> <para>Button 9 on forth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button0"> <summary> <para>Button 0 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button1"> <summary> <para>Button 1 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button10"> <summary> <para>Button 10 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button11"> <summary> <para>Button 11 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button12"> <summary> <para>Button 12 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button13"> <summary> <para>Button 13 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button14"> <summary> <para>Button 14 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button15"> <summary> <para>Button 15 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button16"> <summary> <para>Button 16 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button17"> <summary> <para>Button 17 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button18"> <summary> <para>Button 18 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button19"> <summary> <para>Button 19 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button2"> <summary> <para>Button 2 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button3"> <summary> <para>Button 3 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button4"> <summary> <para>Button 4 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button5"> <summary> <para>Button 5 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button6"> <summary> <para>Button 6 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button7"> <summary> <para>Button 7 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button8"> <summary> <para>Button 8 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick5Button9"> <summary> <para>Button 9 on fifth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button0"> <summary> <para>Button 0 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button1"> <summary> <para>Button 1 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button10"> <summary> <para>Button 10 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button11"> <summary> <para>Button 11 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button12"> <summary> <para>Button 12 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button13"> <summary> <para>Button 13 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button14"> <summary> <para>Button 14 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button15"> <summary> <para>Button 15 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button16"> <summary> <para>Button 16 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button17"> <summary> <para>Button 17 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button18"> <summary> <para>Button 18 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button19"> <summary> <para>Button 19 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button2"> <summary> <para>Button 2 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button3"> <summary> <para>Button 3 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button4"> <summary> <para>Button 4 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button5"> <summary> <para>Button 5 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button6"> <summary> <para>Button 6 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button7"> <summary> <para>Button 7 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button8"> <summary> <para>Button 8 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick6Button9"> <summary> <para>Button 9 on sixth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button0"> <summary> <para>Button 0 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button1"> <summary> <para>Button 1 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button10"> <summary> <para>Button 10 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button11"> <summary> <para>Button 11 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button12"> <summary> <para>Button 12 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button13"> <summary> <para>Button 13 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button14"> <summary> <para>Button 14 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button15"> <summary> <para>Button 15 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button16"> <summary> <para>Button 16 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button17"> <summary> <para>Button 17 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button18"> <summary> <para>Button 18 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button19"> <summary> <para>Button 19 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button2"> <summary> <para>Button 2 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button3"> <summary> <para>Button 3 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button4"> <summary> <para>Button 4 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button5"> <summary> <para>Button 5 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button6"> <summary> <para>Button 6 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button7"> <summary> <para>Button 7 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button8"> <summary> <para>Button 8 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick7Button9"> <summary> <para>Button 9 on seventh joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button0"> <summary> <para>Button 0 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button1"> <summary> <para>Button 1 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button10"> <summary> <para>Button 10 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button11"> <summary> <para>Button 11 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button12"> <summary> <para>Button 12 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button13"> <summary> <para>Button 13 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button14"> <summary> <para>Button 14 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button15"> <summary> <para>Button 15 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button16"> <summary> <para>Button 16 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button17"> <summary> <para>Button 17 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button18"> <summary> <para>Button 18 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button19"> <summary> <para>Button 19 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button2"> <summary> <para>Button 2 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button3"> <summary> <para>Button 3 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button4"> <summary> <para>Button 4 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button5"> <summary> <para>Button 5 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button6"> <summary> <para>Button 6 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button7"> <summary> <para>Button 7 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button8"> <summary> <para>Button 8 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Joystick8Button9"> <summary> <para>Button 9 on eighth joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton0"> <summary> <para>Button 0 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton1"> <summary> <para>Button 1 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton10"> <summary> <para>Button 10 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton11"> <summary> <para>Button 11 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton12"> <summary> <para>Button 12 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton13"> <summary> <para>Button 13 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton14"> <summary> <para>Button 14 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton15"> <summary> <para>Button 15 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton16"> <summary> <para>Button 16 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton17"> <summary> <para>Button 17 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton18"> <summary> <para>Button 18 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton19"> <summary> <para>Button 19 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton2"> <summary> <para>Button 2 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton3"> <summary> <para>Button 3 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton4"> <summary> <para>Button 4 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton5"> <summary> <para>Button 5 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton6"> <summary> <para>Button 6 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton7"> <summary> <para>Button 7 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton8"> <summary> <para>Button 8 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.JoystickButton9"> <summary> <para>Button 9 on any joystick.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.K"> <summary> <para>'k' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad0"> <summary> <para>Numeric keypad 0.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad1"> <summary> <para>Numeric keypad 1.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad2"> <summary> <para>Numeric keypad 2.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad3"> <summary> <para>Numeric keypad 3.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad4"> <summary> <para>Numeric keypad 4.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad5"> <summary> <para>Numeric keypad 5.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad6"> <summary> <para>Numeric keypad 6.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad7"> <summary> <para>Numeric keypad 7.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad8"> <summary> <para>Numeric keypad 8.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Keypad9"> <summary> <para>Numeric keypad 9.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadDivide"> <summary> <para>Numeric keypad '/'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadEnter"> <summary> <para>Numeric keypad enter.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadEquals"> <summary> <para>Numeric keypad '='.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadMinus"> <summary> <para>Numeric keypad '-'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadMultiply"> <summary> <para>Numeric keypad '*'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadPeriod"> <summary> <para>Numeric keypad '.'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.KeypadPlus"> <summary> <para>Numeric keypad '+'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.L"> <summary> <para>'l' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftAlt"> <summary> <para>Left Alt key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftApple"> <summary> <para>Left Command key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftArrow"> <summary> <para>Left arrow key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftBracket"> <summary> <para>Left square bracket key '['.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftCommand"> <summary> <para>Left Command key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftControl"> <summary> <para>Left Control key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftParen"> <summary> <para>Left Parenthesis key '('.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftShift"> <summary> <para>Left shift key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.LeftWindows"> <summary> <para>Left Windows key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Less"> <summary> <para>Less than '&lt;' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.M"> <summary> <para>'m' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Menu"> <summary> <para>Menu key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Minus"> <summary> <para>Minus '-' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse0"> <summary> <para>First (primary) mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse1"> <summary> <para>Second (secondary) mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse2"> <summary> <para>Third mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse3"> <summary> <para>Fourth mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse4"> <summary> <para>Fifth mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse5"> <summary> <para>Sixth mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Mouse6"> <summary> <para>Seventh mouse button.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.N"> <summary> <para>'n' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.None"> <summary> <para>Not assigned (never returned as the result of a keystroke).</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Numlock"> <summary> <para>Numlock key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.O"> <summary> <para>'o' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.P"> <summary> <para>'p' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.PageDown"> <summary> <para>Page down.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.PageUp"> <summary> <para>Page up.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Pause"> <summary> <para>Pause on PC machines.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Period"> <summary> <para>Period '.' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Plus"> <summary> <para>Plus key '+'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Print"> <summary> <para>Print key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Q"> <summary> <para>'q' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Question"> <summary> <para>Question mark '?' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Quote"> <summary> <para>Quote key '.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.R"> <summary> <para>'r' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Return"> <summary> <para>Return key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightAlt"> <summary> <para>Right Alt key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightApple"> <summary> <para>Right Command key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightArrow"> <summary> <para>Right arrow key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightBracket"> <summary> <para>Right square bracket key ']'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightCommand"> <summary> <para>Right Command key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightControl"> <summary> <para>Right Control key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightParen"> <summary> <para>Right Parenthesis key ')'.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightShift"> <summary> <para>Right shift key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.RightWindows"> <summary> <para>Right Windows key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.S"> <summary> <para>'s' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.ScrollLock"> <summary> <para>Scroll lock key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Semicolon"> <summary> <para>Semicolon ';' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Slash"> <summary> <para>Slash '/' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Space"> <summary> <para>Space key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.SysReq"> <summary> <para>Sys Req key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.T"> <summary> <para>'t' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Tab"> <summary> <para>The tab key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.U"> <summary> <para>'u' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Underscore"> <summary> <para>Underscore '_' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.UpArrow"> <summary> <para>Up arrow key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.V"> <summary> <para>'v' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.W"> <summary> <para>'w' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.X"> <summary> <para>'x' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Y"> <summary> <para>'y' key.</para> </summary> </member> <member name="F:UnityEngine.KeyCode.Z"> <summary> <para>'z' key.</para> </summary> </member> <member name="T:UnityEngine.Keyframe"> <summary> <para>A single keyframe that can be injected into an animation curve.</para> </summary> </member> <member name="P:UnityEngine.Keyframe.inTangent"> <summary> <para>Describes the tangent when approaching this point from the previous point in the curve.</para> </summary> </member> <member name="P:UnityEngine.Keyframe.outTangent"> <summary> <para>Describes the tangent when leaving this point towards the next point in the curve.</para> </summary> </member> <member name="P:UnityEngine.Keyframe.tangentMode"> <summary> <para>TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead.</para> </summary> </member> <member name="P:UnityEngine.Keyframe.time"> <summary> <para>The time of the keyframe.</para> </summary> </member> <member name="P:UnityEngine.Keyframe.value"> <summary> <para>The value of the curve at keyframe.</para> </summary> </member> <member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single)"> <summary> <para>Create a keyframe.</para> </summary> <param name="time"></param> <param name="value"></param> </member> <member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Create a keyframe.</para> </summary> <param name="time"></param> <param name="value"></param> <param name="inTangent"></param> <param name="outTangent"></param> </member> <member name="T:UnityEngine.LayerMask"> <summary> <para>LayerMask allow you to display the LayerMask popup menu in the inspector.</para> </summary> </member> <member name="P:UnityEngine.LayerMask.value"> <summary> <para>Converts a layer mask value to an integer value.</para> </summary> </member> <member name="M:UnityEngine.LayerMask.GetMask(System.String[])"> <summary> <para>Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them.</para> </summary> <param name="layerNames">List of layer names to convert to a layer mask.</param> <returns> <para>The layer mask created from the layerNames.</para> </returns> </member> <member name="?:UnityEngine.LayerMask.implop_LayerMask(int)(System.Int32)"> <summary> <para>Implicitly converts an integer to a LayerMask.</para> </summary> <param name="intVal"></param> </member> <member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)"> <summary> <para>Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the.</para> </summary> <param name="layer"></param> </member> <member name="M:UnityEngine.LayerMask.NameToLayer(System.String)"> <summary> <para>Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the.</para> </summary> <param name="layerName"></param> </member> <member name="T:UnityEngine.LensFlare"> <summary> <para>Script interface for a.</para> </summary> </member> <member name="P:UnityEngine.LensFlare.brightness"> <summary> <para>The strength of the flare.</para> </summary> </member> <member name="P:UnityEngine.LensFlare.color"> <summary> <para>The color of the flare.</para> </summary> </member> <member name="P:UnityEngine.LensFlare.fadeSpeed"> <summary> <para>The fade speed of the flare.</para> </summary> </member> <member name="P:UnityEngine.LensFlare.flare"> <summary> <para>The to use.</para> </summary> </member> <member name="T:UnityEngine.Light"> <summary> <para>Script interface for.</para> </summary> </member> <member name="P:UnityEngine.Light.areaSize"> <summary> <para>The size of the area light.</para> </summary> </member> <member name="P:UnityEngine.Light.bounceIntensity"> <summary> <para>The multiplier that defines the strength of the bounce lighting.</para> </summary> </member> <member name="P:UnityEngine.Light.color"> <summary> <para>The color of the light.</para> </summary> </member> <member name="P:UnityEngine.Light.colorTemperature"> <summary> <para> The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K. If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output. See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT. </para> </summary> </member> <member name="P:UnityEngine.Light.commandBufferCount"> <summary> <para>Number of command buffers set up on this light (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Light.cookie"> <summary> <para>The cookie texture projected by the light.</para> </summary> </member> <member name="P:UnityEngine.Light.cookieSize"> <summary> <para>The size of a directional light's cookie.</para> </summary> </member> <member name="P:UnityEngine.Light.cullingMask"> <summary> <para>This is used to light certain objects in the scene selectively.</para> </summary> </member> <member name="P:UnityEngine.Light.flare"> <summary> <para>The to use for this light.</para> </summary> </member> <member name="P:UnityEngine.Light.intensity"> <summary> <para>The Intensity of a light is multiplied with the Light color.</para> </summary> </member> <member name="P:UnityEngine.Light.isBaked"> <summary> <para>Is the light contribution already stored in lightmaps and/or lightprobes (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Light.lightmapBakeType"> <summary> <para>This property describes what part of a light's contribution can be baked.</para> </summary> </member> <member name="P:UnityEngine.Light.range"> <summary> <para>The range of the light.</para> </summary> </member> <member name="P:UnityEngine.Light.renderMode"> <summary> <para>How to render the light.</para> </summary> </member> <member name="P:UnityEngine.Light.shadowBias"> <summary> <para>Shadow mapping constant bias.</para> </summary> </member> <member name="P:UnityEngine.Light.shadowCustomResolution"> <summary> <para>The custom resolution of the shadow map.</para> </summary> </member> <member name="P:UnityEngine.Light.shadowNearPlane"> <summary> <para>Near plane value to use for shadow frustums.</para> </summary> </member> <member name="P:UnityEngine.Light.shadowNormalBias"> <summary> <para>Shadow mapping normal-based bias.</para> </summary> </member> <member name="P:UnityEngine.Light.shadowResolution"> <summary> <para>The resolution of the shadow map.</para> </summary> </member> <member name="P:UnityEngine.Light.shadows"> <summary> <para>How this light casts shadows</para> </summary> </member> <member name="P:UnityEngine.Light.shadowStrength"> <summary> <para>Strength of light's shadows.</para> </summary> </member> <member name="P:UnityEngine.Light.spotAngle"> <summary> <para>The angle of the light's spotlight cone in degrees.</para> </summary> </member> <member name="P:UnityEngine.Light.type"> <summary> <para>The type of the light.</para> </summary> </member> <member name="M:UnityEngine.Light.AddCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Add a command buffer to be executed at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <param name="buffer">The buffer to execute.</param> <param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param> </member> <member name="M:UnityEngine.Light.AddCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ShadowMapPass)"> <summary> <para>Add a command buffer to be executed at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <param name="buffer">The buffer to execute.</param> <param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param> </member> <member name="M:UnityEngine.Light.GetCommandBuffers(UnityEngine.Rendering.LightEvent)"> <summary> <para>Get command buffers to be executed at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <returns> <para>Array of command buffers.</para> </returns> </member> <member name="M:UnityEngine.Light.RemoveAllCommandBuffers"> <summary> <para>Remove all command buffers set on this light.</para> </summary> </member> <member name="M:UnityEngine.Light.RemoveCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)"> <summary> <para>Remove command buffer from execution at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> <param name="buffer">The buffer to execute.</param> </member> <member name="M:UnityEngine.Light.RemoveCommandBuffers(UnityEngine.Rendering.LightEvent)"> <summary> <para>Remove command buffers from execution at a specified place.</para> </summary> <param name="evt">When to execute the command buffer during rendering.</param> </member> <member name="T:UnityEngine.LightmapBakeType"> <summary> <para>Enum describing what part of a light contribution can be baked.</para> </summary> </member> <member name="F:UnityEngine.LightmapBakeType.Baked"> <summary> <para>Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.</para> </summary> </member> <member name="F:UnityEngine.LightmapBakeType.Mixed"> <summary> <para>Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.</para> </summary> </member> <member name="F:UnityEngine.LightmapBakeType.Realtime"> <summary> <para>Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..</para> </summary> </member> <member name="T:UnityEngine.LightmapData"> <summary> <para>Data of a lightmap.</para> </summary> </member> <member name="P:UnityEngine.LightmapData.lightmapColor"> <summary> <para>Lightmap storing color of incoming light.</para> </summary> </member> <member name="P:UnityEngine.LightmapData.lightmapDir"> <summary> <para>Lightmap storing dominant direction of incoming light.</para> </summary> </member> <member name="P:UnityEngine.LightmapData.shadowMask"> <summary> <para>Texture storing occlusion mask per light (ShadowMask, up to four lights).</para> </summary> </member> <member name="T:UnityEngine.LightmapSettings"> <summary> <para>Stores lightmaps of the scene.</para> </summary> </member> <member name="P:UnityEngine.LightmapSettings.lightmaps"> <summary> <para>Lightmap array.</para> </summary> </member> <member name="P:UnityEngine.LightmapSettings.lightmapsMode"> <summary> <para>Non-directional, Directional or Directional Specular lightmaps rendering mode.</para> </summary> </member> <member name="P:UnityEngine.LightmapSettings.lightProbes"> <summary> <para>Holds all data needed by the light probes.</para> </summary> </member> <member name="T:UnityEngine.LightmapsMode"> <summary> <para>Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.</para> </summary> </member> <member name="F:UnityEngine.LightmapsMode.CombinedDirectional"> <summary> <para>Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps.</para> </summary> </member> <member name="F:UnityEngine.LightmapsMode.NonDirectional"> <summary> <para>Light intensity (no directional information), encoded as 1 lightmap.</para> </summary> </member> <member name="F:UnityEngine.LightmapsMode.SeparateDirectional"> <summary> <para>Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps.</para> </summary> </member> <member name="T:UnityEngine.LightmapsModeLegacy"> <summary> <para>Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy</para> </summary> </member> <member name="F:UnityEngine.LightmapsModeLegacy.Directional"> <summary> <para>Directional rendering mode.</para> </summary> </member> <member name="F:UnityEngine.LightmapsModeLegacy.Dual"> <summary> <para>Dual lightmap rendering mode.</para> </summary> </member> <member name="F:UnityEngine.LightmapsModeLegacy.Single"> <summary> <para>Single, traditional lightmap rendering mode.</para> </summary> </member> <member name="T:UnityEngine.LightProbeGroup"> <summary> <para>Light Probe Group.</para> </summary> </member> <member name="P:UnityEngine.LightProbeGroup.probePositions"> <summary> <para>Editor only function to access and modify probe positions.</para> </summary> </member> <member name="T:UnityEngine.LightProbeProxyVolume"> <summary> <para>The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.boundingBoxMode"> <summary> <para>The bounding box mode for generating the 3D grid of interpolated Light Probes.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.boundsGlobal"> <summary> <para>The world-space bounding box in which the 3D grid of interpolated Light Probes is generated.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionX"> <summary> <para>The 3D grid resolution on the z-axis.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionY"> <summary> <para>The 3D grid resolution on the y-axis.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionZ"> <summary> <para>The 3D grid resolution on the z-axis.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.isFeatureSupported"> <summary> <para>Checks if Light Probe Proxy Volumes are supported.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.originCustom"> <summary> <para>The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.probeDensity"> <summary> <para>Interpolated Light Probe density.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.probePositionMode"> <summary> <para>The mode in which the interpolated Light Probe positions are generated.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.refreshMode"> <summary> <para>Sets the way the Light Probe Proxy Volume refreshes.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.resolutionMode"> <summary> <para>The resolution mode for generating the grid of interpolated Light Probes.</para> </summary> </member> <member name="P:UnityEngine.LightProbeProxyVolume.sizeCustom"> <summary> <para>The size of the bounding box in which the 3D grid of interpolated Light Probes is generated.</para> </summary> </member> <member name="T:UnityEngine.LightProbeProxyVolume.BoundingBoxMode"> <summary> <para>The bounding box mode for generating a grid of interpolated Light Probes.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.AutomaticLocal"> <summary> <para>The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.AutomaticWorld"> <summary> <para>The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.Custom"> <summary> <para>A custom local-space bounding box is used. The user is able to edit the bounding box.</para> </summary> </member> <member name="T:UnityEngine.LightProbeProxyVolume.ProbePositionMode"> <summary> <para>The mode in which the interpolated Light Probe positions are generated.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.ProbePositionMode.CellCenter"> <summary> <para>Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.ProbePositionMode.CellCorner"> <summary> <para>Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells.</para> </summary> </member> <member name="T:UnityEngine.LightProbeProxyVolume.RefreshMode"> <summary> <para>An enum describing the way a Light Probe Proxy Volume refreshes in the Player.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.Automatic"> <summary> <para>Automatically detects updates in Light Probes and triggers an update of the Light Probe volume.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.EveryFrame"> <summary> <para>Causes Unity to update the Light Probe Proxy Volume every frame.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.ViaScripting"> <summary> <para>Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity.</para> </summary> </member> <member name="T:UnityEngine.LightProbeProxyVolume.ResolutionMode"> <summary> <para>The resolution mode for generating a grid of interpolated Light Probes.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.ResolutionMode.Automatic"> <summary> <para>The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2.</para> </summary> </member> <member name="F:UnityEngine.LightProbeProxyVolume.ResolutionMode.Custom"> <summary> <para>The custom mode allows you to specify the 3D grid resolution.</para> </summary> </member> <member name="M:UnityEngine.LightProbeProxyVolume.Update"> <summary> <para>Triggers an update of the Light Probe Proxy Volume.</para> </summary> </member> <member name="T:UnityEngine.LightProbes"> <summary> <para>Stores light probes for the scene.</para> </summary> </member> <member name="P:UnityEngine.LightProbes.bakedProbes"> <summary> <para>Coefficients of baked light probes.</para> </summary> </member> <member name="P:UnityEngine.LightProbes.cellCount"> <summary> <para>The number of cells space is divided into (Read Only).</para> </summary> </member> <member name="P:UnityEngine.LightProbes.count"> <summary> <para>The number of light probes (Read Only).</para> </summary> </member> <member name="P:UnityEngine.LightProbes.positions"> <summary> <para>Positions of the baked light probes (Read Only).</para> </summary> </member> <member name="M:UnityEngine.LightProbes.GetInterpolatedProbe(UnityEngine.Vector3,UnityEngine.Renderer,UnityEngine.Rendering.SphericalHarmonicsL2&amp;)"> <summary> <para>Returns an interpolated probe for the given position for both realtime and baked light probes combined.</para> </summary> <param name="position"></param> <param name="renderer"></param> <param name="probe"></param> </member> <member name="T:UnityEngine.LightRenderMode"> <summary> <para>How the Light is rendered.</para> </summary> </member> <member name="F:UnityEngine.LightRenderMode.Auto"> <summary> <para>Automatically choose the render mode.</para> </summary> </member> <member name="F:UnityEngine.LightRenderMode.ForcePixel"> <summary> <para>Force the Light to be a pixel light.</para> </summary> </member> <member name="F:UnityEngine.LightRenderMode.ForceVertex"> <summary> <para>Force the Light to be a vertex light.</para> </summary> </member> <member name="T:UnityEngine.LightShadows"> <summary> <para>Shadow casting options for a Light.</para> </summary> </member> <member name="F:UnityEngine.LightShadows.Hard"> <summary> <para>Cast "hard" shadows (with no shadow filtering).</para> </summary> </member> <member name="F:UnityEngine.LightShadows.None"> <summary> <para>Do not cast shadows (default).</para> </summary> </member> <member name="F:UnityEngine.LightShadows.Soft"> <summary> <para>Cast "soft" shadows (with 4x PCF filtering).</para> </summary> </member> <member name="T:UnityEngine.LightType"> <summary> <para>The type of a Light.</para> </summary> </member> <member name="F:UnityEngine.LightType.Area"> <summary> <para>The light is an area light. It affects only lightmaps and lightprobes.</para> </summary> </member> <member name="F:UnityEngine.LightType.Directional"> <summary> <para>The light is a directional light.</para> </summary> </member> <member name="F:UnityEngine.LightType.Point"> <summary> <para>The light is a point light.</para> </summary> </member> <member name="F:UnityEngine.LightType.Spot"> <summary> <para>The light is a spot light.</para> </summary> </member> <member name="T:UnityEngine.LineAlignment"> <summary> <para>Control the direction lines face, when using the LineRenderer or TrailRenderer.</para> </summary> </member> <member name="F:UnityEngine.LineAlignment.Local"> <summary> <para>Lines face the direction of the Transform Component.</para> </summary> </member> <member name="F:UnityEngine.LineAlignment.View"> <summary> <para>Lines face the camera.</para> </summary> </member> <member name="T:UnityEngine.LineRenderer"> <summary> <para>The line renderer is used to draw free-floating lines in 3D space.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.alignment"> <summary> <para>Select whether the line will face the camera, or the orientation of the Transform Component.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.colorGradient"> <summary> <para>Set the color gradient describing the color of the line at various points along its length.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.endColor"> <summary> <para>Set the color at the end of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.endWidth"> <summary> <para>Set the width at the end of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.generateLightingData"> <summary> <para>Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.loop"> <summary> <para>Connect the start and end positions of the line together to form a continuous loop.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.numCapVertices"> <summary> <para>Set this to a value greater than 0, to get rounded corners on each end of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.numCornerVertices"> <summary> <para>Set this to a value greater than 0, to get rounded corners between each segment of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.numPositions"> <summary> <para>Set the number of line segments.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.positionCount"> <summary> <para>Set the number of line segments.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.startColor"> <summary> <para>Set the color at the start of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.startWidth"> <summary> <para>Set the width at the start of the line.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.textureMode"> <summary> <para>Choose whether the U coordinate of the line texture is tiled or stretched.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.useWorldSpace"> <summary> <para>If enabled, the lines are defined in world space.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.widthCurve"> <summary> <para>Set the curve describing the width of the line at various points along its length.</para> </summary> </member> <member name="P:UnityEngine.LineRenderer.widthMultiplier"> <summary> <para>Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.</para> </summary> </member> <member name="M:UnityEngine.LineRenderer.GetPosition(System.Int32)"> <summary> <para>Get the position of a vertex in the line.</para> </summary> <param name="index">The index of the position to retrieve.</param> <returns> <para>The position at the specified index in the array.</para> </returns> </member> <member name="M:UnityEngine.LineRenderer.GetPositions(UnityEngine.Vector3[])"> <summary> <para>Get the positions of all vertices in the line.</para> </summary> <param name="positions">The array of positions to retrieve. The array passed should be of at least numPositions in size.</param> <returns> <para>How many positions were actually stored in the output array.</para> </returns> </member> <member name="M:UnityEngine.LineRenderer.SetColors(UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Set the line color at the start and at the end.</para> </summary> <param name="start"></param> <param name="end"></param> </member> <member name="M:UnityEngine.LineRenderer.SetPosition(System.Int32,UnityEngine.Vector3)"> <summary> <para>Set the position of a vertex in the line.</para> </summary> <param name="index">Which position to set.</param> <param name="position">The new position.</param> </member> <member name="M:UnityEngine.LineRenderer.SetPositions(UnityEngine.Vector3[])"> <summary> <para>Set the positions of all vertices in the line.</para> </summary> <param name="positions">The array of positions to set.</param> </member> <member name="M:UnityEngine.LineRenderer.SetVertexCount(System.Int32)"> <summary> <para>Set the number of line segments.</para> </summary> <param name="count"></param> </member> <member name="M:UnityEngine.LineRenderer.SetWidth(System.Single,System.Single)"> <summary> <para>Set the line width at the start and at the end.</para> </summary> <param name="start"></param> <param name="end"></param> </member> <member name="M:UnityEngine.LineRenderer.Simplify(System.Single)"> <summary> <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para> </summary> <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param> </member> <member name="T:UnityEngine.LineTextureMode"> <summary> <para>Choose how textures are applied to Lines and Trails.</para> </summary> </member> <member name="F:UnityEngine.LineTextureMode.DistributePerSegment"> <summary> <para>Map the texture once along the entire length of the line, assuming all vertices are evenly spaced.</para> </summary> </member> <member name="F:UnityEngine.LineTextureMode.RepeatPerSegment"> <summary> <para>Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale.</para> </summary> </member> <member name="F:UnityEngine.LineTextureMode.Stretch"> <summary> <para>Map the texture once along the entire length of the line.</para> </summary> </member> <member name="F:UnityEngine.LineTextureMode.Tile"> <summary> <para>Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale.</para> </summary> </member> <member name="T:UnityEngine.LineUtility"> <summary> <para>A collection of common line functions.</para> </summary> </member> <member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Single,System.Collections.Generic.List`1&lt;System.Int32&gt;)"> <summary> <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para> </summary> <param name="points">The points that make up the original line.</param> <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param> <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param> <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param> </member> <member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Single,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para> </summary> <param name="points">The points that make up the original line.</param> <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param> <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param> <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param> </member> <member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Single,System.Collections.Generic.List`1&lt;System.Int32&gt;)"> <summary> <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para> </summary> <param name="points">The points that make up the original line.</param> <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param> <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param> <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param> </member> <member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Single,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)"> <summary> <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para> </summary> <param name="points">The points that make up the original line.</param> <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param> <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param> <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param> </member> <member name="T:UnityEngine.LocationInfo"> <summary> <para>Structure describing device location.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.altitude"> <summary> <para>Geographical device location altitude.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.horizontalAccuracy"> <summary> <para>Horizontal accuracy of the location.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.latitude"> <summary> <para>Geographical device location latitude.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.longitude"> <summary> <para>Geographical device location latitude.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.timestamp"> <summary> <para>Timestamp (in seconds since 1970) when location was last time updated.</para> </summary> </member> <member name="P:UnityEngine.LocationInfo.verticalAccuracy"> <summary> <para>Vertical accuracy of the location.</para> </summary> </member> <member name="T:UnityEngine.LocationService"> <summary> <para>Interface into location functionality.</para> </summary> </member> <member name="P:UnityEngine.LocationService.isEnabledByUser"> <summary> <para>Specifies whether location service is enabled in user settings.</para> </summary> </member> <member name="P:UnityEngine.LocationService.lastData"> <summary> <para>Last measured device geographical location.</para> </summary> </member> <member name="P:UnityEngine.LocationService.status"> <summary> <para>Returns location service status.</para> </summary> </member> <member name="M:UnityEngine.LocationService.Start()"> <summary> <para>Starts location service updates. Last location coordinates could be.</para> </summary> <param name="desiredAccuracyInMeters"></param> <param name="updateDistanceInMeters"></param> </member> <member name="M:UnityEngine.LocationService.Start(System.Single)"> <summary> <para>Starts location service updates. Last location coordinates could be.</para> </summary> <param name="desiredAccuracyInMeters"></param> <param name="updateDistanceInMeters"></param> </member> <member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)"> <summary> <para>Starts location service updates. Last location coordinates could be.</para> </summary> <param name="desiredAccuracyInMeters"></param> <param name="updateDistanceInMeters"></param> </member> <member name="M:UnityEngine.LocationService.Stop"> <summary> <para>Stops location service updates. This could be useful for saving battery life.</para> </summary> </member> <member name="T:UnityEngine.LocationServiceStatus"> <summary> <para>Describes location service status.</para> </summary> </member> <member name="F:UnityEngine.LocationServiceStatus.Failed"> <summary> <para>Location service failed (user denied access to location service).</para> </summary> </member> <member name="F:UnityEngine.LocationServiceStatus.Initializing"> <summary> <para>Location service is initializing, some time later it will switch to.</para> </summary> </member> <member name="F:UnityEngine.LocationServiceStatus.Running"> <summary> <para>Location service is running and locations could be queried.</para> </summary> </member> <member name="F:UnityEngine.LocationServiceStatus.Stopped"> <summary> <para>Location service is stopped.</para> </summary> </member> <member name="T:UnityEngine.LOD"> <summary> <para>Structure for building a LOD for passing to the SetLODs function.</para> </summary> </member> <member name="F:UnityEngine.LOD.fadeTransitionWidth"> <summary> <para>Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.</para> </summary> </member> <member name="F:UnityEngine.LOD.renderers"> <summary> <para>List of renderers for this LOD level.</para> </summary> </member> <member name="F:UnityEngine.LOD.screenRelativeTransitionHeight"> <summary> <para>The screen relative height to use for the transition [0-1].</para> </summary> </member> <member name="M:UnityEngine.LOD.#ctor(System.Single,UnityEngine.Renderer[])"> <summary> <para>Construct a LOD.</para> </summary> <param name="screenRelativeTransitionHeight">The screen relative height to use for the transition [0-1].</param> <param name="renderers">An array of renderers to use for this LOD level.</param> </member> <member name="T:UnityEngine.LODFadeMode"> <summary> <para>The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.</para> </summary> </member> <member name="F:UnityEngine.LODFadeMode.CrossFade"> <summary> <para>Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD.</para> </summary> </member> <member name="F:UnityEngine.LODFadeMode.None"> <summary> <para>Indicates the LOD fading is turned off.</para> </summary> </member> <member name="F:UnityEngine.LODFadeMode.SpeedTree"> <summary> <para>By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: * For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. * For the last mesh LOD and the billboard LOD, the cross-fade mode is used.</para> </summary> </member> <member name="T:UnityEngine.LODGroup"> <summary> <para>LODGroup lets you group multiple Renderers into LOD levels.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.animateCrossFading"> <summary> <para>Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.crossFadeAnimationDuration"> <summary> <para>The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.enabled"> <summary> <para>Enable / Disable the LODGroup - Disabling will turn off all renderers.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.fadeMode"> <summary> <para>The LOD fade mode used.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.localReferencePoint"> <summary> <para>The local reference point against which the LOD distance is calculated.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.lodCount"> <summary> <para>The number of LOD levels.</para> </summary> </member> <member name="P:UnityEngine.LODGroup.size"> <summary> <para>The size of the LOD object in local space.</para> </summary> </member> <member name="M:UnityEngine.LODGroup.ForceLOD(System.Int32)"> <summary> <para></para> </summary> <param name="index">The LOD level to use. Passing index &lt; 0 will return to standard LOD processing.</param> </member> <member name="M:UnityEngine.LODGroup.GetLODs"> <summary> <para>Returns the array of LODs.</para> </summary> <returns> <para>The LOD array.</para> </returns> </member> <member name="M:UnityEngine.LODGroup.RecalculateBounds"> <summary> <para>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</para> </summary> </member> <member name="M:UnityEngine.LODGroup.SetLODs(UnityEngine.LOD[])"> <summary> <para>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</para> </summary> <param name="lods">The LODs to use for this group.</param> </member> <member name="T:UnityEngine.Logger"> <summary> <para>Initializes a new instance of the Logger.</para> </summary> </member> <member name="P:UnityEngine.Logger.filterLogType"> <summary> <para>To selective enable debug log message.</para> </summary> </member> <member name="P:UnityEngine.Logger.logEnabled"> <summary> <para>To runtime toggle debug logging [ON/OFF].</para> </summary> </member> <member name="P:UnityEngine.Logger.logHandler"> <summary> <para>Set Logger.ILogHandler.</para> </summary> </member> <member name="M:UnityEngine.Logger.#ctor(UnityEngine.ILogHandler)"> <summary> <para>Create a custom Logger.</para> </summary> <param name="logHandler">Pass in default log handler or custom log handler.</param> </member> <member name="M:UnityEngine.Logger.IsLogTypeAllowed(UnityEngine.LogType)"> <summary> <para>Check logging is enabled based on the LogType.</para> </summary> <param name="logType">The type of the log message.</param> <returns> <para>Retrun true in case logs of LogType will be logged otherwise returns false.</para> </returns> </member> <member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.String,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.String,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(System.String,System.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.Log(System.String,System.Object,UnityEngine.Object)"> <summary> <para>Logs message to the Unity Console using default logger.</para> </summary> <param name="logType">The type of the log message.</param> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogError(System.String,System.Object)"> <summary> <para>A variant of Logger.Log that logs an error message.</para> </summary> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogError(System.String,System.Object,UnityEngine.Object)"> <summary> <para>A variant of Logger.Log that logs an error message.</para> </summary> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogException(System.Exception)"> <summary> <para>A variant of Logger.Log that logs an exception message.</para> </summary> <param name="exception">Runtime Exception.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogException(System.Exception,UnityEngine.Object)"> <summary> <para>A variant of Logger.Log that logs an exception message.</para> </summary> <param name="exception">Runtime Exception.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogFormat(UnityEngine.LogType,System.String,System.Object[])"> <summary> <para>Logs a formatted message.</para> </summary> <param name="logType">The type of the log message.</param> <param name="context">Object to which the message applies.</param> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> </member> <member name="M:UnityEngine.Logger.LogFormat(UnityEngine.LogType,UnityEngine.Object,System.String,System.Object[])"> <summary> <para>Logs a formatted message.</para> </summary> <param name="logType">The type of the log message.</param> <param name="context">Object to which the message applies.</param> <param name="format">A composite format string.</param> <param name="args">Format arguments.</param> </member> <member name="M:UnityEngine.Logger.LogWarning(System.String,System.Object)"> <summary> <para>A variant of Logger.Log that logs an warning message.</para> </summary> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="M:UnityEngine.Logger.LogWarning(System.String,System.Object,UnityEngine.Object)"> <summary> <para>A variant of Logger.Log that logs an warning message.</para> </summary> <param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param> <param name="message">String or object to be converted to string representation for display.</param> <param name="context">Object to which the message applies.</param> </member> <member name="T:UnityEngine.LogType"> <summary> <para>The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.</para> </summary> </member> <member name="F:UnityEngine.LogType.Assert"> <summary> <para>LogType used for Asserts. (These could also indicate an error inside Unity itself.)</para> </summary> </member> <member name="F:UnityEngine.LogType.Error"> <summary> <para>LogType used for Errors.</para> </summary> </member> <member name="F:UnityEngine.LogType.Exception"> <summary> <para>LogType used for Exceptions.</para> </summary> </member> <member name="F:UnityEngine.LogType.Log"> <summary> <para>LogType used for regular log messages.</para> </summary> </member> <member name="F:UnityEngine.LogType.Warning"> <summary> <para>LogType used for Warnings.</para> </summary> </member> <member name="T:UnityEngine.MasterServer"> <summary> <para>The Master Server is used to make matchmaking between servers and clients easy.</para> </summary> </member> <member name="P:UnityEngine.MasterServer.dedicatedServer"> <summary> <para>Report this machine as a dedicated server.</para> </summary> </member> <member name="P:UnityEngine.MasterServer.ipAddress"> <summary> <para>The IP address of the master server.</para> </summary> </member> <member name="P:UnityEngine.MasterServer.port"> <summary> <para>The connection port of the master server.</para> </summary> </member> <member name="P:UnityEngine.MasterServer.updateRate"> <summary> <para>Set the minimum update rate for master server host information update.</para> </summary> </member> <member name="M:UnityEngine.MasterServer.ClearHostList"> <summary> <para>Clear the host list which was received by MasterServer.PollHostList.</para> </summary> </member> <member name="M:UnityEngine.MasterServer.PollHostList"> <summary> <para>Check for the latest host list received by using MasterServer.RequestHostList.</para> </summary> </member> <member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String)"> <summary> <para>Register this server on the master server.</para> </summary> <param name="gameTypeName"></param> <param name="gameName"></param> <param name="comment"></param> </member> <member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String,System.String)"> <summary> <para>Register this server on the master server.</para> </summary> <param name="gameTypeName"></param> <param name="gameName"></param> <param name="comment"></param> </member> <member name="M:UnityEngine.MasterServer.RequestHostList(System.String)"> <summary> <para>Request a host list from the master server.</para> </summary> <param name="gameTypeName"></param> </member> <member name="M:UnityEngine.MasterServer.UnregisterHost"> <summary> <para>Unregister this server from the master server.</para> </summary> </member> <member name="T:UnityEngine.MasterServerEvent"> <summary> <para>Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent.</para> </summary> </member> <member name="F:UnityEngine.MasterServerEvent.HostListReceived"> <summary> <para>Received a host list from the master server.</para> </summary> </member> <member name="F:UnityEngine.MasterServerEvent.RegistrationFailedGameName"> <summary> <para>Registration failed because an empty game name was given.</para> </summary> </member> <member name="F:UnityEngine.MasterServerEvent.RegistrationFailedGameType"> <summary> <para>Registration failed because an empty game type was given.</para> </summary> </member> <member name="F:UnityEngine.MasterServerEvent.RegistrationFailedNoServer"> <summary> <para>Registration failed because no server is running.</para> </summary> </member> <member name="F:UnityEngine.MasterServerEvent.RegistrationSucceeded"> <summary> <para>Registration to master server succeeded, received confirmation.</para> </summary> </member> <member name="T:UnityEngine.MatchTargetWeightMask"> <summary> <para>To specify position and rotation weight mask for Animator::MatchTarget.</para> </summary> </member> <member name="P:UnityEngine.MatchTargetWeightMask.positionXYZWeight"> <summary> <para>Position XYZ weight.</para> </summary> </member> <member name="P:UnityEngine.MatchTargetWeightMask.rotationWeight"> <summary> <para>Rotation weight.</para> </summary> </member> <member name="M:UnityEngine.MatchTargetWeightMask.#ctor(UnityEngine.Vector3,System.Single)"> <summary> <para>MatchTargetWeightMask contructor.</para> </summary> <param name="positionXYZWeight">Position XYZ weight.</param> <param name="rotationWeight">Rotation weight.</param> </member> <member name="T:UnityEngine.Material"> <summary> <para>The material class.</para> </summary> </member> <member name="P:UnityEngine.Material.color"> <summary> <para>The main material's color.</para> </summary> </member> <member name="P:UnityEngine.Material.doubleSidedGI"> <summary> <para>Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.</para> </summary> </member> <member name="P:UnityEngine.Material.enableInstancing"> <summary> <para>Gets and sets whether GPU instancing is enabled for this material.</para> </summary> </member> <member name="P:UnityEngine.Material.globalIlluminationFlags"> <summary> <para>Defines how the material should interact with lightmaps and lightprobes.</para> </summary> </member> <member name="P:UnityEngine.Material.mainTexture"> <summary> <para>The material's texture.</para> </summary> </member> <member name="P:UnityEngine.Material.mainTextureOffset"> <summary> <para>The texture offset of the main texture.</para> </summary> </member> <member name="P:UnityEngine.Material.mainTextureScale"> <summary> <para>The texture scale of the main texture.</para> </summary> </member> <member name="P:UnityEngine.Material.passCount"> <summary> <para>How many passes are in this material (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Material.renderQueue"> <summary> <para>Render queue of this material.</para> </summary> </member> <member name="P:UnityEngine.Material.shader"> <summary> <para>The shader used by the material.</para> </summary> </member> <member name="P:UnityEngine.Material.shaderKeywords"> <summary> <para>Additional shader keywords set by this material.</para> </summary> </member> <member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)"> <summary> <para>Copy properties from other material into this material.</para> </summary> <param name="mat"></param> </member> <member name="M:UnityEngine.Material.#ctor(System.String)"> <summary> <para></para> </summary> <param name="contents"></param> </member> <member name="M:UnityEngine.Material.#ctor(UnityEngine.Shader)"> <summary> <para>Create a temporary Material.</para> </summary> <param name="shader">Create a material with a given Shader.</param> <param name="source">Create a material by copying all properties from another material.</param> </member> <member name="M:UnityEngine.Material.#ctor(UnityEngine.Material)"> <summary> <para>Create a temporary Material.</para> </summary> <param name="shader">Create a material with a given Shader.</param> <param name="source">Create a material by copying all properties from another material.</param> </member> <member name="M:UnityEngine.Material.DisableKeyword(System.String)"> <summary> <para>Unset a shader keyword.</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Material.EnableKeyword(System.String)"> <summary> <para>Sets a shader keyword that is enabled by this material.</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Material.FindPass(System.String)"> <summary> <para>Returns the index of the pass passName.</para> </summary> <param name="passName"></param> </member> <member name="M:UnityEngine.Material.GetColor(System.String)"> <summary> <para>Get a named color value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetColor(System.Int32)"> <summary> <para>Get a named color value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetColorArray(System.String)"> <summary> <para>Get a named color array.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetColorArray(System.Int32)"> <summary> <para>Get a named color array.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetColorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Fetch a named color array into a list.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetColorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Fetch a named color array into a list.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetFloat(System.String)"> <summary> <para>Get a named float value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetFloat(System.Int32)"> <summary> <para>Get a named float value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetFloatArray(System.String)"> <summary> <para>Get a named float array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetFloatArray(System.Int32)"> <summary> <para>Get a named float array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetch a named float array into a list.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetch a named float array into a list.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetInt(System.String)"> <summary> <para>Get a named integer value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetInt(System.Int32)"> <summary> <para>Get a named integer value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetMatrix(System.String)"> <summary> <para>Get a named matrix value from the shader.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetMatrix(System.Int32)"> <summary> <para>Get a named matrix value from the shader.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetMatrixArray(System.String)"> <summary> <para>Get a named matrix array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetMatrixArray(System.Int32)"> <summary> <para>Get a named matrix array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetch a named matrix array into a list.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetch a named matrix array into a list.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetPassName(System.Int32)"> <summary> <para>Returns the name of the shader pass at index pass.</para> </summary> <param name="pass"></param> </member> <member name="M:UnityEngine.Material.GetShaderPassEnabled(System.String)"> <summary> <para>Checks whether a given Shader pass is enabled on this Material.</para> </summary> <param name="passName">Shader pass name (case insensitive).</param> <returns> <para>True if the Shader pass is enabled.</para> </returns> </member> <member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean)"> <summary> <para>Get the value of material's shader tag.</para> </summary> <param name="tag"></param> <param name="searchFallbacks"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)"> <summary> <para>Get the value of material's shader tag.</para> </summary> <param name="tag"></param> <param name="searchFallbacks"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.Material.GetTexture(System.String)"> <summary> <para>Get a named texture.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetTexture(System.Int32)"> <summary> <para>Get a named texture.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetTextureOffset(System.String)"> <summary> <para>Gets the placement offset of texture propertyName.</para> </summary> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetTextureScale(System.String)"> <summary> <para>Gets the placement scale of texture propertyName.</para> </summary> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetVector(System.String)"> <summary> <para>Get a named vector value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetVector(System.Int32)"> <summary> <para>Get a named vector value.</para> </summary> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The name of the property.</param> </member> <member name="M:UnityEngine.Material.GetVectorArray(System.String)"> <summary> <para>Get a named vector array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetVectorArray(System.Int32)"> <summary> <para>Get a named vector array.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> </member> <member name="M:UnityEngine.Material.GetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetch a named vector array into a list.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.GetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetch a named vector array into a list.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The list to hold the returned array.</param> </member> <member name="M:UnityEngine.Material.HasProperty(System.String)"> <summary> <para>Checks if material's shader has a property of a given name.</para> </summary> <param name="propertyName"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Material.HasProperty(System.Int32)"> <summary> <para>Checks if material's shader has a property of a given name.</para> </summary> <param name="propertyName"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Material.IsKeywordEnabled(System.String)"> <summary> <para>Is the shader keyword enabled on this material?</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)"> <summary> <para>Interpolate properties between two materials.</para> </summary> <param name="start"></param> <param name="end"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Sets a named ComputeBuffer value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name.</param> <param name="value">The ComputeBuffer value to set.</param> </member> <member name="M:UnityEngine.Material.SetBuffer(System.Int32,UnityEngine.ComputeBuffer)"> <summary> <para>Sets a named ComputeBuffer value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name.</param> <param name="value">The ComputeBuffer value to set.</param> </member> <member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)"> <summary> <para>Sets a named color value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_Color".</param> <param name="value">Color value to set.</param> </member> <member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)"> <summary> <para>Sets a named color value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_Color".</param> <param name="value">Color value to set.</param> </member> <member name="M:UnityEngine.Material.SetColorArray(System.String,UnityEngine.Color[])"> <summary> <para>Sets a color array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetColorArray(System.Int32,UnityEngine.Color[])"> <summary> <para>Sets a color array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetColorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Sets a color array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetColorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Sets a color array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)"> <summary> <para>Sets a named float value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="value">Float value to set.</param> <param name="name">Property name, e.g. "_Glossiness".</param> </member> <member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)"> <summary> <para>Sets a named float value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="value">Float value to set.</param> <param name="name">Property name, e.g. "_Glossiness".</param> </member> <member name="M:UnityEngine.Material.SetFloatArray(System.String,System.Single[])"> <summary> <para>Sets a float array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetFloatArray(System.Int32,System.Single[])"> <summary> <para>Sets a float array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Sets a float array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Sets a float array property.</para> </summary> <param name="name">Property name.</param> <param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param> <param name="values">Array of values to set.</param> </member> <member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)"> <summary> <para>Sets a named integer value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="value">Integer value to set.</param> <param name="name">Property name, e.g. "_SrcBlend".</param> </member> <member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)"> <summary> <para>Sets a named integer value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="value">Integer value to set.</param> <param name="name">Property name, e.g. "_SrcBlend".</param> </member> <member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)"> <summary> <para>Sets a named matrix for the shader.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_CubemapRotation".</param> <param name="value">Matrix value to set.</param> </member> <member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)"> <summary> <para>Sets a named matrix for the shader.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_CubemapRotation".</param> <param name="value">Matrix value to set.</param> </member> <member name="M:UnityEngine.Material.SetMatrixArray(System.String,UnityEngine.Matrix4x4[])"> <summary> <para>Sets a matrix array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetMatrixArray(System.Int32,UnityEngine.Matrix4x4[])"> <summary> <para>Sets a matrix array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Sets a matrix array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Sets a matrix array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetOverrideTag(System.String,System.String)"> <summary> <para>Sets an override tag/value on the material.</para> </summary> <param name="tag">Name of the tag to set.</param> <param name="val">Name of the value to set. Empty string to clear the override flag.</param> </member> <member name="M:UnityEngine.Material.SetPass(System.Int32)"> <summary> <para>Activate the given pass for rendering.</para> </summary> <param name="pass">Shader pass number to setup.</param> <returns> <para>If false is returned, no rendering should be done.</para> </returns> </member> <member name="M:UnityEngine.Material.SetShaderPassEnabled(System.String,System.Boolean)"> <summary> <para>Enables or disables a Shader pass on a per-Material level.</para> </summary> <param name="passName">Shader pass name (case insensitive).</param> <param name="enabled">Flag indicating whether this Shader pass should be enabled.</param> </member> <member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)"> <summary> <para>Sets a named texture.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_MainTex".</param> <param name="value">Texture to set.</param> </member> <member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)"> <summary> <para>Sets a named texture.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_MainTex".</param> <param name="value">Texture to set.</param> </member> <member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)"> <summary> <para>Sets the placement offset of texture propertyName.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, for example: "_MainTex".</param> <param name="value">Texture placement offset.</param> </member> <member name="M:UnityEngine.Material.SetTextureOffset(System.Int32,UnityEngine.Vector2)"> <summary> <para>Sets the placement offset of texture propertyName.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, for example: "_MainTex".</param> <param name="value">Texture placement offset.</param> </member> <member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)"> <summary> <para>Sets the placement scale of texture propertyName.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_MainTex".</param> <param name="value">Texture placement scale.</param> </member> <member name="M:UnityEngine.Material.SetTextureScale(System.Int32,UnityEngine.Vector2)"> <summary> <para>Sets the placement scale of texture propertyName.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_MainTex".</param> <param name="value">Texture placement scale.</param> </member> <member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)"> <summary> <para>Sets a named vector value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_WaveAndDistance".</param> <param name="value">Vector value to set.</param> </member> <member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)"> <summary> <para>Sets a named vector value.</para> </summary> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> <param name="name">Property name, e.g. "_WaveAndDistance".</param> <param name="value">Vector value to set.</param> </member> <member name="M:UnityEngine.Material.SetVectorArray(System.String,UnityEngine.Vector4[])"> <summary> <para>Sets a vector array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetVectorArray(System.Int32,UnityEngine.Vector4[])"> <summary> <para>Sets a vector array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Sets a vector array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="M:UnityEngine.Material.SetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Sets a vector array property.</para> </summary> <param name="name">Property name.</param> <param name="values">Array of values to set.</param> <param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param> </member> <member name="T:UnityEngine.MaterialGlobalIlluminationFlags"> <summary> <para>How the material interacts with lightmaps and lightprobes.</para> </summary> </member> <member name="F:UnityEngine.MaterialGlobalIlluminationFlags.AnyEmissive"> <summary> <para>Helper Mask to be used to query the enum only based on whether realtime GI or baked GI is set, ignoring all other bits.</para> </summary> </member> <member name="F:UnityEngine.MaterialGlobalIlluminationFlags.BakedEmissive"> <summary> <para>The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes.</para> </summary> </member> <member name="F:UnityEngine.MaterialGlobalIlluminationFlags.EmissiveIsBlack"> <summary> <para>The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black.</para> </summary> </member> <member name="F:UnityEngine.MaterialGlobalIlluminationFlags.None"> <summary> <para>The emissive lighting does not affect Global Illumination at all.</para> </summary> </member> <member name="F:UnityEngine.MaterialGlobalIlluminationFlags.RealtimeEmissive"> <summary> <para>The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes.</para> </summary> </member> <member name="T:UnityEngine.MaterialPropertyBlock"> <summary> <para>A block of material values to apply.</para> </summary> </member> <member name="P:UnityEngine.MaterialPropertyBlock.isEmpty"> <summary> <para>Is the material property block empty? (Read Only)</para> </summary> </member> <member name="M:UnityEngine.MaterialPropertyBlock.Clear"> <summary> <para>Clear material property values.</para> </summary> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)"> <summary> <para>Get a float from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)"> <summary> <para>Get a float from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.String)"> <summary> <para>Get a float array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.Int32)"> <summary> <para>Get a float array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetch a float array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetch a float array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)"> <summary> <para>Get a matrix from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)"> <summary> <para>Get a matrix from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.String)"> <summary> <para>Get a matrix array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.Int32)"> <summary> <para>Get a matrix array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetch a matrix array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetch a matrix array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)"> <summary> <para>Get a texture from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)"> <summary> <para>Get a texture from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)"> <summary> <para>Get a vector from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)"> <summary> <para>Get a vector from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.String)"> <summary> <para>Get a vector array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.Int32)"> <summary> <para>Get a vector array from the property block.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetch a vector array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetch a vector array from the property block into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetBuffer(System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Set a ComputeBuffer property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The ComputeBuffer to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetBuffer(System.Int32,UnityEngine.ComputeBuffer)"> <summary> <para>Set a ComputeBuffer property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The ComputeBuffer to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.String,UnityEngine.Color)"> <summary> <para>Set a color property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Color value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.Int32,UnityEngine.Color)"> <summary> <para>Set a color property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Color value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.String,System.Single)"> <summary> <para>Set a float property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The float value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.Int32,System.Single)"> <summary> <para>Set a float property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The float value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.String,System.Single[])"> <summary> <para>Set a float array property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.Int32,System.Single[])"> <summary> <para>Set a float array property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Set a float array property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Set a float array property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="values">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.String,UnityEngine.Matrix4x4)"> <summary> <para>Set a matrix property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The matrix value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.Int32,UnityEngine.Matrix4x4)"> <summary> <para>Set a matrix property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The matrix value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.String,UnityEngine.Matrix4x4[])"> <summary> <para>Set a matrix array property.</para> </summary> <param name="name">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="nameID">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.Int32,UnityEngine.Matrix4x4[])"> <summary> <para>Set a matrix array property.</para> </summary> <param name="name">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="nameID">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Set a matrix array property.</para> </summary> <param name="name">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="nameID">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Set a matrix array property.</para> </summary> <param name="name">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="nameID">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.String,UnityEngine.Texture)"> <summary> <para>Set a texture property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Texture to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.Int32,UnityEngine.Texture)"> <summary> <para>Set a texture property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Texture to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.String,UnityEngine.Vector4)"> <summary> <para>Set a vector property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Vector4 value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.Int32,UnityEngine.Vector4)"> <summary> <para>Set a vector property.</para> </summary> <param name="name">The name of the property.</param> <param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="value">The Vector4 value to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.String,UnityEngine.Vector4[])"> <summary> <para>Set a vector array property.</para> </summary> <param name="nameID">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.Int32,UnityEngine.Vector4[])"> <summary> <para>Set a vector array property.</para> </summary> <param name="nameID">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Set a vector array property.</para> </summary> <param name="nameID">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The array to set.</param> </member> <member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Set a vector array property.</para> </summary> <param name="nameID">The name of the property.</param> <param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param> <param name="name">The array to set.</param> </member> <member name="T:UnityEngine.Mathf"> <summary> <para>A collection of common math functions.</para> </summary> </member> <member name="M:UnityEngine.Mathf.Abs(System.Single)"> <summary> <para>Returns the absolute value of f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Abs(System.Int32)"> <summary> <para>Returns the absolute value of value.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.Acos(System.Single)"> <summary> <para>Returns the arc-cosine of f - the angle in radians whose cosine is f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)"> <summary> <para>Compares two floating point values and returns true if they are similar.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Mathf.Asin(System.Single)"> <summary> <para>Returns the arc-sine of f - the angle in radians whose sine is f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Atan(System.Single)"> <summary> <para>Returns the arc-tangent of f - the angle in radians whose tangent is f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)"> <summary> <para>Returns the angle in radians whose Tan is y/x.</para> </summary> <param name="y"></param> <param name="x"></param> </member> <member name="M:UnityEngine.Mathf.Ceil(System.Single)"> <summary> <para>Returns the smallest integer greater to or equal to f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.CeilToInt(System.Single)"> <summary> <para>Returns the smallest integer greater to or equal to f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)"> <summary> <para>Clamps a value between a minimum float and maximum float value.</para> </summary> <param name="value"></param> <param name="min"></param> <param name="max"></param> </member> <member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)"> <summary> <para>Clamps value between min and max and returns value.</para> </summary> <param name="value"></param> <param name="min"></param> <param name="max"></param> </member> <member name="M:UnityEngine.Mathf.Clamp01(System.Single)"> <summary> <para>Clamps value between 0 and 1 and returns value.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)"> <summary> <para>Returns the closest power of two value.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.CorrelatedColorTemperatureToRGB(System.Single)"> <summary> <para>Convert a color temperature in Kelvin to RGB color.</para> </summary> <param name="kelvin">Temperature in Kelvin. Range 1000 to 40000 Kelvin.</param> <returns> <para>Correlated Color Temperature as floating point RGB color.</para> </returns> </member> <member name="M:UnityEngine.Mathf.Cos(System.Single)"> <summary> <para>Returns the cosine of angle f in radians.</para> </summary> <param name="f"></param> </member> <member name="F:UnityEngine.Mathf.Deg2Rad"> <summary> <para>Degrees-to-radians conversion constant (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)"> <summary> <para>Calculates the shortest difference between two given angles given in degrees.</para> </summary> <param name="current"></param> <param name="target"></param> </member> <member name="F:UnityEngine.Mathf.Epsilon"> <summary> <para>A tiny floating point value (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.Exp(System.Single)"> <summary> <para>Returns e raised to the specified power.</para> </summary> <param name="power"></param> </member> <member name="M:UnityEngine.Mathf.Floor(System.Single)"> <summary> <para>Returns the largest integer smaller to or equal to f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.FloorToInt(System.Single)"> <summary> <para>Returns the largest integer smaller to or equal to f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)"> <summary> <para>Converts the given value from gamma (sRGB) to linear color space.</para> </summary> <param name="value"></param> </member> <member name="F:UnityEngine.Mathf.Infinity"> <summary> <para>A representation of positive infinity (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)"> <summary> <para>Calculates the linear parameter t that produces the interpolant value within the range [a, b].</para> </summary> <param name="a"></param> <param name="b"></param> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)"> <summary> <para>Returns true if the value is power of two.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)"> <summary> <para>Linearly interpolates between a and b by t.</para> </summary> <param name="a">The start value.</param> <param name="b">The end value.</param> <param name="t">The interpolation value between the two floats.</param> <returns> <para>The interpolated float result between the two float values.</para> </returns> </member> <member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)"> <summary> <para>Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Mathf.LerpUnclamped(System.Single,System.Single,System.Single)"> <summary> <para>Linearly interpolates between a and b by t with no limit to t.</para> </summary> <param name="a">The start value.</param> <param name="b">The end value.</param> <param name="t">The interpolation between the two floats.</param> <returns> <para>The float value as a result from the linear interpolation.</para> </returns> </member> <member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)"> <summary> <para>Converts the given value from linear to gamma (sRGB) color space.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)"> <summary> <para>Returns the logarithm of a specified number in a specified base.</para> </summary> <param name="f"></param> <param name="p"></param> </member> <member name="M:UnityEngine.Mathf.Log(System.Single)"> <summary> <para>Returns the natural (base e) logarithm of a specified number.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Log10(System.Single)"> <summary> <para>Returns the base 10 logarithm of a specified number.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)"> <summary> <para>Returns largest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Max(System.Single[])"> <summary> <para>Returns largest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)"> <summary> <para>Returns the largest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Max(System.Int32[])"> <summary> <para>Returns the largest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)"> <summary> <para>Returns the smallest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Min(System.Single[])"> <summary> <para>Returns the smallest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)"> <summary> <para>Returns the smallest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.Min(System.Int32[])"> <summary> <para>Returns the smallest of two or more values.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="values"></param> </member> <member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)"> <summary> <para>Moves a value current towards target.</para> </summary> <param name="current">The current value.</param> <param name="target">The value to move towards.</param> <param name="maxDelta">The maximum change that should be applied to the value.</param> </member> <member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)"> <summary> <para>Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</para> </summary> <param name="current"></param> <param name="target"></param> <param name="maxDelta"></param> </member> <member name="F:UnityEngine.Mathf.NegativeInfinity"> <summary> <para>A representation of negative infinity (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)"> <summary> <para>Returns the next power of two value.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)"> <summary> <para>Generate 2D Perlin noise.</para> </summary> <param name="x">X-coordinate of sample point.</param> <param name="y">Y-coordinate of sample point.</param> <returns> <para>Value between 0.0 and 1.0.</para> </returns> </member> <member name="F:UnityEngine.Mathf.PI"> <summary> <para>The infamous 3.14159265358979... value (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)"> <summary> <para>PingPongs the value t, so that it is never larger than length and never smaller than 0.</para> </summary> <param name="t"></param> <param name="length"></param> </member> <member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)"> <summary> <para>Returns f raised to power p.</para> </summary> <param name="f"></param> <param name="p"></param> </member> <member name="F:UnityEngine.Mathf.Rad2Deg"> <summary> <para>Radians-to-degrees conversion constant (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)"> <summary> <para>Loops the value t, so that it is never larger than length and never smaller than 0.</para> </summary> <param name="t"></param> <param name="length"></param> </member> <member name="M:UnityEngine.Mathf.Round(System.Single)"> <summary> <para>Returns f rounded to the nearest integer.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.RoundToInt(System.Single)"> <summary> <para>Returns f rounded to the nearest integer.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Sign(System.Single)"> <summary> <para>Returns the sign of f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Sin(System.Single)"> <summary> <para>Returns the sine of angle f in radians.</para> </summary> <param name="f">The argument as a radian.</param> <returns> <para>The return value between -1 and +1.</para> </returns> </member> <member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single)"> <summary> <para>Gradually changes a value towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Gradually changes a value towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)"> <summary> <para>Gradually changes a value towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single)"> <summary> <para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single,System.Single)"> <summary> <para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)"> <summary> <para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)"> <summary> <para>Interpolates between min and max with smoothing at the limits.</para> </summary> <param name="from"></param> <param name="to"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Mathf.Sqrt(System.Single)"> <summary> <para>Returns square root of f.</para> </summary> <param name="f"></param> </member> <member name="M:UnityEngine.Mathf.Tan(System.Single)"> <summary> <para>Returns the tangent of angle f in radians.</para> </summary> <param name="f"></param> </member> <member name="T:UnityEngine.Matrix4x4"> <summary> <para>A standard 4x4 transformation matrix.</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.determinant"> <summary> <para>The determinant of the matrix.</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.identity"> <summary> <para>Returns the identity matrix (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.inverse"> <summary> <para>The inverse of this matrix (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.isIdentity"> <summary> <para>Is this the identity matrix?</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.transpose"> <summary> <para>Returns the transpose of this matrix (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.zero"> <summary> <para>Returns a matrix with all elements set to zero (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)"> <summary> <para>Get a column of the matrix.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)"> <summary> <para>Returns a row of the matrix.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Matrix4x4.LookAt(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.</para> </summary> <param name="from">The source point.</param> <param name="to">The target point.</param> <param name="up">The vector describing the up direction (typically Vector3.up).</param> <returns> <para>The resulting transformation matrix.</para> </returns> </member> <member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)"> <summary> <para>Transforms a position by this matrix (generic).</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)"> <summary> <para>Transforms a position by this matrix (fast).</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)"> <summary> <para>Transforms a direction by this matrix.</para> </summary> <param name="vector"></param> </member> <member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)"> <summary> <para>Multiplies two matrices.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Vector4)"> <summary> <para>Transforms a Vector4 by a matrix.</para> </summary> <param name="lhs"></param> <param name="vector"></param> </member> <member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates an orthogonal projection matrix.</para> </summary> <param name="left"></param> <param name="right"></param> <param name="bottom"></param> <param name="top"></param> <param name="zNear"></param> <param name="zFar"></param> </member> <member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates a perspective projection matrix.</para> </summary> <param name="fov"></param> <param name="aspect"></param> <param name="zNear"></param> <param name="zFar"></param> </member> <member name="M:UnityEngine.Matrix4x4.Rotate(UnityEngine.Quaternion)"> <summary> <para>Creates a rotation matrix.</para> </summary> <param name="q"></param> </member> <member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)"> <summary> <para>Creates a scaling matrix.</para> </summary> <param name="vector"></param> </member> <member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)"> <summary> <para>Sets a column of the matrix.</para> </summary> <param name="index"></param> <param name="column"></param> </member> <member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)"> <summary> <para>Sets a row of the matrix.</para> </summary> <param name="index"></param> <param name="row"></param> </member> <member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Sets this matrix to a translation, rotation and scaling matrix.</para> </summary> <param name="pos"></param> <param name="q"></param> <param name="s"></param> </member> <member name="P:UnityEngine.Matrix4x4.this"> <summary> <para>Access element at [row, column].</para> </summary> </member> <member name="P:UnityEngine.Matrix4x4.this"> <summary> <para>Access element at sequential index (0..15 inclusive).</para> </summary> </member> <member name="M:UnityEngine.Matrix4x4.ToString"> <summary> <para>Returns a nicely formatted string for this matrix.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Matrix4x4.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this matrix.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Matrix4x4.TransformPlane(UnityEngine.Plane)"> <summary> <para>Returns a plane that is transformed in space.</para> </summary> <param name="plane"></param> </member> <member name="M:UnityEngine.Matrix4x4.Translate(UnityEngine.Vector3)"> <summary> <para>Creates a translation matrix.</para> </summary> <param name="vector"></param> </member> <member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Creates a translation, rotation and scaling matrix.</para> </summary> <param name="pos"></param> <param name="q"></param> <param name="s"></param> </member> <member name="T:UnityEngine.Mesh"> <summary> <para>A class that allows creating or modifying meshes from scripts.</para> </summary> </member> <member name="P:UnityEngine.Mesh.bindposes"> <summary> <para>The bind poses. The bind pose at each index refers to the bone with the same index.</para> </summary> </member> <member name="P:UnityEngine.Mesh.blendShapeCount"> <summary> <para>Returns BlendShape count on this mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.boneWeights"> <summary> <para>The bone weights of each vertex.</para> </summary> </member> <member name="P:UnityEngine.Mesh.bounds"> <summary> <para>The bounding volume of the mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.colors"> <summary> <para>Vertex colors of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.colors32"> <summary> <para>Vertex colors of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.isReadable"> <summary> <para>Returns state of the Read/Write Enabled checkbox when model was imported.</para> </summary> </member> <member name="P:UnityEngine.Mesh.normals"> <summary> <para>The normals of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.subMeshCount"> <summary> <para>The number of sub-Meshes. Every Material has a separate triangle list.</para> </summary> </member> <member name="P:UnityEngine.Mesh.tangents"> <summary> <para>The tangents of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.triangles"> <summary> <para>An array containing all triangles in the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.uv"> <summary> <para>The base texture coordinates of the Mesh.</para> </summary> </member> <member name="P:UnityEngine.Mesh.uv2"> <summary> <para>The second texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="P:UnityEngine.Mesh.uv3"> <summary> <para>The third texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="P:UnityEngine.Mesh.uv4"> <summary> <para>The fourth texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="P:UnityEngine.Mesh.vertexBufferCount"> <summary> <para>Get the number of vertex buffers present in the Mesh. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Mesh.vertexCount"> <summary> <para>Returns the number of vertices in the Mesh (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Mesh.vertices"> <summary> <para>Returns a copy of the vertex positions or assigns a new vertex positions array.</para> </summary> </member> <member name="M:UnityEngine.Mesh.AddBlendShapeFrame(System.String,System.Single,UnityEngine.Vector3[],UnityEngine.Vector3[],UnityEngine.Vector3[])"> <summary> <para>Adds a new blend shape frame.</para> </summary> <param name="shapeName">Name of the blend shape to add a frame to.</param> <param name="frameWeight">Weight for the frame being added.</param> <param name="deltaVertices">Delta vertices for the frame being added.</param> <param name="deltaNormals">Delta normals for the frame being added.</param> <param name="deltaTangents">Delta tangents for the frame being added.</param> </member> <member name="M:UnityEngine.Mesh.Clear(System.Boolean)"> <summary> <para>Clears all vertex data and all triangle indices.</para> </summary> <param name="keepVertexLayout"></param> </member> <member name="M:UnityEngine.Mesh.ClearBlendShapes"> <summary> <para>Clears all blend shapes from Mesh.</para> </summary> </member> <member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Combines several Meshes into this Mesh.</para> </summary> <param name="combine">Descriptions of the Meshes to combine.</param> <param name="mergeSubMeshes">Defines whether Meshes should be combined into a single sub-Mesh.</param> <param name="useMatrices">Defines whether the transforms supplied in the CombineInstance array should be used or ignored.</param> <param name="hasLightmapData"></param> </member> <member name="M:UnityEngine.Mesh.#ctor"> <summary> <para>Creates an empty Mesh.</para> </summary> </member> <member name="M:UnityEngine.Mesh.GetBindposes(System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Gets the bind poses for this instance.</para> </summary> <param name="bindposes">A list of bind poses to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetBlendShapeFrameCount(System.Int32)"> <summary> <para>Returns the frame count for a blend shape.</para> </summary> <param name="shapeIndex">The shape index to get frame count from.</param> </member> <member name="M:UnityEngine.Mesh.GetBlendShapeFrameVertices(System.Int32,System.Int32,UnityEngine.Vector3[],UnityEngine.Vector3[],UnityEngine.Vector3[])"> <summary> <para>Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame.</para> </summary> <param name="shapeIndex">The shape index of the frame.</param> <param name="frameIndex">The frame index to get the weight from.</param> <param name="deltaVertices">Delta vertices output array for the frame being retreived.</param> <param name="deltaNormals">Delta normals output array for the frame being retreived.</param> <param name="deltaTangents">Delta tangents output array for the frame being retreived.</param> </member> <member name="M:UnityEngine.Mesh.GetBlendShapeFrameWeight(System.Int32,System.Int32)"> <summary> <para>Returns the weight of a blend shape frame.</para> </summary> <param name="shapeIndex">The shape index of the frame.</param> <param name="frameIndex">The frame index to get the weight from.</param> </member> <member name="M:UnityEngine.Mesh.GetBlendShapeIndex(System.String)"> <summary> <para>Returns index of BlendShape by given name.</para> </summary> <param name="blendShapeName"></param> </member> <member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)"> <summary> <para>Returns name of BlendShape by given index.</para> </summary> <param name="shapeIndex"></param> </member> <member name="M:UnityEngine.Mesh.GetBoneWeights(System.Collections.Generic.List`1&lt;UnityEngine.BoneWeight&gt;)"> <summary> <para>Gets the bone weights for this instance.</para> </summary> <param name="boneWeights">A list of bone weights to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Gets the vertex colors for this instance.</para> </summary> <param name="colors">A list of vertex colors to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;)"> <summary> <para>Gets the vertex colors for this instance.</para> </summary> <param name="colors">A list of vertex colors to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetIndexCount(System.Int32)"> <summary> <para>Gets the index count of the given submesh.</para> </summary> <param name="submesh"></param> </member> <member name="M:UnityEngine.Mesh.GetIndexStart(System.Int32)"> <summary> <para>Gets the starting index location within the Mesh's index buffer, for the given submesh.</para> </summary> <param name="submesh"></param> </member> <member name="M:UnityEngine.Mesh.GetIndices(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)"> <summary> <para>Gets the index buffer for the specified sub mesh on this instance.</para> </summary> <param name="indices">A list of indices to populate.</param> <param name="submesh">The sub mesh on this instance. See subMeshCount.</param> </member> <member name="M:UnityEngine.Mesh.GetIndices(System.Int32)"> <summary> <para>Gets the index buffer for the specified sub mesh on this instance.</para> </summary> <param name="indices">A list of indices to populate.</param> <param name="submesh">The sub mesh on this instance. See subMeshCount.</param> </member> <member name="M:UnityEngine.Mesh.GetNativeIndexBufferPtr"> <summary> <para>Retrieves a native (underlying graphics API) pointer to the index buffer.</para> </summary> <returns> <para>Pointer to the underlying graphics API index buffer.</para> </returns> </member> <member name="M:UnityEngine.Mesh.GetNativeVertexBufferPtr(System.Int32)"> <summary> <para>Retrieves a native (underlying graphics API) pointer to the vertex buffer.</para> </summary> <param name="bufferIndex">Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount.</param> <returns> <para>Pointer to the underlying graphics API vertex buffer.</para> </returns> </member> <member name="M:UnityEngine.Mesh.GetNormals(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Gets the vertex normals for this instance.</para> </summary> <param name="normals">A list of vertex normals to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetTangents(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Gets the tangents for this instance.</para> </summary> <param name="tangents">A list of tangents to populate.</param> </member> <member name="M:UnityEngine.Mesh.GetTopology(System.Int32)"> <summary> <para>Gets the topology of a sub-Mesh.</para> </summary> <param name="submesh"></param> </member> <member name="M:UnityEngine.Mesh.GetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)"> <summary> <para>Gets the triangle list for the specified sub mesh on this instance.</para> </summary> <param name="triangles">A list of vertex indices to populate.</param> <param name="submesh">The sub mesh on this instance. See subMeshCount.</param> </member> <member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)"> <summary> <para>Gets the triangle list for the specified sub mesh on this instance.</para> </summary> <param name="triangles">A list of vertex indices to populate.</param> <param name="submesh">The sub mesh on this instance. See subMeshCount.</param> </member> <member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)"> <summary> <para>Get the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to get for the given index.</param> </member> <member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Get the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to get for the given index.</param> </member> <member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Get the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to get for the given index.</param> </member> <member name="M:UnityEngine.Mesh.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Gets the vertex positions for this instance.</para> </summary> <param name="vertices">A list of vertex positions to populate.</param> </member> <member name="M:UnityEngine.Mesh.MarkDynamic"> <summary> <para>Optimize mesh for frequent updates.</para> </summary> </member> <member name="M:UnityEngine.Mesh.Optimize"> <summary> <para>Optimizes the Mesh for display.</para> </summary> </member> <member name="M:UnityEngine.Mesh.RecalculateBounds"> <summary> <para>Recalculate the bounding volume of the Mesh from the vertices.</para> </summary> </member> <member name="M:UnityEngine.Mesh.RecalculateNormals"> <summary> <para>Recalculates the normals of the Mesh from the triangles and vertices.</para> </summary> </member> <member name="M:UnityEngine.Mesh.RecalculateTangents"> <summary> <para>Recalculates the tangents of the Mesh from the normals and texture coordinates.</para> </summary> </member> <member name="M:UnityEngine.Mesh.SetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)"> <summary> <para>Vertex colors of the Mesh.</para> </summary> <param name="inColors">Per-Vertex Colours.</param> </member> <member name="M:UnityEngine.Mesh.SetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;)"> <summary> <para>Vertex colors of the Mesh.</para> </summary> <param name="inColors">Per-Vertex Colours.</param> </member> <member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32,System.Boolean)"> <summary> <para>Sets the index buffer for the sub-Mesh.</para> </summary> <param name="indices">The array of indices that define the Mesh.</param> <param name="topology">The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.</param> <param name="submesh">The submesh to modify.</param> <param name="calculateBounds">Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.</param> </member> <member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)"> <summary> <para>Sets the index buffer for the sub-Mesh.</para> </summary> <param name="indices">The array of indices that define the Mesh.</param> <param name="topology">The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.</param> <param name="submesh">The submesh to modify.</param> <param name="calculateBounds">Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.</param> </member> <member name="M:UnityEngine.Mesh.SetNormals(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Set the normals of the Mesh.</para> </summary> <param name="inNormals">Per-vertex normals.</param> </member> <member name="M:UnityEngine.Mesh.SetTangents(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Set the tangents of the Mesh.</para> </summary> <param name="inTangents">Per-vertex tangents.</param> </member> <member name="M:UnityEngine.Mesh.SetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)"> <summary> <para>Sets the triangle list for the sub-Mesh.</para> </summary> <param name="triangles">The list of indices that define the triangles.</param> <param name="submesh">The submesh to modify.</param> <param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param> </member> <member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)"> <summary> <para>Sets the triangle list for the sub-Mesh.</para> </summary> <param name="triangles">The list of indices that define the triangles.</param> <param name="submesh">The submesh to modify.</param> <param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param> </member> <member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)"> <summary> <para>Set the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to set for the given index.</param> </member> <member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Set the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to set for the given index.</param> </member> <member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Set the UVs for a given chanel.</para> </summary> <param name="channel">The UV Channel (zero-indexed).</param> <param name="uvs">List of UVs to set for the given index.</param> </member> <member name="M:UnityEngine.Mesh.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)"> <summary> <para>Assigns a new vertex positions array.</para> </summary> <param name="inVertices">Per-vertex position.</param> </member> <member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)"> <summary> <para>Upload previously done Mesh modifications to the graphics API.</para> </summary> <param name="markNoLongerReadable">Frees up system memory copy of mesh data when set to true.</param> <param name="markNoLogerReadable"></param> </member> <member name="T:UnityEngine.MeshCollider"> <summary> <para>A mesh collider allows you to do between meshes and primitives.</para> </summary> </member> <member name="P:UnityEngine.MeshCollider.convex"> <summary> <para>Use a convex collider from the mesh.</para> </summary> </member> <member name="P:UnityEngine.MeshCollider.inflateMesh"> <summary> <para>Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.</para> </summary> </member> <member name="P:UnityEngine.MeshCollider.sharedMesh"> <summary> <para>The mesh object used for collision detection.</para> </summary> </member> <member name="P:UnityEngine.MeshCollider.skinWidth"> <summary> <para>Used when set to inflateMesh to determine how much inflation is acceptable.</para> </summary> </member> <member name="P:UnityEngine.MeshCollider.smoothSphereCollisions"> <summary> <para>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</para> </summary> </member> <member name="T:UnityEngine.MeshFilter"> <summary> <para>A class to access the Mesh of the.</para> </summary> </member> <member name="P:UnityEngine.MeshFilter.mesh"> <summary> <para>Returns the instantiated Mesh assigned to the mesh filter.</para> </summary> </member> <member name="P:UnityEngine.MeshFilter.sharedMesh"> <summary> <para>Returns the shared mesh of the mesh filter.</para> </summary> </member> <member name="T:UnityEngine.MeshParticleEmitter"> <summary> <para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para> </summary> </member> <member name="T:UnityEngine.MeshRenderer"> <summary> <para>Renders meshes inserted by the MeshFilter or TextMesh.</para> </summary> </member> <member name="P:UnityEngine.MeshRenderer.additionalVertexStreams"> <summary> <para>Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.</para> </summary> </member> <member name="T:UnityEngine.MeshTopology"> <summary> <para>Topology of Mesh faces.</para> </summary> </member> <member name="F:UnityEngine.MeshTopology.Lines"> <summary> <para>Mesh is made from lines.</para> </summary> </member> <member name="F:UnityEngine.MeshTopology.LineStrip"> <summary> <para>Mesh is a line strip.</para> </summary> </member> <member name="F:UnityEngine.MeshTopology.Points"> <summary> <para>Mesh is made from points.</para> </summary> </member> <member name="F:UnityEngine.MeshTopology.Quads"> <summary> <para>Mesh is made from quads.</para> </summary> </member> <member name="F:UnityEngine.MeshTopology.Triangles"> <summary> <para>Mesh is made from triangles.</para> </summary> </member> <member name="T:UnityEngine.Microphone"> <summary> <para>Use this class to record to an AudioClip using a connected microphone.</para> </summary> </member> <member name="P:UnityEngine.Microphone.devices"> <summary> <para>A list of available microphone devices, identified by name.</para> </summary> </member> <member name="M:UnityEngine.Microphone.End(System.String)"> <summary> <para>Stops recording.</para> </summary> <param name="deviceName">The name of the device.</param> </member> <member name="M:UnityEngine.Microphone.GetDeviceCaps(System.String,System.Int32&amp;,System.Int32&amp;)"> <summary> <para>Get the frequency capabilities of a device.</para> </summary> <param name="deviceName">The name of the device.</param> <param name="minFreq">Returns the minimum sampling frequency of the device.</param> <param name="maxFreq">Returns the maximum sampling frequency of the device.</param> </member> <member name="M:UnityEngine.Microphone.GetPosition(System.String)"> <summary> <para>Get the position in samples of the recording.</para> </summary> <param name="deviceName">The name of the device.</param> </member> <member name="M:UnityEngine.Microphone.IsRecording(System.String)"> <summary> <para>Query if a device is currently recording.</para> </summary> <param name="deviceName">The name of the device.</param> </member> <member name="M:UnityEngine.Microphone.Start(System.String,System.Boolean,System.Int32,System.Int32)"> <summary> <para>Start Recording with device.</para> </summary> <param name="deviceName">The name of the device.</param> <param name="loop">Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip.</param> <param name="lengthSec">Is the length of the AudioClip produced by the recording.</param> <param name="frequency">The sample rate of the AudioClip produced by the recording.</param> <returns> <para>The function returns null if the recording fails to start.</para> </returns> </member> <member name="T:UnityEngine.MonoBehaviour"> <summary> <para>MonoBehaviour is the base class from which every Unity script derives.</para> </summary> </member> <member name="M:UnityEngine.MonoBehaviour.print(System.Object)"> <summary> <para>Logs message to the Unity Console (identical to Debug.Log).</para> </summary> <param name="message"></param> </member> <member name="P:UnityEngine.MonoBehaviour.runInEditMode"> <summary> <para>Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).</para> </summary> </member> <member name="P:UnityEngine.MonoBehaviour.useGUILayout"> <summary> <para>Disabling this lets you skip the GUI layout phase.</para> </summary> </member> <member name="M:UnityEngine.MonoBehaviour.CancelInvoke"> <summary> <para>Cancels all Invoke calls on this MonoBehaviour.</para> </summary> </member> <member name="M:UnityEngine.MonoBehaviour.CancelInvoke(System.String)"> <summary> <para>Cancels all Invoke calls with name methodName on this behaviour.</para> </summary> <param name="methodName"></param> </member> <member name="M:UnityEngine.MonoBehaviour.Invoke(System.String,System.Single)"> <summary> <para>Invokes the method methodName in time seconds.</para> </summary> <param name="methodName"></param> <param name="time"></param> </member> <member name="M:UnityEngine.MonoBehaviour.InvokeRepeating(System.String,System.Single,System.Single)"> <summary> <para>Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.</para> </summary> <param name="methodName"></param> <param name="time"></param> <param name="repeatRate"></param> </member> <member name="M:UnityEngine.MonoBehaviour.IsInvoking(System.String)"> <summary> <para>Is any invoke on methodName pending?</para> </summary> <param name="methodName"></param> </member> <member name="M:UnityEngine.MonoBehaviour.IsInvoking"> <summary> <para>Is any invoke pending on this MonoBehaviour?</para> </summary> </member> <member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)"> <summary> <para>Starts a coroutine.</para> </summary> <param name="routine"></param> </member> <member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String)"> <summary> <para>Starts a coroutine named methodName.</para> </summary> <param name="methodName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String,System.Object)"> <summary> <para>Starts a coroutine named methodName.</para> </summary> <param name="methodName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.MonoBehaviour.StopAllCoroutines"> <summary> <para>Stops all coroutines running on this behaviour.</para> </summary> </member> <member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.String)"> <summary> <para>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</para> </summary> <param name="methodName">Name of coroutine.</param> <param name="routine">Name of the function in code.</param> </member> <member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)"> <summary> <para>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</para> </summary> <param name="methodName">Name of coroutine.</param> <param name="routine">Name of the function in code.</param> </member> <member name="T:UnityEngine.Motion"> <summary> <para>Base class for AnimationClips and BlendTrees.</para> </summary> </member> <member name="T:UnityEngine.MotionVectorGenerationMode"> <summary> <para>The type of motion vectors that should be generated.</para> </summary> </member> <member name="F:UnityEngine.MotionVectorGenerationMode.Camera"> <summary> <para>Use only camera movement to track motion.</para> </summary> </member> <member name="F:UnityEngine.MotionVectorGenerationMode.ForceNoMotion"> <summary> <para>Do not track motion. Motion vectors will be 0.</para> </summary> </member> <member name="F:UnityEngine.MotionVectorGenerationMode.Object"> <summary> <para>Use a specific pass (if required) to track motion.</para> </summary> </member> <member name="T:UnityEngine.MovieTexture"> <summary> <para>Movie Textures are textures onto which movies are played back.</para> </summary> </member> <member name="P:UnityEngine.MovieTexture.audioClip"> <summary> <para>Returns the AudioClip belonging to the MovieTexture.</para> </summary> </member> <member name="P:UnityEngine.MovieTexture.duration"> <summary> <para>The time, in seconds, that the movie takes to play back completely.</para> </summary> </member> <member name="P:UnityEngine.MovieTexture.isPlaying"> <summary> <para>Returns whether the movie is playing or not.</para> </summary> </member> <member name="P:UnityEngine.MovieTexture.isReadyToPlay"> <summary> <para>If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions.</para> </summary> </member> <member name="P:UnityEngine.MovieTexture.loop"> <summary> <para>Set this to true to make the movie loop.</para> </summary> </member> <member name="M:UnityEngine.MovieTexture.Pause"> <summary> <para>Pauses playing the movie.</para> </summary> </member> <member name="M:UnityEngine.MovieTexture.Play"> <summary> <para>Starts playing the movie.</para> </summary> </member> <member name="M:UnityEngine.MovieTexture.Stop"> <summary> <para>Stops playing the movie, and rewinds it to the beginning.</para> </summary> </member> <member name="T:UnityEngine.MultilineAttribute"> <summary> <para>Attribute to make a string be edited with a multi-line textfield.</para> </summary> </member> <member name="M:UnityEngine.MultilineAttribute.#ctor"> <summary> <para>Attribute used to make a string value be shown in a multiline textarea.</para> </summary> <param name="lines">How many lines of text to make room for. Default is 3.</param> </member> <member name="M:UnityEngine.MultilineAttribute.#ctor(System.Int32)"> <summary> <para>Attribute used to make a string value be shown in a multiline textarea.</para> </summary> <param name="lines">How many lines of text to make room for. Default is 3.</param> </member> <member name="T:UnityEngine.Network"> <summary> <para>The network class is at the heart of the network implementation and provides the core functions.</para> </summary> </member> <member name="P:UnityEngine.Network.connections"> <summary> <para>All connected players.</para> </summary> </member> <member name="P:UnityEngine.Network.connectionTesterIP"> <summary> <para>The IP address of the connection tester used in Network.TestConnection.</para> </summary> </member> <member name="P:UnityEngine.Network.connectionTesterPort"> <summary> <para>The port of the connection tester used in Network.TestConnection.</para> </summary> </member> <member name="P:UnityEngine.Network.incomingPassword"> <summary> <para>Set the password for the server (for incoming connections).</para> </summary> </member> <member name="P:UnityEngine.Network.isClient"> <summary> <para>Returns true if your peer type is client.</para> </summary> </member> <member name="P:UnityEngine.Network.isMessageQueueRunning"> <summary> <para>Enable or disable the processing of network messages.</para> </summary> </member> <member name="P:UnityEngine.Network.isServer"> <summary> <para>Returns true if your peer type is server.</para> </summary> </member> <member name="P:UnityEngine.Network.logLevel"> <summary> <para>Set the log level for network messages (default is Off).</para> </summary> </member> <member name="P:UnityEngine.Network.maxConnections"> <summary> <para>Set the maximum amount of connections/players allowed.</para> </summary> </member> <member name="P:UnityEngine.Network.minimumAllocatableViewIDs"> <summary> <para>Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.</para> </summary> </member> <member name="P:UnityEngine.Network.natFacilitatorIP"> <summary> <para>The IP address of the NAT punchthrough facilitator.</para> </summary> </member> <member name="P:UnityEngine.Network.natFacilitatorPort"> <summary> <para>The port of the NAT punchthrough facilitator.</para> </summary> </member> <member name="P:UnityEngine.Network.peerType"> <summary> <para>The status of the peer type, i.e. if it is disconnected, connecting, server or client.</para> </summary> </member> <member name="P:UnityEngine.Network.player"> <summary> <para>Get the local NetworkPlayer instance.</para> </summary> </member> <member name="P:UnityEngine.Network.proxyIP"> <summary> <para>The IP address of the proxy server.</para> </summary> </member> <member name="P:UnityEngine.Network.proxyPassword"> <summary> <para>Set the proxy server password.</para> </summary> </member> <member name="P:UnityEngine.Network.proxyPort"> <summary> <para>The port of the proxy server.</para> </summary> </member> <member name="P:UnityEngine.Network.sendRate"> <summary> <para>The default send rate of network updates for all Network Views.</para> </summary> </member> <member name="P:UnityEngine.Network.time"> <summary> <para>Get the current network time (seconds).</para> </summary> </member> <member name="P:UnityEngine.Network.useProxy"> <summary> <para>Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.</para> </summary> </member> <member name="M:UnityEngine.Network.AllocateViewID"> <summary> <para>Query for the next available network view ID number and allocate it (reserve).</para> </summary> </member> <member name="M:UnityEngine.Network.CloseConnection(UnityEngine.NetworkPlayer,System.Boolean)"> <summary> <para>Close the connection to another system.</para> </summary> <param name="target"></param> <param name="sendDisconnectionNotification"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String,System.Int32)"> <summary> <para>Connect to the specified host (ip or domain name) and server port.</para> </summary> <param name="IP"></param> <param name="remotePort"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String,System.Int32,System.String)"> <summary> <para>Connect to the specified host (ip or domain name) and server port.</para> </summary> <param name="IP"></param> <param name="remotePort"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String[],System.Int32)"> <summary> <para>This function is exactly like Network.Connect but can accept an array of IP addresses.</para> </summary> <param name="IPs"></param> <param name="remotePort"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String[],System.Int32,System.String)"> <summary> <para>This function is exactly like Network.Connect but can accept an array of IP addresses.</para> </summary> <param name="IPs"></param> <param name="remotePort"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String)"> <summary> <para>Connect to a server GUID. NAT punchthrough can only be performed this way.</para> </summary> <param name="GUID"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(System.String,System.String)"> <summary> <para>Connect to a server GUID. NAT punchthrough can only be performed this way.</para> </summary> <param name="GUID"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(UnityEngine.HostData)"> <summary> <para>Connect to the host represented by a HostData structure returned by the Master Server.</para> </summary> <param name="hostData"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Connect(UnityEngine.HostData,System.String)"> <summary> <para>Connect to the host represented by a HostData structure returned by the Master Server.</para> </summary> <param name="hostData"></param> <param name="password"></param> </member> <member name="M:UnityEngine.Network.Destroy(UnityEngine.NetworkViewID)"> <summary> <para>Destroy the object associated with this view ID across the network.</para> </summary> <param name="viewID"></param> </member> <member name="M:UnityEngine.Network.Destroy(UnityEngine.GameObject)"> <summary> <para>Destroy the object across the network.</para> </summary> <param name="gameObject"></param> </member> <member name="M:UnityEngine.Network.DestroyPlayerObjects(UnityEngine.NetworkPlayer)"> <summary> <para>Destroy all the objects based on view IDs belonging to this player.</para> </summary> <param name="playerID"></param> </member> <member name="M:UnityEngine.Network.Disconnect()"> <summary> <para>Close all open connections and shuts down the network interface.</para> </summary> <param name="timeout"></param> </member> <member name="M:UnityEngine.Network.Disconnect(System.Int32)"> <summary> <para>Close all open connections and shuts down the network interface.</para> </summary> <param name="timeout"></param> </member> <member name="M:UnityEngine.Network.GetAveragePing(UnityEngine.NetworkPlayer)"> <summary> <para>The last average ping time to the given player in milliseconds.</para> </summary> <param name="player"></param> </member> <member name="M:UnityEngine.Network.GetLastPing(UnityEngine.NetworkPlayer)"> <summary> <para>The last ping time to the given player in milliseconds.</para> </summary> <param name="player"></param> </member> <member name="M:UnityEngine.Network.HavePublicAddress"> <summary> <para>Check if this machine has a public IP address.</para> </summary> </member> <member name="M:UnityEngine.Network.InitializeSecurity"> <summary> <para>Initializes security layer.</para> </summary> </member> <member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32)"> <summary> <para>Initialize the server.</para> </summary> <param name="connections"></param> <param name="listenPort"></param> <param name="useNat"></param> </member> <member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32,System.Boolean)"> <summary> <para>Initialize the server.</para> </summary> <param name="connections"></param> <param name="listenPort"></param> <param name="useNat"></param> </member> <member name="M:UnityEngine.Network.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)"> <summary> <para>Network instantiate a prefab.</para> </summary> <param name="prefab"></param> <param name="position"></param> <param name="rotation"></param> <param name="group"></param> </member> <member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer)"> <summary> <para>Remove all RPC functions which belong to this player ID.</para> </summary> <param name="playerID"></param> </member> <member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer,System.Int32)"> <summary> <para>Remove all RPC functions which belong to this player ID and were sent based on the given group.</para> </summary> <param name="playerID"></param> <param name="group"></param> </member> <member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkViewID)"> <summary> <para>Remove the RPC function calls accociated with this view ID number.</para> </summary> <param name="viewID"></param> </member> <member name="M:UnityEngine.Network.RemoveRPCsInGroup(System.Int32)"> <summary> <para>Remove all RPC functions which belong to given group number.</para> </summary> <param name="group"></param> </member> <member name="M:UnityEngine.Network.SetLevelPrefix(System.Int32)"> <summary> <para>Set the level prefix which will then be prefixed to all network ViewID numbers.</para> </summary> <param name="prefix"></param> </member> <member name="M:UnityEngine.Network.SetReceivingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)"> <summary> <para>Enable or disables the reception of messages in a specific group number from a specific player.</para> </summary> <param name="player"></param> <param name="group"></param> <param name="enabled"></param> </member> <member name="M:UnityEngine.Network.SetSendingEnabled(System.Int32,System.Boolean)"> <summary> <para>Enables or disables transmission of messages and RPC calls on a specific network group number.</para> </summary> <param name="group"></param> <param name="enabled"></param> </member> <member name="M:UnityEngine.Network.SetSendingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)"> <summary> <para>Enable or disable transmission of messages and RPC calls based on target network player as well as the network group.</para> </summary> <param name="player"></param> <param name="group"></param> <param name="enabled"></param> </member> <member name="M:UnityEngine.Network.TestConnection()"> <summary> <para>Test this machines network connection.</para> </summary> <param name="forceTest"></param> </member> <member name="M:UnityEngine.Network.TestConnection(System.Boolean)"> <summary> <para>Test this machines network connection.</para> </summary> <param name="forceTest"></param> </member> <member name="M:UnityEngine.Network.TestConnectionNAT()"> <summary> <para>Test the connection specifically for NAT punch-through connectivity.</para> </summary> <param name="forceTest"></param> </member> <member name="M:UnityEngine.Network.TestConnectionNAT(System.Boolean)"> <summary> <para>Test the connection specifically for NAT punch-through connectivity.</para> </summary> <param name="forceTest"></param> </member> <member name="T:UnityEngine.NetworkConnectionError"> <summary> <para>Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.AlreadyConnectedToAnotherServer"> <summary> <para>Cannot connect to two servers at once. Close the connection before connecting again.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.AlreadyConnectedToServer"> <summary> <para>We are already connected to this particular server (can happen after fast disconnect/reconnect).</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.ConnectionBanned"> <summary> <para>We are banned from the system we attempted to connect to (likely temporarily).</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.ConnectionFailed"> <summary> <para>Connection attempt failed, possibly because of internal connectivity problems.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.CreateSocketOrThreadFailure"> <summary> <para>Internal error while attempting to initialize network interface. Socket possibly already in use.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.EmptyConnectTarget"> <summary> <para>No host target given in Connect.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.IncorrectParameters"> <summary> <para>Incorrect parameters given to Connect function.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.InternalDirectConnectFailed"> <summary> <para>Client could not connect internally to same network NAT enabled server.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.InvalidPassword"> <summary> <para>The server is using a password and has refused our connection because we did not set the correct password.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.NATPunchthroughFailed"> <summary> <para>NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.NATTargetConnectionLost"> <summary> <para>Connection lost while attempting to connect to NAT target.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.NATTargetNotConnected"> <summary> <para>The NAT target we are trying to connect to is not connected to the facilitator server.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.NoError"> <summary> <para>No error occurred.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.RSAPublicKeyMismatch"> <summary> <para>We presented an RSA public key which does not match what the system we connected to is using.</para> </summary> </member> <member name="F:UnityEngine.NetworkConnectionError.TooManyConnectedPlayers"> <summary> <para>The server is at full capacity, failed to connect.</para> </summary> </member> <member name="T:UnityEngine.NetworkDisconnection"> <summary> <para>The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer.</para> </summary> </member> <member name="F:UnityEngine.NetworkDisconnection.Disconnected"> <summary> <para>The connection to the system has been closed.</para> </summary> </member> <member name="F:UnityEngine.NetworkDisconnection.LostConnection"> <summary> <para>The connection to the system has been lost, no reliable packets could be delivered.</para> </summary> </member> <member name="T:UnityEngine.Networking.ChannelQOS"> <summary> <para>Defines parameters of channels.</para> </summary> </member> <member name="M:UnityEngine.Networking.ChannelQOS.#ctor(UnityEngine.Networking.QosType)"> <summary> <para>UnderlyingModel.MemDoc.MemDocModel.</para> </summary> <param name="value">Requested type of quality of service (default Unreliable).</param> <param name="channel">Copy constructor.</param> </member> <member name="M:UnityEngine.Networking.ChannelQOS.#ctor"> <summary> <para>UnderlyingModel.MemDoc.MemDocModel.</para> </summary> <param name="value">Requested type of quality of service (default Unreliable).</param> <param name="channel">Copy constructor.</param> </member> <member name="M:UnityEngine.Networking.ChannelQOS.#ctor(UnityEngine.Networking.ChannelQOS)"> <summary> <para>UnderlyingModel.MemDoc.MemDocModel.</para> </summary> <param name="value">Requested type of quality of service (default Unreliable).</param> <param name="channel">Copy constructor.</param> </member> <member name="P:UnityEngine.Networking.ChannelQOS.QOS"> <summary> <para>Channel quality of service.</para> </summary> </member> <member name="T:UnityEngine.Networking.ConnectionAcksType"> <summary> <para>Defines size of the buffer holding reliable messages, before they will be acknowledged.</para> </summary> </member> <member name="F:UnityEngine.Networking.ConnectionAcksType.Acks128"> <summary> <para>Ack buffer can hold 128 messages.</para> </summary> </member> <member name="F:UnityEngine.Networking.ConnectionAcksType.Acks32"> <summary> <para>Ack buffer can hold 32 messages.</para> </summary> </member> <member name="F:UnityEngine.Networking.ConnectionAcksType.Acks64"> <summary> <para>Ack buffer can hold 64 messages.</para> </summary> </member> <member name="F:UnityEngine.Networking.ConnectionAcksType.Acks96"> <summary> <para>Ack buffer can hold 96 messages.</para> </summary> </member> <member name="T:UnityEngine.Networking.ConnectionConfig"> <summary> <para>This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.AckDelay"> <summary> <para>Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33. Network clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent. Servers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as "acks") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.AcksType"> <summary> <para>Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32. Messages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size.</para> </summary> </member> <member name="M:UnityEngine.Networking.ConnectionConfig.AddChannel(UnityEngine.Networking.QosType)"> <summary> <para>Adds a new channel to the configuration and returns the unique id of that channel. Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.</para> </summary> <param name="value">Add new channel to configuration.</param> <returns> <para>Channel id, user can use this id to send message via this channel.</para> </returns> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.AllCostTimeout"> <summary> <para>Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms. AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot. Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.BandwidthPeakFactor"> <summary> <para>Defines, when multiplied internally by InitialBandwidth, the maximum bandwidth that can be used under burst conditions.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.ChannelCount"> <summary> <para>(Read Only) The number of channels in the current configuration.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.Channels"> <summary> <para>The list of channels belonging to the current configuration. Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.ConnectTimeout"> <summary> <para>Timeout in ms which library will wait before it will send another connection request.</para> </summary> </member> <member name="M:UnityEngine.Networking.ConnectionConfig.#ctor"> <summary> <para>Will create default connection config or will copy them from another.</para> </summary> <param name="config">Connection config.</param> </member> <member name="M:UnityEngine.Networking.ConnectionConfig.#ctor(UnityEngine.Networking.ConnectionConfig)"> <summary> <para>Will create default connection config or will copy them from another.</para> </summary> <param name="config">Connection config.</param> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.DisconnectTimeout"> <summary> <para>Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000. Unity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons: (1) A disconnection request was received. (2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well). (3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.FragmentSize"> <summary> <para>Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500. Under fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes.</para> </summary> </member> <member name="M:UnityEngine.Networking.ConnectionConfig.GetChannel(System.Byte)"> <summary> <para>Return the QoS set for the given channel or throw an out of range exception.</para> </summary> <param name="idx">Index in array.</param> <returns> <para>Channel QoS.</para> </returns> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.InitialBandwidth"> <summary> <para>Gets or sets the bandwidth in bytes per second that can be used by Unity Multiplayer. No traffic over this limit is allowed. Unity Multiplayer may internally reduce the bandwidth it uses due to flow control. The default value is 1500MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.MaxCombinedReliableMessageCount"> <summary> <para>Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10. Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.MaxCombinedReliableMessageSize"> <summary> <para>Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100. Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.MaxConnectionAttempt"> <summary> <para>Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.MaxSentMessageQueueSize"> <summary> <para>Defines maximum number of messages that can be held in the queue for sending. Default value = 128. This buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.MinUpdateTimeout"> <summary> <para>Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10. When Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.NetworkDropThreshold"> <summary> <para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: (1) Packets lost due to network conditions. (2) Packets lost because the receiver does not have free space in its incoming buffers. Like OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.OverflowDropThreshold"> <summary> <para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: (1) Packets lost due to network conditions. (2) Packets lost because the receiver does not have free space in its incoming buffers. Like NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.PacketSize"> <summary> <para>Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500. Note that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.PingTimeout"> <summary> <para>Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500. The ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.ResendTimeout"> <summary> <para>Defines the maximum wait time in milliseconds before the "not acknowledged" message is re-sent. Default value = 1200. It does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.SendDelay"> <summary> <para>Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.SSLCAFilePath"> <summary> <para>Defines the path to the file containing the certification authority (CA) certificate for WebSocket via SSL communication.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.SSLCertFilePath"> <summary> <para>Defines path to SSL certificate file, for WebSocket via SSL communication.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.SSLPrivateKeyFilePath"> <summary> <para>Defines the path to the file containing the private key for WebSocket via SSL communication.</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.UdpSocketReceiveBufferMaxSize"> <summary> <para>Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb).</para> </summary> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.UsePlatformSpecificProtocols"> <summary> <para>When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only).</para> </summary> </member> <member name="M:UnityEngine.Networking.ConnectionConfig.Validate(UnityEngine.Networking.ConnectionConfig)"> <summary> <para>Validate parameters of connection config. Will throw exceptions if parameters are incorrect.</para> </summary> <param name="config"></param> </member> <member name="P:UnityEngine.Networking.ConnectionConfig.WebSocketReceiveBufferMaxSize"> <summary> <para>WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes. WebSocket message fragments are called "frames". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow.</para> </summary> </member> <member name="T:UnityEngine.Networking.ConnectionSimulatorConfig"> <summary> <para>Create configuration for network simulator; You can use this class in editor and developer build only.</para> </summary> </member> <member name="M:UnityEngine.Networking.ConnectionSimulatorConfig.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single)"> <summary> <para>Will create object describing network simulation parameters.</para> </summary> <param name="outMinDelay">Minimal simulation delay for outgoing traffic in ms.</param> <param name="outAvgDelay">Average simulation delay for outgoing traffic in ms.</param> <param name="inMinDelay">Minimal simulation delay for incoming traffic in ms.</param> <param name="inAvgDelay">Average simulation delay for incoming traffic in ms.</param> <param name="packetLossPercentage">Probability of packet loss 0 &lt;= p &lt;= 1.</param> </member> <member name="M:UnityEngine.Networking.ConnectionSimulatorConfig.Dispose"> <summary> <para>Destructor.</para> </summary> </member> <member name="T:UnityEngine.Networking.DownloadHandler"> <summary> <para>Manage and process HTTP response body data received from a remote server.</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandler.data"> <summary> <para>Returns the raw bytes downloaded from the remote server, or null. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandler.isDone"> <summary> <para>Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandler.text"> <summary> <para>Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandler.CompleteContent"> <summary> <para>Callback, invoked when all data has been received from the remote server.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandler.Dispose"> <summary> <para>Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandler.GetData"> <summary> <para>Callback, invoked when the data property is accessed.</para> </summary> <returns> <para>Byte array to return as the value of the data property.</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandler.GetProgress"> <summary> <para>Callback, invoked when UnityWebRequest.downloadProgress is accessed.</para> </summary> <returns> <para>The return value for UnityWebRequest.downloadProgress.</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandler.GetText"> <summary> <para>Callback, invoked when the text property is accessed.</para> </summary> <returns> <para>String to return as the return value of the text property.</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandler.ReceiveContentLength(System.Int32)"> <summary> <para>Callback, invoked with a Content-Length header is received.</para> </summary> <param name="contentLength">The value of the received Content-Length header.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandler.ReceiveData(System.Byte[],System.Int32)"> <summary> <para>Callback, invoked as data is received from the remote server.</para> </summary> <param name="data">A buffer containing unprocessed data, received from the remote server.</param> <param name="dataLength">The number of bytes in data which are new.</param> <returns> <para>True if the download should continue, false to abort.</para> </returns> </member> <member name="T:UnityEngine.Networking.DownloadHandlerAssetBundle"> <summary> <para>A DownloadHandler subclass specialized for downloading AssetBundles.</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandlerAssetBundle.assetBundle"> <summary> <para>Returns the downloaded AssetBundle, or null. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.#ctor(System.String,System.UInt32)"> <summary> <para>Standard constructor for non-cached asset bundles.</para> </summary> <param name="url">The nominal (pre-redirect) URL at which the asset bundle is located.</param> <param name="crc">A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.#ctor(System.String,System.UInt32,System.UInt32)"> <summary> <para>Simple versioned constructor. Caches downloaded asset bundles.</para> </summary> <param name="url">The nominal (pre-redirect) URL at which the asset bundle is located.</param> <param name="crc">A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.</param> <param name="version">Current version number of the asset bundle at url. Increment to redownload.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.#ctor(System.String,UnityEngine.Hash128,System.UInt32)"> <summary> <para>Versioned constructor. Caches downloaded asset bundles.</para> </summary> <param name="url">The nominal (pre-redirect) URL at which the asset bundle is located.</param> <param name="crc">A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking.</param> <param name="hash">A hash object defining the version of the asset bundle.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.GetContent(UnityEngine.Networking.UnityWebRequest)"> <summary> <para>Returns the downloaded AssetBundle, or null.</para> </summary> <param name="www">A finished UnityWebRequest object with DownloadHandlerAssetBundle attached.</param> <returns> <para>The same as DownloadHandlerAssetBundle.assetBundle</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.GetData"> <summary> <para>Not implemented. Throws &lt;a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception"&gt;NotSupportedException&lt;a&gt;.</para> </summary> <returns> <para>Not implemented.</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAssetBundle.GetText"> <summary> <para>Not implemented. Throws &lt;a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception"&gt;NotSupportedException&lt;a&gt;.</para> </summary> <returns> <para>Not implemented.</para> </returns> </member> <member name="T:UnityEngine.Networking.DownloadHandlerAudioClip"> <summary> <para>A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandlerAudioClip.audioClip"> <summary> <para>Returns the downloaded AudioClip, or null. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAudioClip.#ctor(System.String,UnityEngine.AudioType)"> <summary> <para>Constructor, specifies what kind of audio data is going to be downloaded.</para> </summary> <param name="url">The nominal (pre-redirect) URL at which the audio clip is located.</param> <param name="audioType">Value to set for AudioClip type.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAudioClip.GetContent(UnityEngine.Networking.UnityWebRequest)"> <summary> <para>Returns the downloaded AudioClip, or null.</para> </summary> <param name="www">A finished UnityWebRequest object with DownloadHandlerAudioClip attached.</param> <returns> <para>The same as DownloadHandlerAudioClip.audioClip</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerAudioClip.GetData"> <summary> <para>Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes.</para> </summary> <returns> <para>A copy of the downloaded data.</para> </returns> </member> <member name="T:UnityEngine.Networking.DownloadHandlerBuffer"> <summary> <para>A general-purpose DownloadHandler implementation which stores received data in a native byte buffer.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerBuffer.#ctor"> <summary> <para>Default constructor.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerBuffer.GetContent(UnityEngine.Networking.UnityWebRequest)"> <summary> <para>Returns a copy of the native-memory buffer interpreted as a UTF8 string.</para> </summary> <param name="www">A finished UnityWebRequest object with DownloadHandlerBuffer attached.</param> <returns> <para>The same as DownloadHandlerBuffer.text</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerBuffer.GetData"> <summary> <para>Returns a copy of the contents of the native-memory data buffer as a byte array.</para> </summary> <returns> <para>A copy of the data which has been downloaded.</para> </returns> </member> <member name="T:UnityEngine.Networking.DownloadHandlerMovieTexture"> <summary> <para>A specialized DownloadHandler for creating MovieTexture out of downloaded bytes.</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandlerMovieTexture.movieTexture"> <summary> <para>A MovieTexture created out of downloaded bytes.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerMovieTexture.#ctor"> <summary> <para>Create new DownloadHandlerMovieTexture.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerMovieTexture.GetContent(UnityEngine.Networking.UnityWebRequest)"> <summary> <para>A convenience (helper) method for casting DownloadHandler to DownloadHandlerMovieTexture and accessing its movieTexture property.</para> </summary> <param name="uwr">A UnityWebRequest with attached DownloadHandlerMovieTexture.</param> <returns> <para>A MovieTexture created out of downloaded bytes.</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerMovieTexture.GetData"> <summary> <para>Raw downloaded data.</para> </summary> <returns> <para>Raw downloaded bytes.</para> </returns> </member> <member name="T:UnityEngine.Networking.DownloadHandlerScript"> <summary> <para>An abstract base class for user-created scripting-driven DownloadHandler implementations.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerScript.#ctor"> <summary> <para>Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerScript.#ctor(System.Byte[])"> <summary> <para>Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks.</para> </summary> <param name="preallocatedBuffer">A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData.</param> </member> <member name="T:UnityEngine.Networking.DownloadHandlerTexture"> <summary> <para>A DownloadHandler subclass specialized for downloading images for use as Texture objects.</para> </summary> </member> <member name="P:UnityEngine.Networking.DownloadHandlerTexture.texture"> <summary> <para>Returns the downloaded Texture, or null. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerTexture.#ctor"> <summary> <para>Default constructor.</para> </summary> </member> <member name="M:UnityEngine.Networking.DownloadHandlerTexture.#ctor(System.Boolean)"> <summary> <para>Constructor, allows TextureImporter.isReadable property to be set.</para> </summary> <param name="readable">Value to set for TextureImporter.isReadable.</param> </member> <member name="M:UnityEngine.Networking.DownloadHandlerTexture.GetContent(UnityEngine.Networking.UnityWebRequest)"> <summary> <para>Returns the downloaded Texture, or null.</para> </summary> <param name="www">A finished UnityWebRequest object with DownloadHandlerTexture attached.</param> <returns> <para>The same as DownloadHandlerTexture.texture</para> </returns> </member> <member name="M:UnityEngine.Networking.DownloadHandlerTexture.GetData"> <summary> <para>Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes.</para> </summary> <returns> <para>A copy of the downloaded data.</para> </returns> </member> <member name="T:UnityEngine.Networking.GlobalConfig"> <summary> <para>Defines global paramters for network library.</para> </summary> </member> <member name="M:UnityEngine.Networking.GlobalConfig.#ctor"> <summary> <para>Create new global config object.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MaxHosts"> <summary> <para>Defines how many hosts you can use. Default Value = 16. Max value = 128.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MaxNetSimulatorTimeout"> <summary> <para>Deprecated. Defines maximum delay for network simulator. See Also: MaxTimerTimeout.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MaxPacketSize"> <summary> <para>Defines maximum possible packet size in bytes for all network connections.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MaxTimerTimeout"> <summary> <para>Defines the maximum timeout in milliseconds for any configuration. The default value is 12 seconds (12000ms).</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MinNetSimulatorTimeout"> <summary> <para>Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.MinTimerTimeout"> <summary> <para>Defines the minimum timeout in milliseconds recognised by the system. The default value is 1 ms.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.ReactorMaximumReceivedMessages"> <summary> <para>This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.ReactorMaximumSentMessages"> <summary> <para>Defines the initial size of the send queue. Messages are placed in this queue ready to be sent in packets to their destination.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.ReactorModel"> <summary> <para>Defines reactor model for the network library.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.ThreadAwakeTimeout"> <summary> <para>Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages.</para> </summary> </member> <member name="P:UnityEngine.Networking.GlobalConfig.ThreadPoolSize"> <summary> <para>Defines how many worker threads are available to handle incoming and outgoing messages.</para> </summary> </member> <member name="T:UnityEngine.Networking.HostTopology"> <summary> <para>Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default).</para> </summary> </member> <member name="M:UnityEngine.Networking.HostTopology.AddSpecialConnectionConfig(UnityEngine.Networking.ConnectionConfig)"> <summary> <para>Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server.</para> </summary> <param name="config">Connection config for special connection.</param> <returns> <para>Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect.</para> </returns> </member> <member name="M:UnityEngine.Networking.HostTopology.#ctor(UnityEngine.Networking.ConnectionConfig,System.Int32)"> <summary> <para>Create topology.</para> </summary> <param name="defaultConfig">Default config.</param> <param name="maxDefaultConnections">Maximum default connections.</param> </member> <member name="P:UnityEngine.Networking.HostTopology.DefaultConfig"> <summary> <para>Defines config for default connections in the topology.</para> </summary> </member> <member name="M:UnityEngine.Networking.HostTopology.GetSpecialConnectionConfig(System.Int32)"> <summary> <para>Return reference to special connection config. Parameters of this config can be changed.</para> </summary> <param name="i">Config id.</param> <returns> <para>Connection config.</para> </returns> </member> <member name="P:UnityEngine.Networking.HostTopology.MaxDefaultConnections"> <summary> <para>Defines how many connection with default config be permitted.</para> </summary> </member> <member name="P:UnityEngine.Networking.HostTopology.ReceivedMessagePoolSize"> <summary> <para>Defines the maximum number of messages that each host can hold in its pool of received messages. The default size is 128.</para> </summary> </member> <member name="P:UnityEngine.Networking.HostTopology.SentMessagePoolSize"> <summary> <para>Defines the maximum number of messages that each host can hold in its pool of messages waiting to be sent. The default size is 128.</para> </summary> </member> <member name="P:UnityEngine.Networking.HostTopology.SpecialConnectionConfigs"> <summary> <para>List of special connection configs.</para> </summary> </member> <member name="P:UnityEngine.Networking.HostTopology.SpecialConnectionConfigsCount"> <summary> <para>Returns count of special connection added to topology.</para> </summary> </member> <member name="?:UnityEngine.Networking.IMultipartFormSection"> <summary> <para>An interface for composition of data into multipart forms.</para> </summary> </member> <member name="P:UnityEngine.Networking.IMultipartFormSection.contentType"> <summary> <para>Returns the value to use in the Content-Type header for this form section.</para> </summary> <returns> <para>The value to use in the Content-Type header, or null.</para> </returns> </member> <member name="P:UnityEngine.Networking.IMultipartFormSection.fileName"> <summary> <para>Returns a string denoting the desired filename of this section on the destination server.</para> </summary> <returns> <para>The desired file name of this section, or null if this is not a file section.</para> </returns> </member> <member name="P:UnityEngine.Networking.IMultipartFormSection.sectionData"> <summary> <para>Returns the raw binary data contained in this section. Must not return null or a zero-length array.</para> </summary> <returns> <para>The raw binary data contained in this section. Must not be null or empty.</para> </returns> </member> <member name="P:UnityEngine.Networking.IMultipartFormSection.sectionName"> <summary> <para>Returns the name of this section, if any.</para> </summary> <returns> <para>The section's name, or null.</para> </returns> </member> <member name="T:UnityEngine.Networking.Match.MatchInfo"> <summary> <para>Details about a UNET MatchMaker match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.accessToken"> <summary> <para>The binary access token this client uses to authenticate its session for future commands.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.address"> <summary> <para>IP address of the host of the match,.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.domain"> <summary> <para>The numeric domain for the match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.networkId"> <summary> <para>The unique ID of this match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.nodeId"> <summary> <para>NodeID for this member client in the match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.port"> <summary> <para>Port of the host of the match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfo.usingRelay"> <summary> <para>This flag indicates whether or not the match is using a Relay server.</para> </summary> </member> <member name="T:UnityEngine.Networking.Match.MatchInfoSnapshot"> <summary> <para>A class describing the match information as a snapshot at the time the request was processed on the MatchMaker.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.averageEloScore"> <summary> <para>The average Elo score of the match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.currentSize"> <summary> <para>The current number of players in the match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.directConnectInfos"> <summary> <para>The collection of direct connect info classes describing direct connection information supplied to the MatchMaker.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.hostNodeId"> <summary> <para>The NodeID of the host for this match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.isPrivate"> <summary> <para>Describes if the match is private. Private matches are unlisted in ListMatch results.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.matchAttributes"> <summary> <para>The collection of match attributes on this match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.maxSize"> <summary> <para>The maximum number of players this match can grow to.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.name"> <summary> <para>The text name for this match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.networkId"> <summary> <para>The network ID for this match.</para> </summary> </member> <member name="T:UnityEngine.Networking.Match.MatchInfoSnapshot.MatchInfoDirectConnectSnapshot"> <summary> <para>A class describing one member of a match and what direct connect information other clients have supplied.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.MatchInfoDirectConnectSnapshot.hostPriority"> <summary> <para>The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.MatchInfoDirectConnectSnapshot.nodeId"> <summary> <para>NodeID of the match member this info refers to.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.MatchInfoDirectConnectSnapshot.privateAddress"> <summary> <para>The private network address supplied for this direct connect info.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.MatchInfoSnapshot.MatchInfoDirectConnectSnapshot.publicAddress"> <summary> <para>The public network address supplied for this direct connect info.</para> </summary> </member> <member name="T:UnityEngine.Networking.Match.NetworkMatch"> <summary> <para>A component for communicating with the Unity Multiplayer Matchmaking service.</para> </summary> </member> <member name="P:UnityEngine.Networking.Match.NetworkMatch.baseUri"> <summary> <para>The base URI of the MatchMaker that this NetworkMatch will communicate with.</para> </summary> </member> <member name="T:UnityEngine.Networking.Match.NetworkMatch.BasicResponseDelegate"> <summary> <para>A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen).</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">A text description of the failure if success is false.</param> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.CreateMatch(System.String,System.UInt32,System.Boolean,System.String,System.String,System.String,System.Int32,System.Int32,UnityEngine.Networking.Match.NetworkMatch/DataResponseDelegate`1&lt;UnityEngine.Networking.Match.MatchInfo&gt;)"> <summary> <para>Use this function to create a new match. The client which calls this function becomes the host of the match.</para> </summary> <param name="matchName">The text string describing the name for this match.</param> <param name="matchSize">When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel.</param> <param name="matchAdvertise">A bool indicating if this match should be available in NetworkMatch.ListMatches results.</param> <param name="matchPassword">A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password.</param> <param name="publicClientAddress">The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker.</param> <param name="privateClientAddress">The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param> <param name="eloScoreForMatch">The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="T:UnityEngine.Networking.Match.NetworkMatch.DataResponseDelegate_1"> <summary> <para>Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself.</para> </summary> <param name="success">Indicates if the request succeeded.</param> <param name="extendedInfo">If success is false, this will contain a text string indicating the reason.</param> <param name="responseData">The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend.</param> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.DestroyMatch(UnityEngine.Networking.Types.NetworkID,System.Int32,UnityEngine.Networking.Match.NetworkMatch/BasicResponseDelegate)"> <summary> <para>This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.</para> </summary> <param name="netId">The NetworkID of the match to terminate.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback to be called when the request completes.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.DropConnection(UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.NodeID,System.Int32,UnityEngine.Networking.Match.NetworkMatch/BasicResponseDelegate)"> <summary> <para>A function to allow an individual client to be dropped from a match.</para> </summary> <param name="netId">The NetworkID of the match the client to drop belongs to.</param> <param name="dropNodeId">The NodeID of the client to drop inside the specified match.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback to invoke when the request completes.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.JoinMatch(UnityEngine.Networking.Types.NetworkID,System.String,System.String,System.String,System.Int32,System.Int32,UnityEngine.Networking.Match.NetworkMatch/DataResponseDelegate`1&lt;UnityEngine.Networking.Match.MatchInfo&gt;)"> <summary> <para>The function used to tell MatchMaker the current client wishes to join a specific match.</para> </summary> <param name="netId">The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches.</param> <param name="matchPassword">The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request.</param> <param name="publicClientAddress">The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param> <param name="privateClientAddress">The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param> <param name="eloScoreForClient">The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback to be invoked when this call completes.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.ListMatches(System.Int32,System.Int32,System.String,System.Boolean,System.Int32,System.Int32,UnityEngine.Networking.Match.NetworkMatch/DataResponseDelegate`1&lt;System.Collections.Generic.List`1&lt;UnityEngine.Networking.Match.MatchInfoSnapshot&gt;&gt;)"> <summary> <para>The function to list ongoing matches in the MatchMaker.</para> </summary> <param name="startPageNumber">The current page to list in the return results.</param> <param name="resultPageSize">The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback.</param> <param name="matchNameFilter">The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *&lt;matchNameFilter&gt;* where any result containing the entire string supplied here will be in the result set.</param> <param name="filterOutPrivateMatchesFromResults">Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected).</param> <param name="eloScoreTarget">The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback invoked when this call completes on the MatchMaker.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.SetMatchAttributes(UnityEngine.Networking.Types.NetworkID,System.Boolean,System.Int32,UnityEngine.Networking.Match.NetworkMatch/BasicResponseDelegate)"> <summary> <para>This function allows the caller to change attributes on a match in progress.</para> </summary> <param name="networkId">The NetworkID of the match to set attributes on.</param> <param name="isListed">A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete.</param> <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param> <param name="callback">The callback invoked after the call has completed, indicating if it was successful or not.</param> <returns> <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para> </returns> </member> <member name="M:UnityEngine.Networking.Match.NetworkMatch.SetProgramAppID(UnityEngine.Networking.Types.AppID)"> <summary> <para>This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically.</para> </summary> <param name="programAppID">Deprecated, see description.</param> </member> <member name="T:UnityEngine.Networking.MultipartFormDataSection"> <summary> <para>A helper object for form sections containing generic, non-file data.</para> </summary> </member> <member name="P:UnityEngine.Networking.MultipartFormDataSection.contentType"> <summary> <para>Returns the value to use in this section's Content-Type header.</para> </summary> <returns> <para>The Content-Type header for this section, or null.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormDataSection.fileName"> <summary> <para>Returns a string denoting the desired filename of this section on the destination server.</para> </summary> <returns> <para>The desired file name of this section, or null if this is not a file section.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormDataSection.sectionData"> <summary> <para>Returns the raw binary data contained in this section. Will not return null or a zero-length array.</para> </summary> <returns> <para>The raw binary data contained in this section. Will not be null or empty.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormDataSection.sectionName"> <summary> <para>Returns the name of this section, if any.</para> </summary> <returns> <para>The section's name, or null.</para> </returns> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.Byte[])"> <summary> <para>Raw data section, unnamed and no Content-Type header.</para> </summary> <param name="data">Data payload of this section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String,System.Byte[])"> <summary> <para>Raw data section with a section name, no Content-Type header.</para> </summary> <param name="name">Section name.</param> <param name="data">Data payload of this section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String,System.Byte[],System.String)"> <summary> <para>A raw data section with a section name and a Content-Type header.</para> </summary> <param name="name">Section name.</param> <param name="data">Data payload of this section.</param> <param name="contentType">The value for this section's Content-Type header.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String,System.String,System.Text.Encoding,System.String)"> <summary> <para>A named raw data section whose payload is derived from a string, with a Content-Type header.</para> </summary> <param name="name">Section name.</param> <param name="data">String data payload for this section.</param> <param name="contentType">The value for this section's Content-Type header.</param> <param name="encoding">An encoding to marshal data to or from raw bytes.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String,System.String,System.String)"> <summary> <para>A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header.</para> </summary> <param name="name">Section name.</param> <param name="data">String data payload for this section.</param> <param name="contentType">C.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String,System.String)"> <summary> <para>A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type.</para> </summary> <param name="name">Section name.</param> <param name="data">String data payload for this section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormDataSection.#ctor(System.String)"> <summary> <para>An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type.</para> </summary> <param name="data">String data payload for this section.</param> </member> <member name="T:UnityEngine.Networking.MultipartFormFileSection"> <summary> <para>A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API.</para> </summary> </member> <member name="P:UnityEngine.Networking.MultipartFormFileSection.contentType"> <summary> <para>Returns the value of the section's Content-Type header.</para> </summary> <returns> <para>The Content-Type header for this section, or null.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormFileSection.fileName"> <summary> <para>Returns a string denoting the desired filename of this section on the destination server.</para> </summary> <returns> <para>The desired file name of this section, or null if this is not a file section.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormFileSection.sectionData"> <summary> <para>Returns the raw binary data contained in this section. Will not return null or a zero-length array.</para> </summary> <returns> <para>The raw binary data contained in this section. Will not be null or empty.</para> </returns> </member> <member name="P:UnityEngine.Networking.MultipartFormFileSection.sectionName"> <summary> <para>Returns the name of this section, if any.</para> </summary> <returns> <para>The section's name, or null.</para> </returns> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.String,System.Byte[],System.String,System.String)"> <summary> <para>Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name.</para> </summary> <param name="name">Name of this form section.</param> <param name="data">Raw contents of the file to upload.</param> <param name="fileName">Name of the file uploaded by this form section.</param> <param name="contentType">The value for this section's Content-Type header.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.Byte[])"> <summary> <para>Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name.</para> </summary> <param name="data">Raw contents of the file to upload.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.String,System.Byte[])"> <summary> <para>Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type.</para> </summary> <param name="data">Raw contents of the file to upload.</param> <param name="fileName">Name of the file uploaded by this form section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.String,System.String,System.Text.Encoding,System.String)"> <summary> <para>Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.</para> </summary> <param name="name">Name of this form section.</param> <param name="data">Contents of the file to upload.</param> <param name="dataEncoding">A string encoding.</param> <param name="fileName">Name of the file uploaded by this form section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.String,System.Text.Encoding,System.String)"> <summary> <para>An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.</para> </summary> <param name="data">Contents of the file to upload.</param> <param name="dataEncoding">A string encoding.</param> <param name="fileName">Name of the file uploaded by this form section.</param> </member> <member name="M:UnityEngine.Networking.MultipartFormFileSection.#ctor(System.String,System.String)"> <summary> <para>An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type.</para> </summary> <param name="data">Contents of the file to upload.</param> <param name="fileName">Name of the file uploaded by this form section.</param> </member> <member name="T:UnityEngine.Networking.NetworkError"> <summary> <para>Possible Networking.NetworkTransport errors.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.BadMessage"> <summary> <para>Not a data message.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.CRCMismatch"> <summary> <para>The Networking.ConnectionConfig does not match the other endpoint.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.DNSFailure"> <summary> <para>The address supplied to connect to was invalid or could not be resolved.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.MessageToLong"> <summary> <para>The message is too long to fit the buffer.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.NoResources"> <summary> <para>Not enough resources are available to process this request.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.Ok"> <summary> <para>The operation completed successfully.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.Timeout"> <summary> <para>Connection timed out.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.UsageError"> <summary> <para>This error will occur if any function is called with inappropriate parameter values.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.VersionMismatch"> <summary> <para>The protocol versions are not compatible. Check your library versions.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.WrongChannel"> <summary> <para>The specified channel doesn't exist.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.WrongConnection"> <summary> <para>The specified connectionId doesn't exist.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.WrongHost"> <summary> <para>The specified host not available.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkError.WrongOperation"> <summary> <para>Operation is not supported.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkEventType"> <summary> <para>Event that is returned when calling the Networking.NetworkTransport.Receive and Networking.NetworkTransport.ReceiveFromHost functions.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkEventType.BroadcastEvent"> <summary> <para>Broadcast discovery event received. To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkEventType.ConnectEvent"> <summary> <para>Connection event received. Indicating that a new connection was established.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkEventType.DataEvent"> <summary> <para>Data event received. Indicating that data was received.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkEventType.DisconnectEvent"> <summary> <para>Disconnection event received.</para> </summary> </member> <member name="F:UnityEngine.Networking.NetworkEventType.Nothing"> <summary> <para>No new event was received.</para> </summary> </member> <member name="T:UnityEngine.Networking.NetworkTransport"> <summary> <para>Transport Layer API.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.AddHost(UnityEngine.Networking.HostTopology,System.Int32,System.String)"> <summary> <para>Creates a host based on Networking.HostTopology.</para> </summary> <param name="topology">The Networking.HostTopology associated with the host.</param> <param name="port">Port to bind to (when 0 is selected, the OS will choose a port at random).</param> <param name="ip">IP address to bind to.</param> <returns> <para>Returns the ID of the host that was created.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.AddHostWithSimulator(UnityEngine.Networking.HostTopology,System.Int32,System.Int32,System.Int32,System.String)"> <summary> <para>Create a host and configure them to simulate Internet latency (works on Editor and development build only).</para> </summary> <param name="topology">The Networking.HostTopology associated with the host.</param> <param name="minTimeout">Minimum simulated delay in milliseconds.</param> <param name="maxTimeout">Maximum simulated delay in milliseconds.</param> <param name="port">Port to bind to (when 0 is selected, the OS will choose a port at random).</param> <param name="ip">IP address to bind to.</param> <returns> <para>Returns host ID just created.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.AddWebsocketHost(UnityEngine.Networking.HostTopology,System.Int32)"> <summary> <para>Created web socket host.</para> </summary> <param name="port">Port to bind to.</param> <param name="topology">The Networking.HostTopology associated with the host.</param> <param name="ip">IP address to bind to.</param> <returns> <para>Web socket host id.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.AddWebsocketHost(UnityEngine.Networking.HostTopology,System.Int32,System.String)"> <summary> <para>Created web socket host.</para> </summary> <param name="port">Port to bind to.</param> <param name="topology">The Networking.HostTopology associated with the host.</param> <param name="ip">IP address to bind to.</param> <returns> <para>Web socket host id.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Connect(System.Int32,System.String,System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Tries to establish a connection to another peer.</para> </summary> <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="address">IPv4 address of the other peer.</param> <param name="port">Port of the other peer.</param> <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="exeptionConnectionId"></param> <returns> <para>A unique connection identifier on success (otherwise zero).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ConnectAsNetworkHost(System.Int32,System.String,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Byte&amp;)"> <summary> <para>Create dedicated connection to Relay server.</para> </summary> <param name="hostId">Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="address">IPv4 address of the relay.</param> <param name="port">Port of the relay.</param> <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId.</param> <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="node">Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId.</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ConnectEndPoint(System.Int32,System.Net.EndPoint,System.Int32,System.Byte&amp;)"> <summary> <para>Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint.</para> </summary> <param name="hostId">Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="xboxOneEndPoint">A valid System.EndPoint.</param> <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param> <param name="endPoint"></param> <returns> <para>A unique connection identifier on success (otherwise zero).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ConnectToNetworkPeer(System.Int32,System.String,System.Int32,System.Int32,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Int32,System.Single,System.Byte&amp;)"> <summary> <para>Create a connection to another peer in the Relay group.</para> </summary> <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param> <param name="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param> <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param> <param name="relaySlotId">ID of the remote peer in relay.</param> <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param> <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</param> <param name="bucketSizeFactor">Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.</param> <param name="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param> <returns> <para>A unique connection identifier on success (otherwise zero).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ConnectToNetworkPeer(System.Int32,System.String,System.Int32,System.Int32,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Byte&amp;)"> <summary> <para>Create a connection to another peer in the Relay group.</para> </summary> <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param> <param name="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param> <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param> <param name="relaySlotId">ID of the remote peer in relay.</param> <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param> <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</param> <param name="bucketSizeFactor">Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.</param> <param name="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param> <returns> <para>A unique connection identifier on success (otherwise zero).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ConnectWithSimulator(System.Int32,System.String,System.Int32,System.Int32,System.Byte&amp;,UnityEngine.Networking.ConnectionSimulatorConfig)"> <summary> <para>Connect with simulated latency.</para> </summary> <param name="hostId">Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="address">IPv4 address of the other peer.</param> <param name="port">Port of the other peer.</param> <param name="exeptionConnectionId">Set to 0 in the case of a default connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="conf">A Networking.ConnectionSimulatorConfig defined for this connection.</param> <returns> <para>A unique connection identifier on success (otherwise zero).</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Disconnect(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">The connection ID of the connection you want to close.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.DisconnectNetworkHost(System.Int32,System.Byte&amp;)"> <summary> <para>This will disconnect the host and disband the group. DisconnectNetworkHost can only be called by the group owner on the relay server.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.FinishSendMulticast(System.Int32,System.Byte&amp;)"> <summary> <para>Finalizes sending of a message to a group of connections. Only one multicast message at a time is allowed per host.</para> </summary> <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetAckBufferCount(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns size of reliable buffer.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Size of ack buffer.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetAssetId(UnityEngine.GameObject)"> <summary> <para>The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object.</para> </summary> <param name="go">Target GameObject to get assetId for.</param> <returns> <para>The assetId of the game object's prefab.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetBroadcastConnectionInfo(System.Int32,System.String&amp;,System.Int32&amp;,System.Byte&amp;)"> <summary> <para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender.</para> </summary> <param name="hostId">ID of the broadcast receiver.</param> <param name="address">IPv4 address of broadcast sender.</param> <param name="port">Port of broadcast sender.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetBroadcastConnectionMessage(System.Int32,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)"> <summary> <para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender.</para> </summary> <param name="hostId">ID of broadcast receiver.</param> <param name="buffer">Message buffer provided by caller.</param> <param name="bufferSize">Buffer size.</param> <param name="receivedSize">Received size (if received size &gt; bufferSize, corresponding error will be set).</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetConnectionInfo(System.Int32,System.Int32,System.String&amp;,System.Int32&amp;,UnityEngine.Networking.Types.NetworkID&amp;,UnityEngine.Networking.Types.NodeID&amp;,System.Byte&amp;)"> <summary> <para>Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of connection.</param> <param name="address">IP address.</param> <param name="port">Port.</param> <param name="network">Relay network guid.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="dstNode">Destination slot id.</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentIncomingMessageAmount"> <summary> <para>Returns the number of unread messages in the read-queue.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentOutgoingMessageAmount"> <summary> <para>Returns the total number of messages still in the write-queue.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentRTT(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Return the round trip time for the given connectionId.</para> </summary> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <returns> <para>Current round trip time in ms.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetIncomingMessageQueueSize(System.Int32,System.Byte&amp;)"> <summary> <para>Returns the number of received messages waiting in the queue for processing.</para> </summary> <param name="hostId">Host ID associated with this queue.</param> <param name="error">Error code. Cast this value to Networking.NetworkError for more information.</param> <returns> <para>The number of messages in the queue.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetIncomingPacketCount(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many packets have been received from start for connection.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>The absolute number of packets received since the connection was established.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetIncomingPacketCountForAllHosts"> <summary> <para>Returns how many packets have been received from start. (from Networking.NetworkTransport.Init call).</para> </summary> <returns> <para>Packets count received from start for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetIncomingPacketDropCountForAllHosts"> <summary> <para>How many packets have been dropped due lack space in incoming queue (absolute value, countinf from start).</para> </summary> <returns> <para>Dropping packet count.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetIncomingPacketLossCount(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many incoming packets have been lost due transmitting (dropped by network).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>The absolute number of packets that have been lost since the connection was established.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetMaxAllowedBandwidth(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Currently-allowed bandwidth in bytes per second.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetNetIOTimeuS"> <summary> <para>Function returns time spent on network I/O operations in microseconds.</para> </summary> <returns> <para>Time in micro seconds.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetNetworkLostPacketNum(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Return the total number of packets that has been lost.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetNetworkTimestamp"> <summary> <para>Get a network timestamp. Can be used in your messages to investigate network delays together with Networking.GetRemoteDelayTimeMS.</para> </summary> <returns> <para>Timestamp.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingFullBytesCount"> <summary> <para>Returns how much raw data (in bytes) have been sent from start for all hosts (from Networking.NetworkTransport.Init call).</para> </summary> <returns> <para>Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingFullBytesCountForConnection(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingFullBytesCountForHost(System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much raw data (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).</para> </summary> <param name="hostId">ID of the host.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for the host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingMessageCount"> <summary> <para>Returns how many messages have been sent from start (from Networking.NetworkTransport.Init call).</para> </summary> <returns> <para>Messages count sent from start (from call Networking.NetworkTransport.Init) for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingMessageCountForConnection(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Messages count sending from start for connection.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingMessageCountForHost(System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many messages have been sent from start for host (from call Networking.NetworkTransport.AddHost).</para> </summary> <param name="hostId">ID of the host.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Messages count sending from start for the host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingMessageQueueSize(System.Int32,System.Byte&amp;)"> <summary> <para>Returns the number of messages waiting in the outgoing message queue to be sent.</para> </summary> <param name="hostId">Host ID associated with this queue.</param> <param name="error">Error code. Cast this value to Networking.NetworkError for more information.</param> <returns> <para>The number of messages waiting in the outgoing message queue to be sent.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingPacketCount"> <summary> <para>Returns how many packets have been sent from start (from call Networking.NetworkTransport.Init) for all hosts.</para> </summary> <returns> <para>Packets count sent from networking library start (from call Networking.NetworkTransport.Init) for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingPacketCountForConnection(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Packets count sent for connection from it start.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingPacketCountForHost(System.Int32,System.Byte&amp;)"> <summary> <para>Returns how many packets have been sent for host from it start (from call Networking.NetworkTransport.AddHost).</para> </summary> <param name="hostId">ID of the host.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Count packets have been sent from host start.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingPacketNetworkLossPercent(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns the value in percent of the number of sent packets that were dropped by the network and not received by the peer.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>The number of packets dropped by the network in the last ping timeout period expressed as an integer percentage from 0 to 100.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingPacketOverflowLossPercent(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns the value in percent of the number of sent packets that were dropped by the peer.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>The number of packets dropped by the peer in the last ping timeout period expressed as an integer percentage from 0 to 100.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingSystemBytesCount"> <summary> <para>Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call).</para> </summary> <returns> <para>Total payload and protocol system headers (in bytes) sent from start for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingSystemBytesCountForConnection(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total user payload and protocol system headers (in bytes) sent from start for connection.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingSystemBytesCountForHost(System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).</para> </summary> <param name="hostId">ID of the host.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total user payload and protocol system headers (in bytes) sent from start for the host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingUserBytesCount"> <summary> <para>Returns how much payload (user) bytes have been sent from start (from Networking.NetworkTransport.Init call).</para> </summary> <returns> <para>Total payload (in bytes) sent from start for all hosts.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingUserBytesCountForConnection(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total payload (in bytes) sent from start for connection.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetOutgoingUserBytesCountForHost(System.Int32,System.Byte&amp;)"> <summary> <para>Returns how much payload (user) bytes have been sent from start for the host (from call Networking.NetworkTransport.AddHost).</para> </summary> <param name="hostId">ID of the host.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Total payload (in bytes) sent from start for the host.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetPacketReceivedRate(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Return the current receive rate in bytes per second.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetPacketSentRate(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Return the current send rate in bytes per second.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetRemoteDelayTimeMS(System.Int32,System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Returns the delay for the timestamp received.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="remoteTime">Timestamp delivered from peer.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.GetRemotePacketReceivedRate(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Deprecated. Use Networking.NetworkTransport.GetNetworkLostPacketNum() instead.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Init"> <summary> <para>Initializes the NetworkTransport. Should be called before any other operations on the NetworkTransport are done.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.IsBroadcastDiscoveryRunning"> <summary> <para>Check if the broadcast discovery sender is running.</para> </summary> <returns> <para>True if it is running. False if it is not running.</para> </returns> </member> <member name="P:UnityEngine.Networking.NetworkTransport.IsStarted"> <summary> <para>Deprecated.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.QueueMessageForSending(System.Int32,System.Int32,System.Int32,System.Byte[],System.Int32,System.Byte&amp;)"> <summary> <para>Function is queueing but not sending messages.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <param name="channelId">The channel ID to send on.</param> <param name="buffer">Buffer containing the data to send.</param> <param name="size">Size of the buffer.</param> <returns> <para>True if success.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Receive(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)"> <summary> <para>Called to poll the underlying system for events.</para> </summary> <param name="hostId">Host ID associated with the event.</param> <param name="connectionId">The connectionID that received the event.</param> <param name="channelId">The channel ID associated with the event.</param> <param name="buffer">The buffer that will hold the data received.</param> <param name="bufferSize">Size of the buffer supplied.</param> <param name="receivedSize">The actual receive size of the data.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Type of event returned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ReceiveFromHost(System.Int32,System.Int32&amp;,System.Int32&amp;,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)"> <summary> <para>Similar to Networking.NetworkTransport.Receive but will only poll for the provided hostId.</para> </summary> <param name="hostId">The host ID to check for events.</param> <param name="connectionId">The connection ID that received the event.</param> <param name="channelId">The channel ID associated with the event.</param> <param name="buffer">The buffer that will hold the data received.</param> <param name="bufferSize">Size of the buffer supplied.</param> <param name="receivedSize">The actual receive size of the data.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Type of event returned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.ReceiveRelayEventFromHost(System.Int32,System.Byte&amp;)"> <summary> <para>Polls the host for the following events: Networking.NetworkEventType.ConnectEvent and Networking.NetworkEventType.DisconnectEvent. Can only be called by the relay group owner.</para> </summary> <param name="hostId">The host ID to check for events.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Type of event returned.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.RemoveHost(System.Int32)"> <summary> <para>Closes the opened socket, and closes all connections belonging to that socket.</para> </summary> <param name="hostId">Host ID to remove.</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Send(System.Int32,System.Int32,System.Int32,System.Byte[],System.Int32,System.Byte&amp;)"> <summary> <para>Send data to peer.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="channelId">The channel ID to send on.</param> <param name="buffer">Buffer containing the data to send.</param> <param name="size">Size of the buffer.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.SendMulticast(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Add a connection for the multicast send.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.SendQueuedMessages(System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Sends messages, previously queued by NetworkTransport.QueueMessageForSending function.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="connectionId">ID of the connection.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>True if hostId and connectioId are valid.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.SetBroadcastCredentials(System.Int32,System.Int32,System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped.</para> </summary> <param name="hostId">Host ID associated with this broadcast.</param> <param name="key">Key part of the credentials associated with this broadcast.</param> <param name="version">Version part of the credentials associated with this broadcast.</param> <param name="subversion">Subversion part of the credentials associated with this broadcast.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.SetPacketStat"> <summary> <para>Used to inform the profiler of network packet statistics.</para> </summary> <param name="packetStatId">The ID of the message being reported.</param> <param name="numMsgs">Number of message being reported.</param> <param name="numBytes">Number of bytes used by reported messages.</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.Shutdown"> <summary> <para>Shut down the NetworkTransport.</para> </summary> </member> <member name="M:UnityEngine.Networking.NetworkTransport.StartBroadcastDiscovery(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32,System.Byte&amp;)"> <summary> <para>Starts sending a broadcasting message in all local subnets.</para> </summary> <param name="hostId">Host ID which should be reported via broadcast (broadcast receivers will connect to this host).</param> <param name="broadcastPort">Port used for the broadcast message.</param> <param name="key">Key part of the credentials associated with this broadcast.</param> <param name="version">Version part of the credentials associated with this broadcast.</param> <param name="subversion">Subversion part of the credentials associated with this broadcast.</param> <param name="buffer">Complimentary message. This message will delivered to the receiver with the broadcast event.</param> <param name="size">Size of message.</param> <param name="timeout">Specifies how often the broadcast message should be sent in milliseconds.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> <returns> <para>Return true if broadcasting request has been submitted.</para> </returns> </member> <member name="M:UnityEngine.Networking.NetworkTransport.StartSendMulticast(System.Int32,System.Int32,System.Byte[],System.Int32,System.Byte&amp;)"> <summary> <para>Start to multicast send.</para> </summary> <param name="hostId">Host ID associated with this connection.</param> <param name="channelId">The channel ID.</param> <param name="buffer">Buffer containing the data to send.</param> <param name="size">Size of the buffer.</param> <param name="error">Error (can be cast to Networking.NetworkError for more information).</param> </member> <member name="M:UnityEngine.Networking.NetworkTransport.StopBroadcastDiscovery"> <summary> <para>Stop sending the broadcast discovery message.</para> </summary> </member> <member name="T:UnityEngine.Networking.PlayerConnection.MessageEventArgs"> <summary> <para>Arguments passed to Action callbacks registered in PlayerConnection.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerConnection.MessageEventArgs.data"> <summary> <para>Data that is received.</para> </summary> </member> <member name="F:UnityEngine.Networking.PlayerConnection.MessageEventArgs.playerId"> <summary> <para>The Player ID that the data is received from.</para> </summary> </member> <member name="T:UnityEngine.Networking.PlayerConnection.PlayerConnection"> <summary> <para>Used for handling the network connection from the Player to the Editor.</para> </summary> </member> <member name="P:UnityEngine.Networking.PlayerConnection.PlayerConnection.instance"> <summary> <para>Singleton instance.</para> </summary> </member> <member name="P:UnityEngine.Networking.PlayerConnection.PlayerConnection.isConnected"> <summary> <para>Returns true when Editor is connected to the player.</para> </summary> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.DisconnectAll"> <summary> <para>This disconnects all of the active connections.</para> </summary> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Register(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)"> <summary> <para>Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. This ID must be the same as for messages sent from EditorConnection.Send().</para> </summary> <param name="messageId">The message ID that should cause the Action callback to be executed when received.</param> <param name="callback">Action that is executed when a message with ID messageId is received by the Editor. The callback includes the data that is sent from the Player, and the Player ID. The Player ID is always 1, because only one Editor can be connected.</param> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.RegisterConnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)"> <summary> <para>Registers a callback that is invoked when the Editor connects to the Player.</para> </summary> <param name="callback">Action called when Player connects, with the Player ID of the Editor.</param> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.RegisterDisconnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)"> <summary> <para>Registers a callback to be called when Editor disconnects.</para> </summary> <param name="callback">The Action that is called when a Player disconnects.</param> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Send(System.Guid,System.Byte[])"> <summary> <para>Sends data to the Editor.</para> </summary> <param name="messageId">The type ID of the message that is sent to the Editor.</param> <param name="data"></param> </member> <member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Unregister(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)"> <summary> <para>Deregisters a message listener.</para> </summary> <param name="messageId">Message ID associated with the callback that you wish to deregister.</param> <param name="callback">The associated callback function you wish to deregister.</param> </member> <member name="T:UnityEngine.Networking.QosType"> <summary> <para>Enumeration of all supported quality of service channel modes.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.AllCostDelivery"> <summary> <para>A reliable message that will be re-sent with a high frequency until it is acknowledged.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.Reliable"> <summary> <para>Each message is guaranteed to be delivered but not guaranteed to be in order.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.ReliableFragmented"> <summary> <para>Each message is guaranteed to be delivered, also allowing fragmented messages with up to 32 fragments per message.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.ReliableSequenced"> <summary> <para>Each message is guaranteed to be delivered and in order.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.ReliableStateUpdate"> <summary> <para>A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.StateUpdate"> <summary> <para>An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.Unreliable"> <summary> <para>There is no guarantee of delivery or ordering.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.UnreliableFragmented"> <summary> <para>There is no guarantee of delivery or ordering, but allowing fragmented messages with up to 32 fragments per message.</para> </summary> </member> <member name="F:UnityEngine.Networking.QosType.UnreliableSequenced"> <summary> <para>There is no guarantee of delivery and all unordered messages will be dropped. Example: VoIP.</para> </summary> </member> <member name="T:UnityEngine.Networking.ReactorModel"> <summary> <para>Define how unet will handle network io operation.</para> </summary> </member> <member name="F:UnityEngine.Networking.ReactorModel.FixRateReactor"> <summary> <para>Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send.</para> </summary> </member> <member name="F:UnityEngine.Networking.ReactorModel.SelectReactor"> <summary> <para>Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate).</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.AppID"> <summary> <para>The AppID identifies the application on the Unity Cloud or UNET servers.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.AppID.Invalid"> <summary> <para>Invalid AppID.</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.HostPriority"> <summary> <para>An Enum representing the priority of a client in a match, starting at 0 and increasing.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.HostPriority.Invalid"> <summary> <para>The Invalid case for a HostPriority. An Invalid host priority is not a valid host.</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.NetworkAccessLevel"> <summary> <para>Describes the access levels granted to this client.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Admin"> <summary> <para>Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Invalid"> <summary> <para>Invalid access level, signifying no access level has been granted/specified.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Owner"> <summary> <para>Access level Owner, generally granting access for operations key to the peer host server performing it's work.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.User"> <summary> <para>User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match.</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.NetworkAccessToken"> <summary> <para>Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkAccessToken.array"> <summary> <para>Binary field for the actual token.</para> </summary> </member> <member name="M:UnityEngine.Networking.Types.NetworkAccessToken.GetByteString"> <summary> <para>Accessor to get an encoded string from the m_array data.</para> </summary> </member> <member name="M:UnityEngine.Networking.Types.NetworkAccessToken.IsValid"> <summary> <para>Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework).</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.NetworkID"> <summary> <para>Network ID, used for match making.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NetworkID.Invalid"> <summary> <para>Invalid NetworkID.</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.NodeID"> <summary> <para>The NodeID is the ID used in Relay matches to track nodes in a network.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.NodeID.Invalid"> <summary> <para>The invalid case of a NodeID.</para> </summary> </member> <member name="T:UnityEngine.Networking.Types.SourceID"> <summary> <para>Identifies a specific game instance.</para> </summary> </member> <member name="F:UnityEngine.Networking.Types.SourceID.Invalid"> <summary> <para>Invalid SourceID.</para> </summary> </member> <member name="T:UnityEngine.Networking.UnityWebRequest"> <summary> <para>The UnityWebRequest object is used to communicate with web servers.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.chunkedTransfer"> <summary> <para>Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.disposeDownloadHandlerOnDispose"> <summary> <para>If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.disposeUploadHandlerOnDispose"> <summary> <para>If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.downloadedBytes"> <summary> <para>Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.downloadHandler"> <summary> <para>Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.downloadProgress"> <summary> <para>Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.error"> <summary> <para>A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.isDone"> <summary> <para>Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.isHttpError"> <summary> <para>Returns true after this UnityWebRequest receives an HTTP response code indicating an error. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.isModifiable"> <summary> <para>Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.isNetworkError"> <summary> <para>Returns true after this UnityWebRequest encounters a system error. (Read Only)</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbCREATE"> <summary> <para>The string "CREATE", commonly used as the verb for an HTTP CREATE request.</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbDELETE"> <summary> <para>The string "DELETE", commonly used as the verb for an HTTP DELETE request.</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbGET"> <summary> <para>The string "GET", commonly used as the verb for an HTTP GET request.</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbHEAD"> <summary> <para>The string "HEAD", commonly used as the verb for an HTTP HEAD request.</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbPOST"> <summary> <para>The string "POST", commonly used as the verb for an HTTP POST request.</para> </summary> </member> <member name="F:UnityEngine.Networking.UnityWebRequest.kHttpVerbPUT"> <summary> <para>The string "PUT", commonly used as the verb for an HTTP PUT request.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.method"> <summary> <para>Defines the HTTP verb used by this UnityWebRequest, such as GET or POST.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.redirectLimit"> <summary> <para>Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.responseCode"> <summary> <para>The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.timeout"> <summary> <para>Sets UnityWebRequest to attempt to abort after the number of seconds in timeout have passed.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.uploadedBytes"> <summary> <para>Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.uploadHandler"> <summary> <para>Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.uploadProgress"> <summary> <para>Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.url"> <summary> <para>Defines the target URL for the UnityWebRequest to communicate with.</para> </summary> </member> <member name="P:UnityEngine.Networking.UnityWebRequest.useHttpContinue"> <summary> <para>Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true).</para> </summary> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Abort"> <summary> <para>If in progress, halts the UnityWebRequest as soon as possible.</para> </summary> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.#ctor"> <summary> <para>Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.</para> </summary> <param name="url">The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.</param> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.#ctor(System.String)"> <summary> <para>Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.</para> </summary> <param name="url">The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.</param> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Delete(System.String)"> <summary> <para>Creates a UnityWebRequest configured for HTTP DELETE.</para> </summary> <param name="uri">The URI to which a DELETE request should be sent.</param> <returns> <para>A UnityWebRequest configured to send an HTTP DELETE request.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Dispose"> <summary> <para>Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using.</para> </summary> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GenerateBoundary"> <summary> <para>Generate a random 40-byte array for use as a multipart form boundary.</para> </summary> <returns> <para>40 random bytes, guaranteed to contain only printable ASCII values.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Get(System.String)"> <summary> <para>Creates a UnityWebRequest configured for HTTP GET.</para> </summary> <param name="uri">The URI of the resource to retrieve via HTTP GET.</param> <returns> <para>A UnityWebRequest object configured to retrieve data from uri.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetAssetBundle(System.String,System.UInt32)"> <summary> <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para> </summary> <param name="uri">The URI of the asset bundle to download.</param> <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param> <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param> <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param> <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param> <returns> <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetAssetBundle(System.String,System.UInt32,System.UInt32)"> <summary> <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para> </summary> <param name="uri">The URI of the asset bundle to download.</param> <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param> <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param> <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param> <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param> <returns> <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetAssetBundle(System.String,UnityEngine.Hash128,System.UInt32)"> <summary> <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para> </summary> <param name="uri">The URI of the asset bundle to download.</param> <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param> <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param> <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param> <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param> <returns> <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetAssetBundle(System.String,UnityEngine.CachedAssetBundle,System.UInt32)"> <summary> <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para> </summary> <param name="uri">The URI of the asset bundle to download.</param> <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param> <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param> <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param> <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param> <returns> <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetAudioClip(System.String,UnityEngine.AudioType)"> <summary> <para>OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip().</para> </summary> <param name="uri"></param> <param name="audioType"></param> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetRequestHeader(System.String)"> <summary> <para>Retrieves the value of a custom request header.</para> </summary> <param name="name">Name of the custom request header. Case-insensitive.</param> <returns> <para>The value of the custom request header. If no custom header with a matching name has been set, returns an empty string.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetResponseHeader(System.String)"> <summary> <para>Retrieves the value of a response header from the latest HTTP response received.</para> </summary> <param name="name">The name of the HTTP header to retrieve. Case-insensitive.</param> <returns> <para>The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetResponseHeaders"> <summary> <para>Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response.</para> </summary> <returns> <para>A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetTexture(System.String)"> <summary> <para>Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.</para> </summary> <param name="uri">The URI of the image to download.</param> <param name="nonReadable">If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.</param> <returns> <para>A UnityWebRequest properly configured to download an image and convert it to a Texture.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.GetTexture(System.String,System.Boolean)"> <summary> <para>Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.</para> </summary> <param name="uri">The URI of the image to download.</param> <param name="nonReadable">If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.</param> <returns> <para>A UnityWebRequest properly configured to download an image and convert it to a Texture.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Head(System.String)"> <summary> <para>Creates a UnityWebRequest configured to send a HTTP HEAD request.</para> </summary> <param name="uri">The URI to which to send a HTTP HEAD request.</param> <returns> <para>A UnityWebRequest configured to transmit a HTTP HEAD request.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Post(System.String,System.String)"> <summary> <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para> </summary> <param name="uri">The target URI to which form data will be transmitted.</param> <param name="postData">Form body data. Will be URLEncoded via WWWTranscoder.URLEncode prior to transmission.</param> <returns> <para>A UnityWebRequest configured to send form data to uri via POST.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Post(System.String,UnityEngine.WWWForm)"> <summary> <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para> </summary> <param name="uri">The target URI to which form data will be transmitted.</param> <param name="formData">Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server.</param> <returns> <para>A UnityWebRequest configured to send form data to uri via POST.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Post(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Networking.IMultipartFormSection&gt;)"> <summary> <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para> </summary> <param name="uri">The target URI to which form data will be transmitted.</param> <param name="multipartFormSections">A list of form fields or files to be formatted and transmitted to the remote server.</param> <param name="boundary">A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.</param> <returns> <para>A UnityWebRequest configured to send form data to uri via POST.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Post(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Networking.IMultipartFormSection&gt;,System.Byte[])"> <summary> <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para> </summary> <param name="uri">The target URI to which form data will be transmitted.</param> <param name="multipartFormSections">A list of form fields or files to be formatted and transmitted to the remote server.</param> <param name="boundary">A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.</param> <returns> <para>A UnityWebRequest configured to send form data to uri via POST.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Post(System.String,System.Collections.Generic.Dictionary`2&lt;System.String,System.String&gt;)"> <summary> <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para> </summary> <param name="uri">The target URI to which form data will be transmitted.</param> <param name="formFields">Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body.</param> <returns> <para>A UnityWebRequest configured to send form data to uri via POST.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Put(System.String,System.Byte[])"> <summary> <para>Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.</para> </summary> <param name="uri">The URI to which the data will be sent.</param> <param name="bodyData">The data to transmit to the remote server. If a string, the string will be converted to raw bytes via &lt;a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8"&gt;System.Text.Encoding.UTF8&lt;a&gt;.</param> <returns> <para>A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Put(System.String,System.String)"> <summary> <para>Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.</para> </summary> <param name="uri">The URI to which the data will be sent.</param> <param name="bodyData">The data to transmit to the remote server. If a string, the string will be converted to raw bytes via &lt;a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8"&gt;System.Text.Encoding.UTF8&lt;a&gt;.</param> <returns> <para>A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.Send"> <summary> <para>Begin communicating with the remote server.</para> </summary> <returns> <para>An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.SerializeFormSections(System.Collections.Generic.List`1&lt;UnityEngine.Networking.IMultipartFormSection&gt;,System.Byte[])"> <summary> <para>Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data.</para> </summary> <param name="multipartFormSections">A List of IMultipartFormSection objects.</param> <param name="boundary">A unique boundary string to separate the form sections.</param> <returns> <para>A byte array of raw multipart form data.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.SerializeSimpleForm(System.Collections.Generic.Dictionary`2&lt;System.String,System.String&gt;)"> <summary> <para>Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters.</para> </summary> <param name="formFields">A dictionary containing the form keys and values to serialize.</param> <returns> <para>A byte array containing the serialized form. The form's keys and values have been URL-encoded.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequest.SetRequestHeader(System.String,System.String)"> <summary> <para>Set a HTTP request header to a custom value.</para> </summary> <param name="name">The key of the header to be set. Case-sensitive.</param> <param name="value">The header's intended value.</param> </member> <member name="T:UnityEngine.Networking.UnityWebRequestMultimedia"> <summary> <para>Helpers for downloading multimedia files using UnityWebRequest.</para> </summary> </member> <member name="M:UnityEngine.Networking.UnityWebRequestMultimedia.GetAudioClip(System.String,UnityEngine.AudioType)"> <summary> <para>Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data.</para> </summary> <param name="uri">The URI of the audio clip to download.</param> <param name="audioType">The type of audio encoding for the downloaded audio clip. See AudioType.</param> <returns> <para>A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequestMultimedia.GetMovieTexture(System.String)"> <summary> <para>Create a UnityWebRequest intended to download a movie clip via HTTP GET and create an MovieTexture based on the retrieved data.</para> </summary> <param name="uri">The URI of the movie clip to download.</param> <returns> <para>A UnityWebRequest properly configured to download a movie clip and convert it to a MovieTexture.</para> </returns> </member> <member name="T:UnityEngine.Networking.UnityWebRequestTexture"> <summary> <para>Helpers for downloading image files into Textures using UnityWebRequest.</para> </summary> </member> <member name="M:UnityEngine.Networking.UnityWebRequestTexture.GetTexture(System.String)"> <summary> <para>Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.</para> </summary> <param name="uri">The URI of the image to download.</param> <param name="nonReadable">If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.</param> <returns> <para>A UnityWebRequest properly configured to download an image and convert it to a Texture.</para> </returns> </member> <member name="M:UnityEngine.Networking.UnityWebRequestTexture.GetTexture(System.String,System.Boolean)"> <summary> <para>Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.</para> </summary> <param name="uri">The URI of the image to download.</param> <param name="nonReadable">If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false.</param> <returns> <para>A UnityWebRequest properly configured to download an image and convert it to a Texture.</para> </returns> </member> <member name="T:UnityEngine.Networking.UploadHandler"> <summary> <para>Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests.</para> </summary> </member> <member name="P:UnityEngine.Networking.UploadHandler.contentType"> <summary> <para>Determines the default Content-Type header which will be transmitted with the outbound HTTP request.</para> </summary> </member> <member name="P:UnityEngine.Networking.UploadHandler.data"> <summary> <para>The raw data which will be transmitted to the remote server as body data. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Networking.UploadHandler.progress"> <summary> <para>Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Networking.UploadHandler.Dispose"> <summary> <para>Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using.</para> </summary> </member> <member name="T:UnityEngine.Networking.UploadHandlerRaw"> <summary> <para>A general-purpose UploadHandler subclass, using a native-code memory buffer.</para> </summary> </member> <member name="M:UnityEngine.Networking.UploadHandlerRaw.#ctor(System.Byte[])"> <summary> <para>General constructor. Contents of the input argument are copied into a native buffer.</para> </summary> <param name="data">Raw data to transmit to the remote server.</param> </member> <member name="T:UnityEngine.Networking.Utility"> <summary> <para>Networking Utility.</para> </summary> </member> <member name="P:UnityEngine.Networking.Utility.useRandomSourceID"> <summary> <para>This property is deprecated and does not need to be set or referenced.</para> </summary> </member> <member name="M:UnityEngine.Networking.Utility.GetAccessTokenForNetwork(UnityEngine.Networking.Types.NetworkID)"> <summary> <para>Utility function to get this client's access token for a particular network, if it has been set.</para> </summary> <param name="netId"></param> </member> <member name="M:UnityEngine.Networking.Utility.GetAppID"> <summary> <para>Utility function to fetch the program's ID for UNET Cloud interfacing.</para> </summary> </member> <member name="M:UnityEngine.Networking.Utility.GetSourceID"> <summary> <para>Utility function to get the client's SourceID for unique identification.</para> </summary> </member> <member name="M:UnityEngine.Networking.Utility.SetAccessTokenForNetwork(UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.NetworkAccessToken)"> <summary> <para>Utility function that accepts the access token for a network after it's received from the server.</para> </summary> <param name="netId"></param> <param name="accessToken"></param> </member> <member name="M:UnityEngine.Networking.Utility.SetAppID(UnityEngine.Networking.Types.AppID)"> <summary> <para>Deprecated; Setting the AppID is no longer necessary. Please log in through the editor and set up the project there.</para> </summary> <param name="newAppID"></param> </member> <member name="T:UnityEngine.NetworkLogLevel"> <summary> <para>Describes different levels of log information the network layer supports.</para> </summary> </member> <member name="F:UnityEngine.NetworkLogLevel.Full"> <summary> <para>Full debug level logging down to each individual message being reported.</para> </summary> </member> <member name="F:UnityEngine.NetworkLogLevel.Informational"> <summary> <para>Report informational messages like connectivity events.</para> </summary> </member> <member name="F:UnityEngine.NetworkLogLevel.Off"> <summary> <para>Only report errors, otherwise silent.</para> </summary> </member> <member name="T:UnityEngine.NetworkMessageInfo"> <summary> <para>This data structure contains information on a message just received from the network.</para> </summary> </member> <member name="P:UnityEngine.NetworkMessageInfo.networkView"> <summary> <para>The NetworkView who sent this message.</para> </summary> </member> <member name="P:UnityEngine.NetworkMessageInfo.sender"> <summary> <para>The player who sent this network message (owner).</para> </summary> </member> <member name="P:UnityEngine.NetworkMessageInfo.timestamp"> <summary> <para>The time stamp when the Message was sent in seconds.</para> </summary> </member> <member name="T:UnityEngine.NetworkPeerType"> <summary> <para>Describes the status of the network interface peer type as returned by Network.peerType.</para> </summary> </member> <member name="F:UnityEngine.NetworkPeerType.Client"> <summary> <para>Running as client.</para> </summary> </member> <member name="F:UnityEngine.NetworkPeerType.Connecting"> <summary> <para>Attempting to connect to a server.</para> </summary> </member> <member name="F:UnityEngine.NetworkPeerType.Disconnected"> <summary> <para>No client connection running. Server not initialized.</para> </summary> </member> <member name="F:UnityEngine.NetworkPeerType.Server"> <summary> <para>Running as server.</para> </summary> </member> <member name="T:UnityEngine.NetworkPlayer"> <summary> <para>The NetworkPlayer is a data structure with which you can locate another player over the network.</para> </summary> </member> <member name="P:UnityEngine.NetworkPlayer.externalIP"> <summary> <para>Returns the external IP address of the network interface.</para> </summary> </member> <member name="P:UnityEngine.NetworkPlayer.externalPort"> <summary> <para>Returns the external port of the network interface.</para> </summary> </member> <member name="P:UnityEngine.NetworkPlayer.guid"> <summary> <para>The GUID for this player, used when connecting with NAT punchthrough.</para> </summary> </member> <member name="P:UnityEngine.NetworkPlayer.ipAddress"> <summary> <para>The IP address of this player.</para> </summary> </member> <member name="P:UnityEngine.NetworkPlayer.port"> <summary> <para>The port of this player.</para> </summary> </member> <member name="?:UnityEngine.NetworkPlayer.op_Equal(UnityEngine.NetworkPlayer,UnityEngine.NetworkPlayer)"> <summary> <para>Returns true if two NetworkPlayers are the same player.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.NetworkPlayer.op_NotEqual(UnityEngine.NetworkPlayer,UnityEngine.NetworkPlayer)"> <summary> <para>Returns true if two NetworkPlayers are not the same player.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.NetworkPlayer.ToString"> <summary> <para>Returns the index number for this network player.</para> </summary> </member> <member name="T:UnityEngine.NetworkReachability"> <summary> <para>Describes network reachability options.</para> </summary> </member> <member name="F:UnityEngine.NetworkReachability.NotReachable"> <summary> <para>Network is not reachable.</para> </summary> </member> <member name="F:UnityEngine.NetworkReachability.ReachableViaCarrierDataNetwork"> <summary> <para>Network is reachable via carrier data network.</para> </summary> </member> <member name="F:UnityEngine.NetworkReachability.ReachableViaLocalAreaNetwork"> <summary> <para>Network is reachable via WiFi or cable.</para> </summary> </member> <member name="T:UnityEngine.NetworkStateSynchronization"> <summary> <para>Different types of synchronization for the NetworkView component.</para> </summary> </member> <member name="F:UnityEngine.NetworkStateSynchronization.Off"> <summary> <para>No state data will be synchronized.</para> </summary> </member> <member name="F:UnityEngine.NetworkStateSynchronization.ReliableDeltaCompressed"> <summary> <para>All packets are sent reliable and ordered.</para> </summary> </member> <member name="F:UnityEngine.NetworkStateSynchronization.Unreliable"> <summary> <para>Brute force unreliable state sending.</para> </summary> </member> <member name="T:UnityEngine.NetworkView"> <summary> <para>The network view is the binding material of multiplayer games.</para> </summary> </member> <member name="P:UnityEngine.NetworkView.group"> <summary> <para>The network group number of this network view.</para> </summary> </member> <member name="P:UnityEngine.NetworkView.isMine"> <summary> <para>Is the network view controlled by this object?</para> </summary> </member> <member name="P:UnityEngine.NetworkView.observed"> <summary> <para>The component the network view is observing.</para> </summary> </member> <member name="P:UnityEngine.NetworkView.owner"> <summary> <para>The NetworkPlayer who owns this network view.</para> </summary> </member> <member name="P:UnityEngine.NetworkView.stateSynchronization"> <summary> <para>The type of NetworkStateSynchronization set for this network view.</para> </summary> </member> <member name="P:UnityEngine.NetworkView.viewID"> <summary> <para>The ViewID of this network view.</para> </summary> </member> <member name="M:UnityEngine.NetworkView.Find(UnityEngine.NetworkViewID)"> <summary> <para>Find a network view based on a NetworkViewID.</para> </summary> <param name="viewID"></param> </member> <member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.RPCMode,System.Object[])"> <summary> <para>Call a RPC function on all connected peers.</para> </summary> <param name="name"></param> <param name="mode"></param> <param name="args"></param> </member> <member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.NetworkPlayer,System.Object[])"> <summary> <para>Call a RPC function on a specific player.</para> </summary> <param name="name"></param> <param name="target"></param> <param name="args"></param> </member> <member name="M:UnityEngine.NetworkView.SetScope(UnityEngine.NetworkPlayer,System.Boolean)"> <summary> <para>Set the scope of the network view in relation to a specific network player.</para> </summary> <param name="player"></param> <param name="relevancy"></param> </member> <member name="T:UnityEngine.NetworkViewID"> <summary> <para>The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.</para> </summary> </member> <member name="P:UnityEngine.NetworkViewID.isMine"> <summary> <para>True if instantiated by me.</para> </summary> </member> <member name="P:UnityEngine.NetworkViewID.owner"> <summary> <para>The NetworkPlayer who owns the NetworkView. Could be the server.</para> </summary> </member> <member name="P:UnityEngine.NetworkViewID.unassigned"> <summary> <para>Represents an invalid network view ID.</para> </summary> </member> <member name="?:UnityEngine.NetworkViewID.op_Equal(UnityEngine.NetworkViewID,UnityEngine.NetworkViewID)"> <summary> <para>Returns true if two NetworkViewIDs are identical.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.NetworkViewID.op_NotEqual(UnityEngine.NetworkViewID,UnityEngine.NetworkViewID)"> <summary> <para>Returns true if two NetworkViewIDs are not identical.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.NetworkViewID.ToString"> <summary> <para>Returns a formatted string with details on this NetworkViewID.</para> </summary> </member> <member name="T:UnityEngine.NPOTSupport"> <summary> <para>NPOT Texture2D|textures support.</para> </summary> </member> <member name="F:UnityEngine.NPOTSupport.Full"> <summary> <para>Full NPOT support.</para> </summary> </member> <member name="F:UnityEngine.NPOTSupport.None"> <summary> <para>NPOT textures are not supported. Will be upscaled/padded at loading time.</para> </summary> </member> <member name="F:UnityEngine.NPOTSupport.Restricted"> <summary> <para>Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced.</para> </summary> </member> <member name="T:UnityEngine.Object"> <summary> <para>Base class for all objects Unity can reference.</para> </summary> </member> <member name="P:UnityEngine.Object.hideFlags"> <summary> <para>Should the object be hidden, saved with the scene or modifiable by the user?</para> </summary> </member> <member name="P:UnityEngine.Object.name"> <summary> <para>The name of the object.</para> </summary> </member> <member name="M:UnityEngine.Object.Destroy(UnityEngine.Object)"> <summary> <para>Removes a gameobject, component or asset.</para> </summary> <param name="obj">The object to destroy.</param> <param name="t">The optional amount of time to delay before destroying the object.</param> </member> <member name="M:UnityEngine.Object.Destroy(UnityEngine.Object,System.Single)"> <summary> <para>Removes a gameobject, component or asset.</para> </summary> <param name="obj">The object to destroy.</param> <param name="t">The optional amount of time to delay before destroying the object.</param> </member> <member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object)"> <summary> <para>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</para> </summary> <param name="obj">Object to be destroyed.</param> <param name="allowDestroyingAssets">Set to true to allow assets to be destoyed.</param> </member> <member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object,System.Boolean)"> <summary> <para>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</para> </summary> <param name="obj">Object to be destroyed.</param> <param name="allowDestroyingAssets">Set to true to allow assets to be destoyed.</param> </member> <member name="M:UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)"> <summary> <para>Makes the object target not be destroyed automatically when loading a new scene.</para> </summary> <param name="target"></param> </member> <member name="M:UnityEngine.Object.FindObjectOfType(System.Type)"> <summary> <para>Returns the first active loaded object of Type type.</para> </summary> <param name="type">The type of object to find.</param> <returns> <para>An array of objects which matched the specified type, cast as Object.</para> </returns> </member> <member name="M:UnityEngine.Object.FindObjectsOfType(System.Type)"> <summary> <para>Returns a list of all active loaded objects of Type type.</para> </summary> <param name="type">The type of object to find.</param> <returns> <para>The array of objects found matching the type specified.</para> </returns> </member> <member name="M:UnityEngine.Object.FindObjectsOfTypeAll(System.Type)"> <summary> <para>Returns a list of all active and inactive loaded objects of Type type.</para> </summary> <param name="type">The type of object to find.</param> <returns> <para>The array of objects found matching the type specified.</para> </returns> </member> <member name="M:UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)"> <summary> <para>Returns a list of all active and inactive loaded objects of Type type, including assets.</para> </summary> <param name="type">The type of object or asset to find.</param> <returns> <para>The array of objects and assets found matching the type specified.</para> </returns> </member> <member name="M:UnityEngine.Object.GetInstanceID"> <summary> <para>Returns the instance id of the object.</para> </summary> </member> <member name="?:UnityEngine.Object.implop_bool(Object)(UnityEngine.Object)"> <summary> <para>Does the object exist?</para> </summary> <param name="exists"></param> </member> <member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"> <summary> <para>Clones the object original and returns the clone.</para> </summary> <param name="original">An existing object that you want to make a copy of.</param> <param name="position">Position for the new object.</param> <param name="rotation">Orientation of the new object.</param> <param name="parent">Parent that will be assigned to the new object.</param> <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param> <returns> <para>The instantiated clone.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Transform)"> <summary> <para>Clones the object original and returns the clone.</para> </summary> <param name="original">An existing object that you want to make a copy of.</param> <param name="position">Position for the new object.</param> <param name="rotation">Orientation of the new object.</param> <param name="parent">Parent that will be assigned to the new object.</param> <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param> <returns> <para>The instantiated clone.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Transform,System.Boolean)"> <summary> <para>Clones the object original and returns the clone.</para> </summary> <param name="original">An existing object that you want to make a copy of.</param> <param name="position">Position for the new object.</param> <param name="rotation">Orientation of the new object.</param> <param name="parent">Parent that will be assigned to the new object.</param> <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param> <returns> <para>The instantiated clone.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Clones the object original and returns the clone.</para> </summary> <param name="original">An existing object that you want to make a copy of.</param> <param name="position">Position for the new object.</param> <param name="rotation">Orientation of the new object.</param> <param name="parent">Parent that will be assigned to the new object.</param> <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param> <returns> <para>The instantiated clone.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform)"> <summary> <para>Clones the object original and returns the clone.</para> </summary> <param name="original">An existing object that you want to make a copy of.</param> <param name="position">Position for the new object.</param> <param name="rotation">Orientation of the new object.</param> <param name="parent">Parent that will be assigned to the new object.</param> <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param> <returns> <para>The instantiated clone.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(T)"> <summary> <para>You can also use Generics to instantiate objects. See the page for more details.</para> </summary> <param name="original">Object of type T that you want to make a clone of.</param> <param name="parent"></param> <param name="worldPositionStays"></param> <param name="position"></param> <param name="rotation"></param> <returns> <para>Object of type T.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Transform)"> <summary> <para>You can also use Generics to instantiate objects. See the page for more details.</para> </summary> <param name="original">Object of type T that you want to make a clone of.</param> <param name="parent"></param> <param name="worldPositionStays"></param> <param name="position"></param> <param name="rotation"></param> <returns> <para>Object of type T.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Transform,System.Boolean)"> <summary> <para>You can also use Generics to instantiate objects. See the page for more details.</para> </summary> <param name="original">Object of type T that you want to make a clone of.</param> <param name="parent"></param> <param name="worldPositionStays"></param> <param name="position"></param> <param name="rotation"></param> <returns> <para>Object of type T.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>You can also use Generics to instantiate objects. See the page for more details.</para> </summary> <param name="original">Object of type T that you want to make a clone of.</param> <param name="parent"></param> <param name="worldPositionStays"></param> <param name="position"></param> <param name="rotation"></param> <returns> <para>Object of type T.</para> </returns> </member> <member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform)"> <summary> <para>You can also use Generics to instantiate objects. See the page for more details.</para> </summary> <param name="original">Object of type T that you want to make a clone of.</param> <param name="parent"></param> <param name="worldPositionStays"></param> <param name="position"></param> <param name="rotation"></param> <returns> <para>Object of type T.</para> </returns> </member> <member name="?:UnityEngine.Object.op_Equal(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Compares two object references to see if they refer to the same object.</para> </summary> <param name="x">The first Object.</param> <param name="y">The Object to compare against the first.</param> </member> <member name="?:UnityEngine.Object.op_NotEqual(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Compares if two objects refer to a different object.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Object.ToString"> <summary> <para>Returns the name of the game object.</para> </summary> </member> <member name="T:UnityEngine.OcclusionArea"> <summary> <para>OcclusionArea is an area in which occlusion culling is performed.</para> </summary> </member> <member name="P:UnityEngine.OcclusionArea.center"> <summary> <para>Center of the occlusion area relative to the transform.</para> </summary> </member> <member name="P:UnityEngine.OcclusionArea.size"> <summary> <para>Size that the occlusion area will have.</para> </summary> </member> <member name="T:UnityEngine.OcclusionPortal"> <summary> <para>The portal for dynamically changing occlusion at runtime.</para> </summary> </member> <member name="P:UnityEngine.OcclusionPortal.open"> <summary> <para>Gets / sets the portal's open state.</para> </summary> </member> <member name="T:UnityEngine.OperatingSystemFamily"> <summary> <para>Enumeration for SystemInfo.operatingSystemFamily.</para> </summary> </member> <member name="F:UnityEngine.OperatingSystemFamily.Linux"> <summary> <para>Linux operating system family.</para> </summary> </member> <member name="F:UnityEngine.OperatingSystemFamily.MacOSX"> <summary> <para>macOS operating system family.</para> </summary> </member> <member name="F:UnityEngine.OperatingSystemFamily.Other"> <summary> <para>Returned for operating systems that do not fall into any other category.</para> </summary> </member> <member name="F:UnityEngine.OperatingSystemFamily.Windows"> <summary> <para>Windows operating system family.</para> </summary> </member> <member name="T:UnityEngine.Particle"> <summary> <para>(Legacy Particle system).</para> </summary> </member> <member name="P:UnityEngine.Particle.angularVelocity"> <summary> <para>The angular velocity of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.color"> <summary> <para>The color of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.energy"> <summary> <para>The energy of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.position"> <summary> <para>The position of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.rotation"> <summary> <para>The rotation of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.size"> <summary> <para>The size of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.startEnergy"> <summary> <para>The starting energy of the particle.</para> </summary> </member> <member name="P:UnityEngine.Particle.velocity"> <summary> <para>The velocity of the particle.</para> </summary> </member> <member name="T:UnityEngine.ParticleAnimator"> <summary> <para>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.autodestruct"> <summary> <para>Does the GameObject of this particle animator auto destructs?</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.colorAnimation"> <summary> <para>Colors the particles will cycle through over their lifetime.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.damping"> <summary> <para>How much particles are slowed down every frame.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.doesAnimateColor"> <summary> <para>Do particles cycle their color over their lifetime?</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.force"> <summary> <para>The force being applied to particles every frame.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.localRotationAxis"> <summary> <para>Local space axis the particles rotate around.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.rndForce"> <summary> <para>A random force added to particles every frame.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.sizeGrow"> <summary> <para>How the particle sizes grow over their lifetime.</para> </summary> </member> <member name="P:UnityEngine.ParticleAnimator.worldRotationAxis"> <summary> <para>World space axis the particles rotate around.</para> </summary> </member> <member name="T:UnityEngine.ParticleCollisionEvent"> <summary> <para>Information about a particle collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleCollisionEvent.collider"> <summary> <para>The Collider for the GameObject struck by the particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleCollisionEvent.colliderComponent"> <summary> <para>The Collider or Collider2D for the GameObject struck by the particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleCollisionEvent.intersection"> <summary> <para>Intersection point of the collision in world coordinates.</para> </summary> </member> <member name="P:UnityEngine.ParticleCollisionEvent.normal"> <summary> <para>Geometry normal at the intersection point of the collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleCollisionEvent.velocity"> <summary> <para>Incident velocity at the intersection point of the collision.</para> </summary> </member> <member name="T:UnityEngine.ParticleEmitter"> <summary> <para>(Legacy Particles) Script interface for particle emitters.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.angularVelocity"> <summary> <para>The angular velocity of new particles in degrees per second.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.emit"> <summary> <para>Should particles be automatically emitted each frame?</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.emitterVelocityScale"> <summary> <para>The amount of the emitter's speed that the particles inherit.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.enabled"> <summary> <para>Turns the ParticleEmitter on or off.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.localVelocity"> <summary> <para>The starting speed of particles along X, Y, and Z, measured in the object's orientation.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.maxEmission"> <summary> <para>The maximum number of particles that will be spawned every second.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.maxEnergy"> <summary> <para>The maximum lifetime of each particle, measured in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.maxSize"> <summary> <para>The maximum size each particle can be at the time when it is spawned.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.minEmission"> <summary> <para>The minimum number of particles that will be spawned every second.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.minEnergy"> <summary> <para>The minimum lifetime of each particle, measured in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.minSize"> <summary> <para>The minimum size each particle can be at the time when it is spawned.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.particleCount"> <summary> <para>The current number of particles (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.particles"> <summary> <para>Returns a copy of all particles and assigns an array of all particles to be the current particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.rndAngularVelocity"> <summary> <para>A random angular velocity modifier for new particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.rndRotation"> <summary> <para>If enabled, the particles will be spawned with random rotations.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.rndVelocity"> <summary> <para>A random speed along X, Y, and Z that is added to the velocity.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.useWorldSpace"> <summary> <para>If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.</para> </summary> </member> <member name="P:UnityEngine.ParticleEmitter.worldVelocity"> <summary> <para>The starting speed of particles in world space, along X, Y, and Z.</para> </summary> </member> <member name="M:UnityEngine.ParticleEmitter.ClearParticles"> <summary> <para>Removes all particles from the particle emitter.</para> </summary> </member> <member name="M:UnityEngine.ParticleEmitter.Emit"> <summary> <para>Emit a number of particles.</para> </summary> </member> <member name="M:UnityEngine.ParticleEmitter.Emit(System.Int32)"> <summary> <para>Emit count particles immediately.</para> </summary> <param name="count"></param> </member> <member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color)"> <summary> <para>Emit a single particle with given parameters.</para> </summary> <param name="pos">The position of the particle.</param> <param name="velocity">The velocity of the particle.</param> <param name="size">The size of the particle.</param> <param name="energy">The remaining lifetime of the particle.</param> <param name="color">The color of the particle.</param> </member> <member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color,System.Single,System.Single)"> <summary> <para></para> </summary> <param name="rotation">The initial rotation of the particle in degrees.</param> <param name="angularVelocity">The angular velocity of the particle in degrees per second.</param> <param name="pos"></param> <param name="velocity"></param> <param name="size"></param> <param name="energy"></param> <param name="color"></param> </member> <member name="M:UnityEngine.ParticleEmitter.Simulate(System.Single)"> <summary> <para>Advance particle simulation by given time.</para> </summary> <param name="deltaTime"></param> </member> <member name="T:UnityEngine.ParticlePhysicsExtensions"> <summary> <para>Method extension for Physics in Particle System.</para> </summary> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.GetCollisionEvents(UnityEngine.ParticleSystem,UnityEngine.GameObject,UnityEngine.ParticleCollisionEvent[])"> <summary> <para>Get the particle collision events for a GameObject. Returns the number of events written to the array.</para> </summary> <param name="go">The GameObject for which to retrieve collision events.</param> <param name="collisionEvents">Array to write collision events to.</param> <param name="ps"></param> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeCollisionEventSize(UnityEngine.ParticleSystem)"> <summary> <para>Safe array size for use with ParticleSystem.GetCollisionEvents.</para> </summary> <param name="ps"></param> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeTriggerParticlesSize(UnityEngine.ParticleSystem,UnityEngine.ParticleSystemTriggerEventType)"> <summary> <para>Safe array size for use with ParticleSystem.GetTriggerParticles.</para> </summary> <param name="ps">Particle system.</param> <param name="type">Type of trigger to return size for.</param> <returns> <para>Number of particles with this trigger event type.</para> </returns> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.GetTriggerParticles"> <summary> <para>Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array.</para> </summary> <param name="ps">Particle system.</param> <param name="type">Type of trigger to return particles for.</param> <param name="particles">The array of particles matching the trigger event type.</param> <returns> <para>Number of particles with this trigger event type.</para> </returns> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.SetTriggerParticles"> <summary> <para>Write modified particles back to the particle system, during a call to OnParticleTrigger.</para> </summary> <param name="ps">Particle system.</param> <param name="type">Type of trigger to set particles for.</param> <param name="particles">Particle array.</param> <param name="offset">Offset into the array, if you only want to write back a subset of the returned particles.</param> <param name="count">Number of particles to write, if you only want to write back a subset of the returned particles.</param> </member> <member name="M:UnityEngine.ParticlePhysicsExtensions.SetTriggerParticles"> <summary> <para>Write modified particles back to the particle system, during a call to OnParticleTrigger.</para> </summary> <param name="ps">Particle system.</param> <param name="type">Type of trigger to set particles for.</param> <param name="particles">Particle array.</param> <param name="offset">Offset into the array, if you only want to write back a subset of the returned particles.</param> <param name="count">Number of particles to write, if you only want to write back a subset of the returned particles.</param> </member> <member name="T:UnityEngine.ParticleRenderer"> <summary> <para>(Legacy Particles) Renders particles on to the screen.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.cameraVelocityScale"> <summary> <para>How much are the particles strected depending on the Camera's speed.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.lengthScale"> <summary> <para>How much are the particles stretched in their direction of motion.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.maxParticleSize"> <summary> <para>Clamp the maximum particle size.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.particleRenderMode"> <summary> <para>How particles are drawn.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.uvAnimationCycles"> <summary> <para>Set uv animation cycles.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.uvAnimationXTile"> <summary> <para>Set horizontal tiling count.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.uvAnimationYTile"> <summary> <para>Set vertical tiling count.</para> </summary> </member> <member name="P:UnityEngine.ParticleRenderer.velocityScale"> <summary> <para>How much are the particles strectched depending on "how fast they move".</para> </summary> </member> <member name="T:UnityEngine.ParticleRenderMode"> <summary> <para>The rendering mode for legacy particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleRenderMode.Billboard"> <summary> <para>Render the particles as billboards facing the player. (Default)</para> </summary> </member> <member name="F:UnityEngine.ParticleRenderMode.HorizontalBillboard"> <summary> <para>Render the particles as billboards always facing up along the y-Axis.</para> </summary> </member> <member name="F:UnityEngine.ParticleRenderMode.SortedBillboard"> <summary> <para>Sort the particles back-to-front and render as billboards.</para> </summary> </member> <member name="F:UnityEngine.ParticleRenderMode.Stretch"> <summary> <para>Stretch particles in the direction of motion.</para> </summary> </member> <member name="F:UnityEngine.ParticleRenderMode.VerticalBillboard"> <summary> <para>Render the particles as billboards always facing the player, but not pitching along the x-Axis.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem"> <summary> <para>Script interface for particle systems (Shuriken).</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.collision"> <summary> <para>Access the particle system collision module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.colorBySpeed"> <summary> <para>Access the particle system color by lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.colorOverLifetime"> <summary> <para>Access the particle system color over lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.customData"> <summary> <para>Access the particle system Custom Data module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.duration"> <summary> <para>The duration of the particle system in seconds (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.emission"> <summary> <para>Access the particle system emission module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.emissionRate"> <summary> <para>The rate of emission.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.enableEmission"> <summary> <para>When set to false, the particle system will not emit particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.externalForces"> <summary> <para>Access the particle system external forces module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.forceOverLifetime"> <summary> <para>Access the particle system force over lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.gravityModifier"> <summary> <para>Scale being applied to the gravity defined by Physics.gravity.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.inheritVelocity"> <summary> <para>Access the particle system velocity inheritance module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.isEmitting"> <summary> <para>Is the particle system currently emitting particles? A particle system may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.isPaused"> <summary> <para>Is the particle system paused right now ?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.isPlaying"> <summary> <para>Is the particle system playing right now ?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.isStopped"> <summary> <para>Is the particle system stopped right now ?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.lights"> <summary> <para>Access the particle system lights module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.limitVelocityOverLifetime"> <summary> <para>Access the particle system limit velocity over lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.loop"> <summary> <para>Is the particle system looping?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.main"> <summary> <para>Access the main particle system settings.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.maxParticles"> <summary> <para>The maximum number of particles to emit.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.noise"> <summary> <para>Access the particle system noise module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.particleCount"> <summary> <para>The current number of particles (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.playbackSpeed"> <summary> <para>The playback speed of the particle system. 1 is normal playback speed.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.playOnAwake"> <summary> <para>If set to true, the particle system will automatically start playing on startup.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.randomSeed"> <summary> <para>Override the random seed used for the particle system emission.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.rotationBySpeed"> <summary> <para>Access the particle system rotation by speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.rotationOverLifetime"> <summary> <para>Access the particle system rotation over lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.scalingMode"> <summary> <para>The scaling mode applied to particle sizes and positions.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.shape"> <summary> <para>Access the particle system shape module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.simulationSpace"> <summary> <para>This selects the space in which to simulate particles. It can be either world or local space.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.sizeBySpeed"> <summary> <para>Access the particle system size by speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.sizeOverLifetime"> <summary> <para>Access the particle system size over lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startColor"> <summary> <para>The initial color of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startDelay"> <summary> <para>Start delay in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startLifetime"> <summary> <para>The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is created by the particle system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startRotation"> <summary> <para>The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startRotation3D"> <summary> <para>The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startSize"> <summary> <para>The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.startSpeed"> <summary> <para>The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.subEmitters"> <summary> <para>Access the particle system sub emitters module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.textureSheetAnimation"> <summary> <para>Access the particle system texture sheet animation module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.time"> <summary> <para>Playback position in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.trails"> <summary> <para>Access the particle system trails module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.trigger"> <summary> <para>Access the particle system trigger module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.useAutoRandomSeed"> <summary> <para>Controls whether the Particle System uses an automatically-generated random number to seed the random number generator.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.velocityOverLifetime"> <summary> <para>Access the particle system velocity over lifetime module.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.Burst"> <summary> <para>Script interface for a Burst.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Burst.cycleCount"> <summary> <para>How many times to play the burst. (0 means infinitely).</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Burst.maxCount"> <summary> <para>Maximum number of particles to be emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Burst.minCount"> <summary> <para>Minimum number of particles to be emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Burst.repeatInterval"> <summary> <para>How often to repeat the burst, in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Burst.time"> <summary> <para>The time that each burst occurs.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16)"> <summary> <para>Construct a new Burst with a time and count.</para> </summary> <param name="_time">Time to emit the burst.</param> <param name="_minCount">Minimum number of particles to emit.</param> <param name="_maxCount">Maximum number of particles to emit.</param> <param name="_count">Number of particles to emit.</param> <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param> <param name="_repeatInterval">How often to repeat the burst, in seconds.</param> </member> <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16,System.Int16)"> <summary> <para>Construct a new Burst with a time and count.</para> </summary> <param name="_time">Time to emit the burst.</param> <param name="_minCount">Minimum number of particles to emit.</param> <param name="_maxCount">Maximum number of particles to emit.</param> <param name="_count">Number of particles to emit.</param> <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param> <param name="_repeatInterval">How often to repeat the burst, in seconds.</param> </member> <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16,System.Int16,System.Int32,System.Single)"> <summary> <para>Construct a new Burst with a time and count.</para> </summary> <param name="_time">Time to emit the burst.</param> <param name="_minCount">Minimum number of particles to emit.</param> <param name="_maxCount">Maximum number of particles to emit.</param> <param name="_count">Number of particles to emit.</param> <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param> <param name="_repeatInterval">How often to repeat the burst, in seconds.</param> </member> <member name="M:UnityEngine.ParticleSystem.Clear(System.Boolean)"> <summary> <para>Remove all particles in the particle system.</para> </summary> <param name="withChildren">Clear all child particle systems as well.</param> </member> <member name="T:UnityEngine.ParticleSystem.CollisionModule"> <summary> <para>Script interface for the Collision module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.bounce"> <summary> <para>How much force is applied to each particle after a collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.bounceMultiplier"> <summary> <para>Change the bounce multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.colliderForce"> <summary> <para>How much force is applied to a Collider when hit by particles from this Particle System.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.collidesWith"> <summary> <para>Control which layers this particle system collides with.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.dampen"> <summary> <para>How much speed is lost from each particle after a collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.dampenMultiplier"> <summary> <para>Change the dampen multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.enabled"> <summary> <para>Enable/disable the Collision module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.enableDynamicColliders"> <summary> <para>Allow particles to collide with dynamic colliders when using world collision mode.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.enableInteriorCollisions"> <summary> <para>Allow particles to collide when inside colliders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.lifetimeLoss"> <summary> <para>How much a particle's lifetime is reduced after a collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.lifetimeLossMultiplier"> <summary> <para>Change the lifetime loss multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxCollisionShapes"> <summary> <para>The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxKillSpeed"> <summary> <para>Kill particles whose speed goes above this threshold, after a collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxPlaneCount"> <summary> <para>The maximum number of planes it is possible to set as colliders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.minKillSpeed"> <summary> <para>Kill particles whose speed falls below this threshold, after a collision.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.mode"> <summary> <para>Choose between 2D and 3D world collisions.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle"> <summary> <para>If true, the collision angle is considered when applying forces from particles to Colliders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize"> <summary> <para>If true, particle sizes are considered when applying forces to Colliders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed"> <summary> <para>If true, particle speeds are considered when applying forces to Colliders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.quality"> <summary> <para>Specifies the accuracy of particle collisions against colliders in the scene.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.radiusScale"> <summary> <para>A multiplier applied to the size of each particle before collisions are processed.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.sendCollisionMessages"> <summary> <para>Send collision callback messages.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.type"> <summary> <para>The type of particle collision to perform.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CollisionModule.voxelSize"> <summary> <para>Size of voxels in the collision cache.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.CollisionModule.GetPlane(System.Int32)"> <summary> <para>Get a collision plane associated with this particle system.</para> </summary> <param name="index">Specifies which plane to access.</param> <returns> <para>The plane.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.CollisionModule.SetPlane(System.Int32,UnityEngine.Transform)"> <summary> <para>Set a collision plane to be used with this particle system.</para> </summary> <param name="index">Specifies which plane to set.</param> <param name="transform">The plane to set.</param> </member> <member name="T:UnityEngine.ParticleSystem.ColorBySpeedModule"> <summary> <para>Script interface for the Color By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.color"> <summary> <para>The gradient controlling the particle colors.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.enabled"> <summary> <para>Enable/disable the Color By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.range"> <summary> <para>Apply the color gradient between these minimum and maximum speeds.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.ColorOverLifetimeModule"> <summary> <para>Script interface for the Color Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ColorOverLifetimeModule.color"> <summary> <para>The gradient controlling the particle colors.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ColorOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Color Over Lifetime module.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.CustomDataModule"> <summary> <para>Script interface for the Custom Data module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.CustomDataModule.enabled"> <summary> <para>Enable/disable the Custom Data module.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetColor(UnityEngine.ParticleSystemCustomData)"> <summary> <para>Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data.</para> </summary> <param name="stream">The name of the custom data stream to retrieve the gradient from.</param> <returns> <para>The color gradient being used to generate custom color data.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetMode(UnityEngine.ParticleSystemCustomData)"> <summary> <para>Find out the type of custom data that is being generated for the chosen data stream.</para> </summary> <param name="stream">The name of the custom data stream to query.</param> <returns> <para>The type of data being generated for the requested stream.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetVector(UnityEngine.ParticleSystemCustomData,System.Int32)"> <summary> <para>Get a ParticleSystem.MinMaxCurve, that is being used to generate custom data.</para> </summary> <param name="stream">The name of the custom data stream to retrieve the curve from.</param> <param name="component">The component index to retrieve the curve for (0-3, mapping to the xyzw components of a Vector4 or float4).</param> <returns> <para>The curve being used to generate custom data.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetVectorComponentCount(UnityEngine.ParticleSystemCustomData)"> <summary> <para>Query how many ParticleSystem.MinMaxCurve elements are being used to generate this stream of custom data.</para> </summary> <param name="stream">The name of the custom data stream to retrieve the curve from.</param> <returns> <para>The number of curves.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetColor(UnityEngine.ParticleSystemCustomData,UnityEngine.ParticleSystem/MinMaxGradient)"> <summary> <para>Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data.</para> </summary> <param name="stream">The name of the custom data stream to apply the gradient to.</param> <param name="gradient">The gradient to be used for generating custom color data.</param> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetMode(UnityEngine.ParticleSystemCustomData,UnityEngine.ParticleSystemCustomDataMode)"> <summary> <para>Choose the type of custom data to generate for the chosen data stream.</para> </summary> <param name="stream">The name of the custom data stream to enable data generation on.</param> <param name="mode">The type of data to generate.</param> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetVector(UnityEngine.ParticleSystemCustomData,System.Int32,UnityEngine.ParticleSystem/MinMaxCurve)"> <summary> <para>Set a ParticleSystem.MinMaxCurve, in order to generate custom data.</para> </summary> <param name="stream">The name of the custom data stream to apply the curve to.</param> <param name="component">The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4).</param> <param name="curve">The curve to be used for generating custom data.</param> </member> <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetVectorComponentCount(UnityEngine.ParticleSystemCustomData,System.Int32)"> <summary> <para>Specify how many curves are used to generate custom data for this stream.</para> </summary> <param name="stream">The name of the custom data stream to apply the curve to.</param> <param name="curveCount">The number of curves to generate data for.</param> <param name="count"></param> </member> <member name="T:UnityEngine.ParticleSystem.EmissionModule"> <summary> <para>Script interface for the Emission module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.burstCount"> <summary> <para>The current number of bursts.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.enabled"> <summary> <para>Enable/disable the Emission module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rate"> <summary> <para>The rate at which new particles are spawned.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateMultiplier"> <summary> <para>Change the rate multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverDistance"> <summary> <para>The rate at which new particles are spawned, over distance.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverDistanceMultiplier"> <summary> <para>Change the rate over distance multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverTime"> <summary> <para>The rate at which new particles are spawned, over time.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverTimeMultiplier"> <summary> <para>Change the rate over time multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmissionModule.type"> <summary> <para>The emission type.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmissionModule.GetBursts(UnityEngine.ParticleSystem/Burst[])"> <summary> <para>Get the burst array.</para> </summary> <param name="bursts">Array of bursts to be filled in.</param> <returns> <para>The number of bursts in the array.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.EmissionModule.SetBursts(UnityEngine.ParticleSystem/Burst[])"> <summary> <para>Set the burst array.</para> </summary> <param name="bursts">Array of bursts.</param> <param name="size">Optional array size, if burst count is less than array size.</param> </member> <member name="M:UnityEngine.ParticleSystem.EmissionModule.SetBursts(UnityEngine.ParticleSystem/Burst[],System.Int32)"> <summary> <para>Set the burst array.</para> </summary> <param name="bursts">Array of bursts.</param> <param name="size">Optional array size, if burst count is less than array size.</param> </member> <member name="M:UnityEngine.ParticleSystem.Emit(System.Int32)"> <summary> <para>Emit count particles immediately.</para> </summary> <param name="count">Number of particles to emit.</param> </member> <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/EmitParams,System.Int32)"> <summary> <para>Emit a number of particles from script.</para> </summary> <param name="emitParams">Overidden particle properties.</param> <param name="count">Number of particles to emit.</param> </member> <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color32)"> <summary> <para></para> </summary> <param name="position"></param> <param name="velocity"></param> <param name="size"></param> <param name="lifetime"></param> <param name="color"></param> </member> <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/Particle)"> <summary> <para></para> </summary> <param name="particle"></param> </member> <member name="T:UnityEngine.ParticleSystem.EmitParams"> <summary> <para>Script interface for particle emission parameters.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.angularVelocity"> <summary> <para>Override the angular velocity of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.angularVelocity3D"> <summary> <para>Override the 3D angular velocity of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.applyShapeToPosition"> <summary> <para>When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.axisOfRotation"> <summary> <para>Override the axis of rotation of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.position"> <summary> <para>Override the position of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.randomSeed"> <summary> <para>Override the random seed of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.rotation"> <summary> <para>Override the rotation of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.rotation3D"> <summary> <para>Override the 3D rotation of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.startColor"> <summary> <para>Override the initial color of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.startLifetime"> <summary> <para>Override the lifetime of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.startSize"> <summary> <para>Override the initial size of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.startSize3D"> <summary> <para>Override the initial 3D size of emitted particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.EmitParams.velocity"> <summary> <para>Override the velocity of emitted particles.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetAngularVelocity"> <summary> <para>Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetAxisOfRotation"> <summary> <para>Revert the axis of rotation back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetPosition"> <summary> <para>Revert the position back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetRandomSeed"> <summary> <para>Revert the random seed back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetRotation"> <summary> <para>Reverts rotation and rotation3D back to the values specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartColor"> <summary> <para>Revert the initial color back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartLifetime"> <summary> <para>Revert the lifetime back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartSize"> <summary> <para>Revert the initial size back to the value specified in the inspector.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetVelocity"> <summary> <para>Revert the velocity back to the value specified in the inspector.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.ExternalForcesModule"> <summary> <para>Script interface for the External Forces module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.enabled"> <summary> <para>Enable/disable the External Forces module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.multiplier"> <summary> <para>Multiplies the magnitude of applied external forces.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.ForceOverLifetimeModule"> <summary> <para>Script interface for the Force Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Force Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.randomized"> <summary> <para>When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.space"> <summary> <para>Are the forces being applied in local or world space?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.x"> <summary> <para>The curve defining particle forces in the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.xMultiplier"> <summary> <para>Change the X axis mulutiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.y"> <summary> <para>The curve defining particle forces in the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.yMultiplier"> <summary> <para>Change the Y axis multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.z"> <summary> <para>The curve defining particle forces in the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.zMultiplier"> <summary> <para>Change the Z axis multiplier.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.GetCustomParticleData(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,UnityEngine.ParticleSystemCustomData)"> <summary> <para>Get a stream of custom per-particle data.</para> </summary> <param name="customData">The array of per-particle data.</param> <param name="streamIndex">Which stream to retrieve the data from.</param> <returns> <para>The amount of valid per-particle data.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[])"> <summary> <para>Get the particles of this particle system.</para> </summary> <param name="particles">Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.</param> <returns> <para>The number of particles written to the input particle array (the number of particles currently alive).</para> </returns> </member> <member name="T:UnityEngine.ParticleSystem.InheritVelocityModule"> <summary> <para>The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.curve"> <summary> <para>Curve to define how much emitter velocity is applied during the lifetime of a particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.curveMultiplier"> <summary> <para>Change the curve multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.enabled"> <summary> <para>Enable/disable the InheritVelocity module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.mode"> <summary> <para>How to apply emitter velocity to particles.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.IsAlive(System.Boolean)"> <summary> <para>Does the system have any live particles (or will produce more)?</para> </summary> <param name="withChildren">Check all child particle systems as well.</param> <returns> <para>True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead.</para> </returns> </member> <member name="T:UnityEngine.ParticleSystem.LightsModule"> <summary> <para>Access the ParticleSystem Lights Module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.alphaAffectsIntensity"> <summary> <para>Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.enabled"> <summary> <para>Enable/disable the Lights module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.intensity"> <summary> <para>Define a curve to apply custom intensity scaling to particle lights.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.intensityMultiplier"> <summary> <para>Intensity multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.light"> <summary> <para>Select what Light prefab you want to base your particle lights on.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.maxLights"> <summary> <para>Set a limit on how many lights this Module can create.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.range"> <summary> <para>Define a curve to apply custom range scaling to particle lights.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.rangeMultiplier"> <summary> <para>Range multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.ratio"> <summary> <para>Choose what proportion of particles will receive a dynamic light.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.sizeAffectsRange"> <summary> <para>Toggle where the particle size will be multiplied by the light range, to determine the final light range.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.useParticleColor"> <summary> <para>Toggle whether the particle lights will have their color multiplied by the particle color.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LightsModule.useRandomDistribution"> <summary> <para>Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule"> <summary> <para>Script interface for the Limit Velocity Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.dampen"> <summary> <para>Controls how much the velocity that exceeds the velocity limit should be dampened.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Limit Force Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limit"> <summary> <para>Maximum velocity curve, when not using one curve per axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitMultiplier"> <summary> <para>Change the limit multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitX"> <summary> <para>Maximum velocity curve for the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitXMultiplier"> <summary> <para>Change the limit multiplier on the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitY"> <summary> <para>Maximum velocity curve for the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitYMultiplier"> <summary> <para>Change the limit multiplier on the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitZ"> <summary> <para>Maximum velocity curve for the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitZMultiplier"> <summary> <para>Change the limit multiplier on the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.separateAxes"> <summary> <para>Set the velocity limit on each axis separately.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.space"> <summary> <para>Specifies if the velocity limits are in local space (rotated with the transform) or world space.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.MainModule"> <summary> <para>Script interface for the main module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.customSimulationSpace"> <summary> <para>Simulate particles relative to a custom transform component.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.duration"> <summary> <para>The duration of the particle system in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.emitterVelocityMode"> <summary> <para>Control how the Particle System calculates its velocity, when moving in the world.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.gravityModifier"> <summary> <para>Scale applied to the gravity, defined by Physics.gravity.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.gravityModifierMultiplier"> <summary> <para>Change the gravity mulutiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.loop"> <summary> <para>Is the particle system looping?</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.maxParticles"> <summary> <para>The maximum number of particles to emit.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.playOnAwake"> <summary> <para>If set to true, the particle system will automatically start playing on startup.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.prewarm"> <summary> <para>When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.randomizeRotationDirection"> <summary> <para>Cause some particles to spin in the opposite direction.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.scalingMode"> <summary> <para>Control how the particle system's Transform Component is applied to the particle system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.simulationSpace"> <summary> <para>This selects the space in which to simulate particles. It can be either world or local space.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.simulationSpeed"> <summary> <para>Override the default playback speed of the Particle System.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startColor"> <summary> <para>The initial color of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startDelay"> <summary> <para>Start delay in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startDelayMultiplier"> <summary> <para>Start delay multiplier in seconds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startLifetime"> <summary> <para>The total lifetime in seconds that each new particle will have.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startLifetimeMultiplier"> <summary> <para>Start lifetime multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotation"> <summary> <para>The initial rotation of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotation3D"> <summary> <para>A flag to enable 3D particle rotation.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationMultiplier"> <summary> <para>Start rotation multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationX"> <summary> <para>The initial rotation of particles around the X axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationXMultiplier"> <summary> <para>Start rotation multiplier around the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationY"> <summary> <para>The initial rotation of particles around the Y axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationYMultiplier"> <summary> <para>Start rotation multiplier around the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationZ"> <summary> <para>The initial rotation of particles around the Z axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationZMultiplier"> <summary> <para>Start rotation multiplier around the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSize"> <summary> <para>The initial size of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSize3D"> <summary> <para>A flag to enable specifying particle size individually for each axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeMultiplier"> <summary> <para>Start size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeX"> <summary> <para>The initial size of particles along the X axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeXMultiplier"> <summary> <para>Start rotation multiplier along the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeY"> <summary> <para>The initial size of particles along the Y axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeYMultiplier"> <summary> <para>Start rotation multiplier along the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeZ"> <summary> <para>The initial size of particles along the Z axis when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeZMultiplier"> <summary> <para>Start rotation multiplier along the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSpeed"> <summary> <para>The initial speed of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.startSpeedMultiplier"> <summary> <para>A multiplier of the initial speed of particles when emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MainModule.useUnscaledTime"> <summary> <para>When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.MinMaxCurve"> <summary> <para>Script interface for a Min-Max Curve.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constant"> <summary> <para>Set the constant value.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constantMax"> <summary> <para>Set a constant for the upper bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constantMin"> <summary> <para>Set a constant for the lower bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curve"> <summary> <para>Set the curve.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMax"> <summary> <para>Set a curve for the upper bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMin"> <summary> <para>Set a curve for the lower bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMultiplier"> <summary> <para>Set a multiplier to be applied to the curves.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.mode"> <summary> <para>Set the mode that the min-max curve will use to evaluate values.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single)"> <summary> <para>A single constant value for the entire curve.</para> </summary> <param name="constant">Constant value.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,UnityEngine.AnimationCurve)"> <summary> <para>Use one curve when evaluating numbers along this Min-Max curve.</para> </summary> <param name="scalar">A multiplier to be applied to the curve.</param> <param name="curve">A single curve for evaluating against.</param> <param name="multiplier"></param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve)"> <summary> <para>Randomly select values based on the interval between the minimum and maximum curves.</para> </summary> <param name="scalar">A multiplier to be applied to the curves.</param> <param name="min">The curve describing the minimum values to be evaluated.</param> <param name="max">The curve describing the maximum values to be evaluated.</param> <param name="multiplier"></param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,System.Single)"> <summary> <para>Randomly select values based on the interval between the minimum and maximum constants.</para> </summary> <param name="min">The constant describing the minimum values to be evaluated.</param> <param name="max">The constant describing the maximum values to be evaluated.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.Evaluate(System.Single)"> <summary> <para>Manually query the curve to calculate values based on what mode it is in.</para> </summary> <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param> <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param> <returns> <para>Calculated curve/constant value.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.Evaluate(System.Single,System.Single)"> <summary> <para>Manually query the curve to calculate values based on what mode it is in.</para> </summary> <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param> <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param> <returns> <para>Calculated curve/constant value.</para> </returns> </member> <member name="T:UnityEngine.ParticleSystem.MinMaxGradient"> <summary> <para>MinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized. Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.color"> <summary> <para>Set a constant color.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.colorMax"> <summary> <para>Set a constant color for the upper bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.colorMin"> <summary> <para>Set a constant color for the lower bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradient"> <summary> <para>Set the gradient.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradientMax"> <summary> <para>Set a gradient for the upper bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradientMin"> <summary> <para>Set a gradient for the lower bound.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.mode"> <summary> <para>Set the mode that the min-max gradient will use to evaluate colors.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Color)"> <summary> <para>A single constant color for the entire gradient.</para> </summary> <param name="color">Constant color.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Gradient)"> <summary> <para>Use one gradient when evaluating numbers along this Min-Max gradient.</para> </summary> <param name="gradient">A single gradient for evaluating against.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Color,UnityEngine.Color)"> <summary> <para>Randomly select colors based on the interval between the minimum and maximum constants.</para> </summary> <param name="min">The constant color describing the minimum colors to be evaluated.</param> <param name="max">The constant color describing the maximum colors to be evaluated.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Gradient,UnityEngine.Gradient)"> <summary> <para>Randomly select colors based on the interval between the minimum and maximum gradients.</para> </summary> <param name="min">The gradient describing the minimum colors to be evaluated.</param> <param name="max">The gradient describing the maximum colors to be evaluated.</param> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.Evaluate(System.Single)"> <summary> <para>Manually query the gradient to calculate colors based on what mode it is in.</para> </summary> <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param> <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param> <returns> <para>Calculated gradient/color value.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.Evaluate(System.Single,System.Single)"> <summary> <para>Manually query the gradient to calculate colors based on what mode it is in.</para> </summary> <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param> <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param> <returns> <para>Calculated gradient/color value.</para> </returns> </member> <member name="T:UnityEngine.ParticleSystem.NoiseModule"> <summary> <para>Script interface for the Noise Module. The Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.damping"> <summary> <para>Higher frequency noise will reduce the strength by a proportional amount, if enabled.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.enabled"> <summary> <para>Enable/disable the Noise module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.frequency"> <summary> <para>Low values create soft, smooth noise, and high values create rapidly changing noise.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveCount"> <summary> <para>Layers of noise that combine to produce final noise.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveMultiplier"> <summary> <para>When combining each octave, scale the intensity by this amount.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveScale"> <summary> <para>When combining each octave, zoom in by this amount.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.positionAmount"> <summary> <para>How much the noise affects the particle positions.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.quality"> <summary> <para>Generate 1D, 2D or 3D noise.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remap"> <summary> <para>Define how the noise values are remapped.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapEnabled"> <summary> <para>Enable remapping of the final noise values, allowing for noise values to be translated into different values.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapMultiplier"> <summary> <para>Remap multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapX"> <summary> <para>Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapXMultiplier"> <summary> <para>X axis remap multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapY"> <summary> <para>Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapYMultiplier"> <summary> <para>Y axis remap multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapZ"> <summary> <para>Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapZMultiplier"> <summary> <para>Z axis remap multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.rotationAmount"> <summary> <para>How much the noise affects the particle rotation, in degrees per second.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.scrollSpeed"> <summary> <para>Scroll the noise map over the particle system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.scrollSpeedMultiplier"> <summary> <para>Scroll speed multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.separateAxes"> <summary> <para>Control the noise separately for each axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.sizeAmount"> <summary> <para>How much the noise affects the particle sizes, applied as a multiplier on the size of each particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strength"> <summary> <para>How strong the overall noise effect is.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthMultiplier"> <summary> <para>Strength multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthX"> <summary> <para>Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthXMultiplier"> <summary> <para>X axis strength multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthY"> <summary> <para>Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthYMultiplier"> <summary> <para>Y axis strength multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthZ"> <summary> <para>Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthZMultiplier"> <summary> <para>Z axis strength multiplier.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.Particle"> <summary> <para>Script interface for a Particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity"> <summary> <para>The angular velocity of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity3D"> <summary> <para>The 3D angular velocity of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.lifetime"> <summary> <para>The lifetime of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.position"> <summary> <para>The position of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.randomSeed"> <summary> <para>The random seed of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.randomValue"> <summary> <para>The random value of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.remainingLifetime"> <summary> <para>The remaining lifetime of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.rotation"> <summary> <para>The rotation of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.rotation3D"> <summary> <para>The 3D rotation of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.startColor"> <summary> <para>The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.startLifetime"> <summary> <para>The starting lifetime of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.startSize"> <summary> <para>The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.startSize3D"> <summary> <para>The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.Particle.velocity"> <summary> <para>The velocity of the particle.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentColor(UnityEngine.ParticleSystem)"> <summary> <para>Calculate the current color of the particle by applying the relevant curves to its startColor property.</para> </summary> <param name="system">The particle system from which this particle was emitted.</param> <returns> <para>Current color.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentSize(UnityEngine.ParticleSystem)"> <summary> <para>Calculate the current size of the particle by applying the relevant curves to its startSize property.</para> </summary> <param name="system">The particle system from which this particle was emitted.</param> <returns> <para>Current size.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentSize3D(UnityEngine.ParticleSystem)"> <summary> <para>Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property.</para> </summary> <param name="system">The particle system from which this particle was emitted.</param> <returns> <para>Current size.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.Pause(System.Boolean)"> <summary> <para>Pauses the system so no new particles are emitted and the existing particles are not updated.</para> </summary> <param name="withChildren">Pause all child particle systems as well.</param> </member> <member name="M:UnityEngine.ParticleSystem.Play(System.Boolean)"> <summary> <para>Starts the particle system.</para> </summary> <param name="withChildren">Play all child particle systems as well.</param> </member> <member name="T:UnityEngine.ParticleSystem.RotationBySpeedModule"> <summary> <para>Script interface for the Rotation By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.enabled"> <summary> <para>Enable/disable the Rotation By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.range"> <summary> <para>Apply the rotation curve between these minimum and maximum speeds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.separateAxes"> <summary> <para>Set the rotation by speed on each axis separately.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.x"> <summary> <para>Rotation by speed curve for the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.xMultiplier"> <summary> <para>Speed multiplier along the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.y"> <summary> <para>Rotation by speed curve for the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.yMultiplier"> <summary> <para>Speed multiplier along the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.z"> <summary> <para>Rotation by speed curve for the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.zMultiplier"> <summary> <para>Speed multiplier along the Z axis.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.RotationOverLifetimeModule"> <summary> <para>Script interface for the Rotation Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Rotation Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.separateAxes"> <summary> <para>Set the rotation over lifetime on each axis separately.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.x"> <summary> <para>Rotation over lifetime curve for the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.xMultiplier"> <summary> <para>Rotation multiplier around the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.y"> <summary> <para>Rotation over lifetime curve for the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.yMultiplier"> <summary> <para>Rotation multiplier around the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.z"> <summary> <para>Rotation over lifetime curve for the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.zMultiplier"> <summary> <para>Rotation multiplier around the Z axis.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.SetCustomParticleData(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,UnityEngine.ParticleSystemCustomData)"> <summary> <para>Set a stream of custom per-particle data.</para> </summary> <param name="customData">The array of per-particle data.</param> <param name="streamIndex">Which stream to assign the data to.</param> </member> <member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32)"> <summary> <para>Set the particles of this particle system. size is the number of particles that is set.</para> </summary> <param name="particles"></param> <param name="size"></param> </member> <member name="T:UnityEngine.ParticleSystem.ShapeModule"> <summary> <para>Script interface for the Shape module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.alignToDirection"> <summary> <para>Align particles based on their initial direction of travel.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.angle"> <summary> <para>Angle of the cone.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.arc"> <summary> <para>Circle arc angle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcMode"> <summary> <para>The mode used for generating particles around the arc.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpeed"> <summary> <para>When using one of the animated modes, how quickly to move the emission position around the arc.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpeedMultiplier"> <summary> <para>A multiplier of the arc speed of the emission shape.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpread"> <summary> <para>Control the gap between emission points around the arc.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.box"> <summary> <para>Scale of the box.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.boxThickness"> <summary> <para>Thickness of the box.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.donutRadius"> <summary> <para>The radius of the Donut shape.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.enabled"> <summary> <para>Enable/disable the Shape module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.length"> <summary> <para>Length of the cone.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.mesh"> <summary> <para>Mesh to emit particles from.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshMaterialIndex"> <summary> <para>Emit particles from a single material of a mesh.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshRenderer"> <summary> <para>MeshRenderer to emit particles from.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshScale"> <summary> <para>Apply a scaling factor to the mesh used for generating source positions.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshShapeType"> <summary> <para>Where on the mesh to emit particles from.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.normalOffset"> <summary> <para>Move particles away from the surface of the source mesh.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.position"> <summary> <para>Apply an offset to the position from which particles are emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radius"> <summary> <para>Radius of the shape.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusMode"> <summary> <para>The mode used for generating particles along the radius.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpeed"> <summary> <para>When using one of the animated modes, how quickly to move the emission position along the radius.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpeedMultiplier"> <summary> <para>A multiplier of the radius speed of the emission shape.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpread"> <summary> <para>Control the gap between emission points along the radius.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusThickness"> <summary> <para>Thickness of the radius.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomDirection"> <summary> <para>Randomizes the starting direction of particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomDirectionAmount"> <summary> <para>Randomizes the starting direction of particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomPositionAmount"> <summary> <para>Randomizes the starting position of particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.rotation"> <summary> <para>Apply a rotation to the shape from which particles are emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.scale"> <summary> <para>Apply scale to the shape from which particles are emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.shapeType"> <summary> <para>Type of shape to emit particles from.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.skinnedMeshRenderer"> <summary> <para>SkinnedMeshRenderer to emit particles from.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.sphericalDirectionAmount"> <summary> <para>Spherizes the starting direction of particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.useMeshColors"> <summary> <para>Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.ShapeModule.useMeshMaterialIndex"> <summary> <para>Emit from a single material, or the whole mesh.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</para> </summary> <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param> <param name="withChildren">Fastforward all child particle systems as well.</param> <param name="restart">Restart and start from the beginning.</param> <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param> </member> <member name="T:UnityEngine.ParticleSystem.SizeBySpeedModule"> <summary> <para>Script interface for the Size By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.enabled"> <summary> <para>Enable/disable the Size By Speed module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.range"> <summary> <para>Apply the size curve between these minimum and maximum speeds.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.separateAxes"> <summary> <para>Set the size by speed on each axis separately.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.size"> <summary> <para>Curve to control particle size based on speed.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.sizeMultiplier"> <summary> <para>Size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.x"> <summary> <para>Size by speed curve for the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.xMultiplier"> <summary> <para>X axis size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.y"> <summary> <para>Size by speed curve for the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.yMultiplier"> <summary> <para>Y axis size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.z"> <summary> <para>Size by speed curve for the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.zMultiplier"> <summary> <para>Z axis size multiplier.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.SizeOverLifetimeModule"> <summary> <para>Script interface for the Size Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Size Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.separateAxes"> <summary> <para>Set the size over lifetime on each axis separately.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.size"> <summary> <para>Curve to control particle size based on lifetime.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.sizeMultiplier"> <summary> <para>Size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.x"> <summary> <para>Size over lifetime curve for the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.xMultiplier"> <summary> <para>X axis size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.y"> <summary> <para>Size over lifetime curve for the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.yMultiplier"> <summary> <para>Y axis size multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.z"> <summary> <para>Size over lifetime curve for the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.zMultiplier"> <summary> <para>Z axis size multiplier.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean,UnityEngine.ParticleSystemStopBehavior)"> <summary> <para>Stops playing the particle system using the supplied stop behaviour.</para> </summary> <param name="withChildren">Stop all child particle systems as well.</param> <param name="stopBehavior">Stop emitting or stop emitting and clear the system.</param> </member> <member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean)"> <summary> <para>Stops playing the particle system using the supplied stop behaviour.</para> </summary> <param name="withChildren">Stop all child particle systems as well.</param> <param name="stopBehavior">Stop emitting or stop emitting and clear the system.</param> </member> <member name="T:UnityEngine.ParticleSystem.SubEmittersModule"> <summary> <para>Script interface for the Sub Emitters module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.birth0"> <summary> <para>Sub particle system which spawns at the locations of the birth of the particles from the parent system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.birth1"> <summary> <para>Sub particle system which spawns at the locations of the birth of the particles from the parent system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.collision0"> <summary> <para>Sub particle system which spawns at the locations of the collision of the particles from the parent system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.collision1"> <summary> <para>Sub particle system which spawns at the locations of the collision of the particles from the parent system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.death0"> <summary> <para>Sub particle system which spawns at the locations of the death of the particles from the parent system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.death1"> <summary> <para>Sub particle system to spawn on death of the parent system's particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.enabled"> <summary> <para>Enable/disable the Sub Emitters module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.subEmittersCount"> <summary> <para>The total number of sub-emitters.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.AddSubEmitter(UnityEngine.ParticleSystem,UnityEngine.ParticleSystemSubEmitterType,UnityEngine.ParticleSystemSubEmitterProperties)"> <summary> <para>Add a new sub-emitter.</para> </summary> <param name="subEmitter">The sub-emitter to be added.</param> <param name="type">The event that creates new particles.</param> <param name="properties">The properties of the new particles.</param> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterProperties(System.Int32)"> <summary> <para>Get the properties of the sub-emitter at the given index.</para> </summary> <param name="index">The index of the desired sub-emitter.</param> <returns> <para>The properties of the requested sub-emitter.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterSystem(System.Int32)"> <summary> <para>Get the sub-emitter Particle System at the given index.</para> </summary> <param name="index">The index of the desired sub-emitter.</param> <returns> <para>The sub-emitter being requested.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterType(System.Int32)"> <summary> <para>Get the type of the sub-emitter at the given index.</para> </summary> <param name="index">The index of the desired sub-emitter.</param> <returns> <para>The type of the requested sub-emitter.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.RemoveSubEmitter(System.Int32)"> <summary> <para>Remove a sub-emitter from the given index in the array.</para> </summary> <param name="index">The index from which to remove a sub-emitter.</param> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterProperties(System.Int32,UnityEngine.ParticleSystemSubEmitterProperties)"> <summary> <para>Set the properties of the sub-emitter at the given index.</para> </summary> <param name="index">The index of the sub-emitter being modified.</param> <param name="properties">The new properties to assign to this sub-emitter.</param> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterSystem(System.Int32,UnityEngine.ParticleSystem)"> <summary> <para>Set the Particle System to use as the sub-emitter at the given index.</para> </summary> <param name="index">The index of the sub-emitter being modified.</param> <param name="subEmitter">The Particle System being used as this sub-emitter.</param> </member> <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterType(System.Int32,UnityEngine.ParticleSystemSubEmitterType)"> <summary> <para>Set the type of the sub-emitter at the given index.</para> </summary> <param name="index">The index of the sub-emitter being modified.</param> <param name="type">The new spawning type to assign to this sub-emitter.</param> </member> <member name="T:UnityEngine.ParticleSystem.TextureSheetAnimationModule"> <summary> <para>Script interface for the Texture Sheet Animation module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.animation"> <summary> <para>Specifies the animation type.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.cycleCount"> <summary> <para>Specifies how many times the animation will loop during the lifetime of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.enabled"> <summary> <para>Enable/disable the Texture Sheet Animation module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.flipU"> <summary> <para>Flip the U coordinate on particles, causing them to appear mirrored horizontally.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.flipV"> <summary> <para>Flip the V coordinate on particles, causing them to appear mirrored vertically.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.frameOverTime"> <summary> <para>Curve to control which frame of the texture sheet animation to play.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.frameOverTimeMultiplier"> <summary> <para>Frame over time mutiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.mode"> <summary> <para>Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.numTilesX"> <summary> <para>Defines the tiling of the texture in the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.numTilesY"> <summary> <para>Defines the tiling of the texture in the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.rowIndex"> <summary> <para>Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.spriteCount"> <summary> <para>The total number of sprites.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.startFrame"> <summary> <para>Define a random starting frame for the texture sheet animation.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.startFrameMultiplier"> <summary> <para>Starting frame multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.useRandomRow"> <summary> <para>Use a random row of the texture sheet for each particle emitted.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.uvChannelMask"> <summary> <para>Choose which UV channels will receive texture animation.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.AddSprite(UnityEngine.Sprite)"> <summary> <para>Add a new Sprite.</para> </summary> <param name="sprite">The Sprite to be added.</param> </member> <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.GetSprite(System.Int32)"> <summary> <para>Get the Sprite at the given index.</para> </summary> <param name="index">The index of the desired Sprite.</param> <returns> <para>The Sprite being requested.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.RemoveSprite(System.Int32)"> <summary> <para>Remove a Sprite from the given index in the array.</para> </summary> <param name="index">The index from which to remove a Sprite.</param> </member> <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.SetSprite(System.Int32,UnityEngine.Sprite)"> <summary> <para>Set the Sprite at the given index.</para> </summary> <param name="index">The index of the Sprite being modified.</param> <param name="sprite">The Sprite being assigned.</param> </member> <member name="T:UnityEngine.ParticleSystem.TrailModule"> <summary> <para>Access the particle system trails module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.colorOverLifetime"> <summary> <para>The gradient controlling the trail colors during the lifetime of the attached particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.colorOverTrail"> <summary> <para>The gradient controlling the trail colors over the length of the trail.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.dieWithParticles"> <summary> <para>If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.enabled"> <summary> <para>Enable/disable the Trail module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.generateLightingData"> <summary> <para>Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.inheritParticleColor"> <summary> <para>Toggle whether the trail will inherit the particle color as its starting color.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.lifetime"> <summary> <para>The curve describing the trail lifetime, throughout the lifetime of the particle.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.lifetimeMultiplier"> <summary> <para>Change the lifetime multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.minVertexDistance"> <summary> <para>Set the minimum distance each trail can travel before a new vertex is added to it.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.ratio"> <summary> <para>Choose what proportion of particles will receive a trail.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.sizeAffectsLifetime"> <summary> <para>Set whether the particle size will act as a multiplier on top of the trail lifetime.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.sizeAffectsWidth"> <summary> <para>Set whether the particle size will act as a multiplier on top of the trail width.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.textureMode"> <summary> <para>Choose whether the U coordinate of the trail texture is tiled or stretched.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.widthOverTrail"> <summary> <para>The curve describing the width, of each trail point.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.widthOverTrailMultiplier"> <summary> <para>Change the width multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TrailModule.worldSpace"> <summary> <para>Drop new trail points in world space, regardless of Particle System Simulation Space.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystem.TriggerModule"> <summary> <para>Script interface for the Trigger module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.enabled"> <summary> <para>Enable/disable the Trigger module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.enter"> <summary> <para>Choose what action to perform when particles enter the trigger volume.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.exit"> <summary> <para>Choose what action to perform when particles leave the trigger volume.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.inside"> <summary> <para>Choose what action to perform when particles are inside the trigger volume.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.maxColliderCount"> <summary> <para>The maximum number of collision shapes that can be attached to this particle system trigger.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.outside"> <summary> <para>Choose what action to perform when particles are outside the trigger volume.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.TriggerModule.radiusScale"> <summary> <para>A multiplier applied to the size of each particle before overlaps are processed.</para> </summary> </member> <member name="M:UnityEngine.ParticleSystem.TriggerModule.GetCollider(System.Int32)"> <summary> <para>Get a collision shape associated with this particle system trigger.</para> </summary> <param name="index">Which collider to return.</param> <returns> <para>The collider at the given index.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystem.TriggerModule.SetCollider(System.Int32,UnityEngine.Component)"> <summary> <para>Set a collision shape associated with this particle system trigger.</para> </summary> <param name="index">Which collider to set.</param> <param name="collider">The collider to associate with this trigger.</param> </member> <member name="T:UnityEngine.ParticleSystem.VelocityOverLifetimeModule"> <summary> <para>Script interface for the Velocity Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.enabled"> <summary> <para>Enable/disable the Velocity Over Lifetime module.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.space"> <summary> <para>Specifies if the velocities are in local space (rotated with the transform) or world space.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.x"> <summary> <para>Curve to control particle speed based on lifetime, on the X axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.xMultiplier"> <summary> <para>X axis speed multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.y"> <summary> <para>Curve to control particle speed based on lifetime, on the Y axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.yMultiplier"> <summary> <para>Y axis speed multiplier.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.z"> <summary> <para>Curve to control particle speed based on lifetime, on the Z axis.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.zMultiplier"> <summary> <para>Z axis speed multiplier.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemAnimationMode"> <summary> <para>The animation mode.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemAnimationMode.Grid"> <summary> <para>Use a regular grid to construct a sequence of animation frames.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemAnimationMode.Sprites"> <summary> <para>Use a list of sprites to construct a sequence of animation frames.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemAnimationType"> <summary> <para>The animation type.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemAnimationType.SingleRow"> <summary> <para>Animate a single row in the sheet from left to right.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemAnimationType.WholeSheet"> <summary> <para>Animate over the whole texture sheet from left to right, top to bottom.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCollisionMode"> <summary> <para>Whether to use 2D or 3D colliders for particle collisions.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionMode.Collision2D"> <summary> <para>Use 2D colliders to collide particles against.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionMode.Collision3D"> <summary> <para>Use 3D colliders to collide particles against.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCollisionQuality"> <summary> <para>Quality of world collisions. Medium and low quality are approximate and may leak particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionQuality.High"> <summary> <para>The most accurate world collisions.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionQuality.Low"> <summary> <para>Fastest and most approximate world collisions.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionQuality.Medium"> <summary> <para>Approximate world collisions.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCollisionType"> <summary> <para>The type of collisions to use for a given particle system.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionType.Planes"> <summary> <para>Collide with a list of planes.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCollisionType.World"> <summary> <para>Collide with the world geometry.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCurveMode"> <summary> <para>The particle curve mode (Shuriken).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCurveMode.Constant"> <summary> <para>Use a single constant for the ParticleSystem.MinMaxCurve.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCurveMode.Curve"> <summary> <para>Use a single curve for the ParticleSystem.MinMaxCurve.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCurveMode.TwoConstants"> <summary> <para>Use a random value between 2 constants for the ParticleSystem.MinMaxCurve.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCurveMode.TwoCurves"> <summary> <para>Use a random value between 2 curves for the ParticleSystem.MinMaxCurve.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCustomData"> <summary> <para>Which stream of custom particle data to set.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCustomData.Custom1"> <summary> <para>The first stream of custom per-particle data.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCustomData.Custom2"> <summary> <para>The second stream of custom per-particle data.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemCustomDataMode"> <summary> <para>Which mode the Custom Data module uses to generate its data.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCustomDataMode.Color"> <summary> <para>Generate data using ParticleSystem.MinMaxGradient.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCustomDataMode.Disabled"> <summary> <para>Don't generate any data.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemCustomDataMode.Vector"> <summary> <para>Generate data using ParticleSystem.MinMaxCurve.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemEmissionType"> <summary> <para>The mode in which particles are emitted.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemEmissionType.Distance"> <summary> <para>Emit when emitter moves.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemEmissionType.Time"> <summary> <para>Emit over time.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemEmitterVelocityMode"> <summary> <para>Control how a Particle System calcualtes its velocity.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemEmitterVelocityMode.Rigidbody"> <summary> <para>Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the Game Object.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemEmitterVelocityMode.Transform"> <summary> <para>Calculate the Particle System velocity by using the Transform component.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemGradientMode"> <summary> <para>The particle gradient mode (Shuriken).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemGradientMode.Color"> <summary> <para>Use a single color for the ParticleSystem.MinMaxGradient.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemGradientMode.Gradient"> <summary> <para>Use a single color gradient for the ParticleSystem.MinMaxGradient.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemGradientMode.RandomColor"> <summary> <para>Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemGradientMode.TwoColors"> <summary> <para>Use a random value between 2 colors for the ParticleSystem.MinMaxGradient.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemGradientMode.TwoGradients"> <summary> <para>Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemInheritVelocityMode"> <summary> <para>How to apply emitter velocity to particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemInheritVelocityMode.Current"> <summary> <para>Each particle's velocity is set to the emitter's current velocity value, every frame.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemInheritVelocityMode.Initial"> <summary> <para>Each particle inherits the emitter's velocity on the frame when it was initially emitted.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemMeshShapeType"> <summary> <para>The mesh emission type.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemMeshShapeType.Edge"> <summary> <para>Emit from the edges of the mesh.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemMeshShapeType.Triangle"> <summary> <para>Emit from the surface of the mesh.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemMeshShapeType.Vertex"> <summary> <para>Emit from the vertices of the mesh.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemNoiseQuality"> <summary> <para>The quality of the generated noise.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemNoiseQuality.High"> <summary> <para>High quality 3D noise.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemNoiseQuality.Low"> <summary> <para>Low quality 1D noise.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemNoiseQuality.Medium"> <summary> <para>Medium quality 2D noise.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemOverlapAction"> <summary> <para>What action to perform when the particle trigger module passes a test.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemOverlapAction.Callback"> <summary> <para>Send the OnParticleTrigger command to the particle system's script.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemOverlapAction.Ignore"> <summary> <para>Do nothing.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemOverlapAction.Kill"> <summary> <para>Kill all particles that pass this test.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemRenderer"> <summary> <para>Renders particles on to the screen (Shuriken).</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.activeVertexStreamsCount"> <summary> <para>The number of currently active custom vertex streams.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.alignment"> <summary> <para>Control the direction that particles face.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale"> <summary> <para>How much are the particles stretched depending on the Camera's speed.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.lengthScale"> <summary> <para>How much are the particles stretched in their direction of motion.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.maskInteraction"> <summary> <para>Specifies how the Particle System Renderer interacts with SpriteMask.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize"> <summary> <para>Clamp the maximum particle size.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.mesh"> <summary> <para>Mesh used as particle instead of billboarded texture.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.meshCount"> <summary> <para>The number of meshes being used for particle rendering.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.minParticleSize"> <summary> <para>Clamp the minimum particle size.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.normalDirection"> <summary> <para>How much are billboard particle normals oriented towards the camera.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.pivot"> <summary> <para>Modify the pivot point used for rotating particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.renderMode"> <summary> <para>How particles are drawn.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.sortingFudge"> <summary> <para>Biases particle system sorting amongst other transparencies.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.sortMode"> <summary> <para>Sort particles within a system.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.trailMaterial"> <summary> <para>Set the material used by the Trail module for attaching trails to particles.</para> </summary> </member> <member name="P:UnityEngine.ParticleSystemRenderer.velocityScale"> <summary> <para>How much are the particles stretched depending on "how fast they move".</para> </summary> </member> <member name="M:UnityEngine.ParticleSystemRenderer.AreVertexStreamsEnabled(UnityEngine.ParticleSystemVertexStreams)"> <summary> <para>Query whether the particle system renderer uses a particular set of vertex streams.</para> </summary> <param name="streams">Streams to query.</param> <returns> <para>Whether all the queried streams are enabled or not.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystemRenderer.DisableVertexStreams(UnityEngine.ParticleSystemVertexStreams)"> <summary> <para>Disable a set of vertex shader streams on the particle system renderer. The position stream is always enabled, and any attempts to remove it will be ignored.</para> </summary> <param name="streams">Streams to disable.</param> </member> <member name="M:UnityEngine.ParticleSystemRenderer.EnableVertexStreams(UnityEngine.ParticleSystemVertexStreams)"> <summary> <para>Enable a set of vertex shader streams on the particle system renderer.</para> </summary> <param name="streams">Streams to enable.</param> </member> <member name="M:UnityEngine.ParticleSystemRenderer.GetActiveVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.ParticleSystemVertexStream&gt;)"> <summary> <para>Query which vertex shader streams are enabled on the ParticleSystemRenderer.</para> </summary> <param name="streams">The array of streams to be populated.</param> </member> <member name="M:UnityEngine.ParticleSystemRenderer.GetEnabledVertexStreams(UnityEngine.ParticleSystemVertexStreams)"> <summary> <para>Query whether the particle system renderer uses a particular set of vertex streams.</para> </summary> <param name="streams">Streams to query.</param> <returns> <para>Returns the subset of the queried streams that are actually enabled.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystemRenderer.GetMeshes(UnityEngine.Mesh[])"> <summary> <para>Get the array of meshes to be used as particles.</para> </summary> <param name="meshes">This array will be populated with the list of meshes being used for particle rendering.</param> <returns> <para>The number of meshes actually written to the destination array.</para> </returns> </member> <member name="M:UnityEngine.ParticleSystemRenderer.SetActiveVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.ParticleSystemVertexStream&gt;)"> <summary> <para>Enable a set of vertex shader streams on the ParticleSystemRenderer.</para> </summary> <param name="streams">The new array of enabled vertex streams.</param> </member> <member name="M:UnityEngine.ParticleSystemRenderer.SetMeshes(UnityEngine.Mesh[])"> <summary> <para>Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.</para> </summary> <param name="meshes">Array of meshes to be used.</param> <param name="size">Number of elements from the mesh array to be applied.</param> </member> <member name="M:UnityEngine.ParticleSystemRenderer.SetMeshes(UnityEngine.Mesh[],System.Int32)"> <summary> <para>Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.</para> </summary> <param name="meshes">Array of meshes to be used.</param> <param name="size">Number of elements from the mesh array to be applied.</param> </member> <member name="T:UnityEngine.ParticleSystemRenderMode"> <summary> <para>The rendering mode for particle systems (Shuriken).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.Billboard"> <summary> <para>Render particles as billboards facing the active camera. (Default)</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.HorizontalBillboard"> <summary> <para>Render particles as billboards always facing up along the y-Axis.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.Mesh"> <summary> <para>Render particles as meshes.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.None"> <summary> <para>Do not render particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.Stretch"> <summary> <para>Stretch particles in the direction of motion.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderMode.VerticalBillboard"> <summary> <para>Render particles as billboards always facing the player, but not pitching along the x-Axis.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemRenderSpace"> <summary> <para>How particles are aligned when rendered.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderSpace.Facing"> <summary> <para>Particles face the eye position.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderSpace.Local"> <summary> <para>Particles align with their local transform.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderSpace.Velocity"> <summary> <para>Particles are aligned to their direction of travel.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderSpace.View"> <summary> <para>Particles face the camera plane.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemRenderSpace.World"> <summary> <para>Particles align with the world.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemScalingMode"> <summary> <para>Control how particle systems apply transform scale.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemScalingMode.Hierarchy"> <summary> <para>Scale the particle system using the entire transform hierarchy.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemScalingMode.Local"> <summary> <para>Scale the particle system using only its own transform scale. (Ignores parent scale).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemScalingMode.Shape"> <summary> <para>Only apply transform scale to the shape component, which controls where particles are spawned, but does not affect their size or movement. </para> </summary> </member> <member name="T:UnityEngine.ParticleSystemShapeMultiModeValue"> <summary> <para>The mode used to generate new points in a shape (Shuriken).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.BurstSpread"> <summary> <para>Distribute new particles around the shape evenly.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.Loop"> <summary> <para>Animate the emission point around the shape.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.PingPong"> <summary> <para>Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.Random"> <summary> <para>Generate points randomly. (Default)</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemShapeType"> <summary> <para>The emission shape (Shuriken).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Box"> <summary> <para>Emit from the volume of a box.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.BoxEdge"> <summary> <para>Emit from the edges of a box.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.BoxShell"> <summary> <para>Emit from the surface of a box.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Circle"> <summary> <para>Emit from a circle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.CircleEdge"> <summary> <para>Emit from the edge of a circle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Cone"> <summary> <para>Emit from the base of a cone.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.ConeShell"> <summary> <para>Emit from the base surface of a cone.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.ConeVolume"> <summary> <para>Emit from a cone.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.ConeVolumeShell"> <summary> <para>Emit from the surface of a cone.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Donut"> <summary> <para>Emit from a Donut.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Hemisphere"> <summary> <para>Emit from a half-sphere.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.HemisphereShell"> <summary> <para>Emit from the surface of a half-sphere.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Mesh"> <summary> <para>Emit from a mesh.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.MeshRenderer"> <summary> <para>Emit from a mesh renderer.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.SingleSidedEdge"> <summary> <para>Emit from an edge.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.SkinnedMeshRenderer"> <summary> <para>Emit from a skinned mesh renderer.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.Sphere"> <summary> <para>Emit from a sphere.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemShapeType.SphereShell"> <summary> <para>Emit from the surface of a sphere.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemSimulationSpace"> <summary> <para>The space to simulate particles in.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSimulationSpace.Custom"> <summary> <para>Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSimulationSpace.Local"> <summary> <para>Simulate particles in local space.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSimulationSpace.World"> <summary> <para>Simulate particles in world space.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemSortMode"> <summary> <para>The sorting mode for particle systems.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSortMode.Distance"> <summary> <para>Sort based on distance.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSortMode.None"> <summary> <para>No sorting.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSortMode.OldestInFront"> <summary> <para>Sort the oldest particles to the front.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSortMode.YoungestInFront"> <summary> <para>Sort the youngest particles to the front.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemStopBehavior"> <summary> <para>The behavior to apply when calling ParticleSystem.Stop|Stop.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemStopBehavior.StopEmitting"> <summary> <para>Stops particle system emitting any further particles. All existing particles will remain until they expire.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemStopBehavior.StopEmittingAndClear"> <summary> <para>Stops particle system emitting and removes all existing emitted particles.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemSubEmitterProperties"> <summary> <para>The properties of sub-emitter particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritColor"> <summary> <para>When spawning new particles, multiply the start color by the color of the parent particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritEverything"> <summary> <para>When spawning new particles, inherit all available properties from the parent particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritNothing"> <summary> <para>When spawning new particles, do not inherit any properties from the parent particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritRotation"> <summary> <para>When spawning new particles, add the start rotation to the rotation of the parent particles.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritSize"> <summary> <para>When spawning new particles, multiply the start size by the size of the parent particles.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemSubEmitterType"> <summary> <para>The events that cause new particles to be spawned.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterType.Birth"> <summary> <para>Spawn new particles when particles from the parent system are born.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterType.Collision"> <summary> <para>Spawn new particles when particles from the parent system collide with something.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemSubEmitterType.Death"> <summary> <para>Spawn new particles when particles from the parent system die.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemTrailTextureMode"> <summary> <para>Choose how textures are applied to Particle Trails.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTrailTextureMode.DistributePerSegment"> <summary> <para>Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTrailTextureMode.RepeatPerSegment"> <summary> <para>Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTrailTextureMode.Stretch"> <summary> <para>Map the texture once along the entire length of the trail.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTrailTextureMode.Tile"> <summary> <para>Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemTriggerEventType"> <summary> <para>The different types of particle triggers.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTriggerEventType.Enter"> <summary> <para>Trigger when particles enter the collision volume.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTriggerEventType.Exit"> <summary> <para>Trigger when particles leave the collision volume.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTriggerEventType.Inside"> <summary> <para>Trigger when particles are inside the collision volume.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemTriggerEventType.Outside"> <summary> <para>Trigger when particles are outside the collision volume.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemVertexStream"> <summary> <para>All possible particle system vertex shader inputs.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.AgePercent"> <summary> <para>The normalized age of each particle, from 0 to 1.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.AnimBlend"> <summary> <para>The amount to blend between animated texture frames, from 0 to 1.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.AnimFrame"> <summary> <para>The current animation frame index of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Center"> <summary> <para>The center position of the entire particle, in world space.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Color"> <summary> <para>The color of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1X"> <summary> <para>One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XY"> <summary> <para>Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XYZ"> <summary> <para>Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XYZW"> <summary> <para>Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2X"> <summary> <para>One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XY"> <summary> <para>Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XYZ"> <summary> <para>Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XYZW"> <summary> <para>Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.InvStartLifetime"> <summary> <para>The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseX"> <summary> <para>The X axis noise on the current frame.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseXY"> <summary> <para>The X and Y axis noise on the current frame.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseXYZ"> <summary> <para>The 3D noise on the current frame.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumX"> <summary> <para>The accumulated X axis noise, over the lifetime of the particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumXY"> <summary> <para>The accumulated X and Y axis noise, over the lifetime of the particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumXYZ"> <summary> <para>The accumulated 3D noise, over the lifetime of the particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Normal"> <summary> <para>The vertex normal of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Position"> <summary> <para>The position of each particle vertex, in world space.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Rotation"> <summary> <para>The Z axis rotation of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Rotation3D"> <summary> <para>The 3D rotation of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.RotationSpeed"> <summary> <para>The Z axis rotational speed of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.RotationSpeed3D"> <summary> <para>The 3D rotational speed of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.SizeX"> <summary> <para>The X axis size of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.SizeXY"> <summary> <para>The X and Y axis sizes of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.SizeXYZ"> <summary> <para>The 3D size of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Speed"> <summary> <para>The speed of each particle, calculated by taking the magnitude of the velocity.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomX"> <summary> <para>A random number for each particle, which remains constant during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXY"> <summary> <para>Two random numbers for each particle, which remain constant during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXYZ"> <summary> <para>Three random numbers for each particle, which remain constant during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXYZW"> <summary> <para>Four random numbers for each particle, which remain constant during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Tangent"> <summary> <para>The tangent vector for each particle (for normal mapping).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.UV"> <summary> <para>The first UV stream of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.UV2"> <summary> <para>The second UV stream of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.UV3"> <summary> <para>The third UV stream of each particle (only for meshes).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.UV4"> <summary> <para>The fourth UV stream of each particle (only for meshes).</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomX"> <summary> <para>A random number for each particle, which changes during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXY"> <summary> <para>Two random numbers for each particle, which change during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXYZ"> <summary> <para>Three random numbers for each particle, which change during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXYZW"> <summary> <para>Four random numbers for each particle, which change during their lifetime.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.Velocity"> <summary> <para>The velocity of each particle, in world space.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStream.VertexID"> <summary> <para>The vertex ID of each particle.</para> </summary> </member> <member name="T:UnityEngine.ParticleSystemVertexStreams"> <summary> <para>All possible particle system vertex shader inputs.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.All"> <summary> <para>A mask with all vertex streams enabled.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.CenterAndVertexID"> <summary> <para>The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Color"> <summary> <para>The color of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Custom1"> <summary> <para>The first stream of custom data, supplied from script.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Custom2"> <summary> <para>The second stream of custom data, supplied from script.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Lifetime"> <summary> <para>Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component. To get the current particle age, simply multiply X by Y.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.None"> <summary> <para>A mask with no vertex streams enabled.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Normal"> <summary> <para>The normal of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Position"> <summary> <para>The world space position of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Random"> <summary> <para>4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Rotation"> <summary> <para>The rotation of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Size"> <summary> <para>The size of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Tangent"> <summary> <para>Tangent vectors for normal mapping.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.UV"> <summary> <para>The texture coordinates of each particle.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.UV2BlendAndFrame"> <summary> <para>With the Texture Sheet Animation module enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames.</para> </summary> </member> <member name="F:UnityEngine.ParticleSystemVertexStreams.Velocity"> <summary> <para>The 3D velocity of each particle.</para> </summary> </member> <member name="T:UnityEngine.PhysicMaterial"> <summary> <para>Physics material describes how to handle colliding objects (friction, bounciness).</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.bounceCombine"> <summary> <para>Determines how the bounciness is combined.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.bounciness"> <summary> <para>How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.dynamicFriction"> <summary> <para>The friction used when already moving. This value has to be between 0 and 1.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.dynamicFriction2"> <summary> <para>If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.frictionCombine"> <summary> <para>Determines how the friction is combined.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.frictionDirection2"> <summary> <para>The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.staticFriction"> <summary> <para>The friction coefficient used when an object is lying on a surface.</para> </summary> </member> <member name="P:UnityEngine.PhysicMaterial.staticFriction2"> <summary> <para>If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.</para> </summary> </member> <member name="M:UnityEngine.PhysicMaterial.#ctor"> <summary> <para>Creates a new material.</para> </summary> </member> <member name="M:UnityEngine.PhysicMaterial.#ctor(System.String)"> <summary> <para>Creates a new material named name.</para> </summary> <param name="name"></param> </member> <member name="T:UnityEngine.PhysicMaterialCombine"> <summary> <para>Describes how physic materials of colliding objects are combined.</para> </summary> </member> <member name="F:UnityEngine.PhysicMaterialCombine.Average"> <summary> <para>Averages the friction/bounce of the two colliding materials.</para> </summary> </member> <member name="F:UnityEngine.PhysicMaterialCombine.Maximum"> <summary> <para>Uses the larger friction/bounce of the two colliding materials.</para> </summary> </member> <member name="F:UnityEngine.PhysicMaterialCombine.Minimum"> <summary> <para>Uses the smaller friction/bounce of the two colliding materials.</para> </summary> </member> <member name="F:UnityEngine.PhysicMaterialCombine.Multiply"> <summary> <para>Multiplies the friction/bounce of the two colliding materials.</para> </summary> </member> <member name="T:UnityEngine.Physics"> <summary> <para>Global physics properties and helper methods.</para> </summary> </member> <member name="P:UnityEngine.Physics.autoSimulation"> <summary> <para>Sets whether the physics should be simulated automatically or not.</para> </summary> </member> <member name="P:UnityEngine.Physics.bounceThreshold"> <summary> <para>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.defaultContactOffset"> <summary> <para>The default contact offset of the newly created colliders.</para> </summary> </member> <member name="P:UnityEngine.Physics.defaultSolverIterations"> <summary> <para>The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.defaultSolverVelocityIterations"> <summary> <para>The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.gravity"> <summary> <para>The gravity applied to all rigid bodies in the scene.</para> </summary> </member> <member name="P:UnityEngine.Physics.maxAngularVelocity"> <summary> <para>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.minPenetrationForPenalty"> <summary> <para>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.queriesHitBackfaces"> <summary> <para>Whether physics queries should hit back-face triangles.</para> </summary> </member> <member name="P:UnityEngine.Physics.queriesHitTriggers"> <summary> <para>Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.</para> </summary> </member> <member name="P:UnityEngine.Physics.sleepAngularVelocity"> <summary> <para>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Physics.sleepThreshold"> <summary> <para>The mass-normalized energy threshold, below which objects start going to sleep.</para> </summary> </member> <member name="P:UnityEngine.Physics.sleepVelocity"> <summary> <para>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</para> </summary> </member> <member name="F:UnityEngine.Physics.AllLayers"> <summary> <para>Layer mask constant to select all layers.</para> </summary> </member> <member name="M:UnityEngine.Physics.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts the box along a ray and returns detailed information on what was hit.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half the size of the box in each dimension.</param> <param name="direction">The direction in which to cast the box.</param> <param name="orientation">Rotation of the box.</param> <param name="maxDistance">The max length of the cast.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True, if any intersections were found.</para> </returns> </member> <member name="M:UnityEngine.Physics.BoxCast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts the box along a ray and returns detailed information on what was hit.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half the size of the box in each dimension.</param> <param name="direction">The direction in which to cast the box.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="orientation">Rotation of the box.</param> <param name="maxDistance">The max length of the cast.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True, if any intersections were found.</para> </returns> </member> <member name="M:UnityEngine.Physics.BoxCastAll(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Like Physics.BoxCast, but returns all hits.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half the size of the box in each dimension.</param> <param name="direction">The direction in which to cast the box.</param> <param name="orientation">Rotation of the box.</param> <param name="maxDistance">The max length of the cast.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>All colliders that were hit.</para> </returns> </member> <member name="M:UnityEngine.Physics.BoxCastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],UnityEngine.Quaternion,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Cast the box along the direction, and store hits in the provided buffer.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half the size of the box in each dimension.</param> <param name="direction">The direction in which to cast the box.</param> <param name="results">The buffer to store the results in.</param> <param name="orientation">Rotation of the box.</param> <param name="maxDistance">The max length of the cast.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored to the results buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para> </summary> <param name="point1">The center of the sphere at the start of the capsule.</param> <param name="point2">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="direction">The direction into which to sweep the capsule.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the capsule sweep intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para></para> </summary> <param name="point1">The center of the sphere at the start of the capsule.</param> <param name="point2">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="direction">The direction into which to sweep the capsule.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</para> </summary> <param name="point1">The center of the sphere at the start of the capsule.</param> <param name="point2">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="direction">The direction into which to sweep the capsule.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>An array of all colliders hit in the sweep.</para> </returns> </member> <member name="M:UnityEngine.Physics.CapsuleCastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.</para> </summary> <param name="point1">The center of the sphere at the start of the capsule.</param> <param name="point2">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="direction">The direction into which to sweep the capsule.</param> <param name="results">The buffer to store the hits into.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored into the buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.CheckBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Check whether the given box overlaps with other colliders or not.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half the size of the box in each dimension.</param> <param name="orientation">Rotation of the box.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True, if the box overlaps with any colliders.</para> </returns> </member> <member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Checks if any colliders overlap a capsule-shaped volume in world space.</para> </summary> <param name="start">The center of the sphere at the start of the capsule.</param> <param name="end">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</para> </summary> <param name="position">Center of the sphere.</param> <param name="radius">Radius of the sphere.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.ClosestPoint(UnityEngine.Vector3,UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Returns a point on the given collider that is closest to the specified location.</para> </summary> <param name="point">Location you want to find the closest point to.</param> <param name="collider">The collider that you find the closest point on.</param> <param name="position">The position of the collider.</param> <param name="rotation">The rotation of the collider.</param> <returns> <para>The point on the collider that is closest to the specified location.</para> </returns> </member> <member name="M:UnityEngine.Physics.ComputePenetration(UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Collider,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3&amp;,System.Single&amp;)"> <summary> <para>Compute the minimal translation required to separate the given colliders apart at specified poses.</para> </summary> <param name="colliderA">The first collider.</param> <param name="positionA">Position of the first collider.</param> <param name="rotationA">Rotation of the first collider.</param> <param name="colliderB">The second collider.</param> <param name="positionB">Position of the second collider.</param> <param name="rotationB">Rotation of the second collider.</param> <param name="direction">Direction along which the translation required to separate the colliders apart is minimal.</param> <param name="distance">The distance along direction that is required to separate the colliders apart.</param> <returns> <para>True, if the colliders overlap at the given poses.</para> </returns> </member> <member name="F:UnityEngine.Physics.DefaultRaycastLayers"> <summary> <para>Layer mask constant to select default raycast layers.</para> </summary> </member> <member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)"> <summary> <para>Are collisions between layer1 and layer2 being ignored?</para> </summary> <param name="layer1"></param> <param name="layer2"></param> </member> <member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)"> <summary> <para>Makes the collision detection system ignore all collisions between collider1 and collider2.</para> </summary> <param name="collider1"></param> <param name="collider2"></param> <param name="ignore"></param> </member> <member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)"> <summary> <para>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this.</para> </summary> <param name="layer1"></param> <param name="layer2"></param> <param name="ignore"></param> </member> <member name="F:UnityEngine.Physics.IgnoreRaycastLayer"> <summary> <para>Layer mask constant to select ignore raycast layer.</para> </summary> </member> <member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Returns true if there is any collider intersecting the line between start and end.</para> </summary> <param name="start">Start point.</param> <param name="end">End point.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Returns true if there is any collider intersecting the line between start and end.</para> </summary> <param name="start">Start point.</param> <param name="end">End point.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> </member> <member name="M:UnityEngine.Physics.OverlapBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Find all colliders touching or inside of the given box.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half of the size of the box in each dimension.</param> <param name="orientation">Rotation of the box.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>Colliders that overlap with the given box.</para> </returns> </member> <member name="M:UnityEngine.Physics.OverlapBoxNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Collider[],UnityEngine.Quaternion,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Find all colliders touching or inside of the given box, and store them into the buffer.</para> </summary> <param name="center">Center of the box.</param> <param name="halfExtents">Half of the size of the box in each dimension.</param> <param name="results">The buffer to store the results in.</param> <param name="orientation">Rotation of the box.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of colliders stored in results.</para> </returns> </member> <member name="M:UnityEngine.Physics.OverlapCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Check the given capsule against the physics world and return all overlapping colliders.</para> </summary> <param name="point0">The center of the sphere at the start of the capsule.</param> <param name="point1">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>Colliders touching or inside the capsule.</para> </returns> </member> <member name="M:UnityEngine.Physics.OverlapCapsuleNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer.</para> </summary> <param name="point0">The center of the sphere at the start of the capsule.</param> <param name="point1">The center of the sphere at the end of the capsule.</param> <param name="radius">The radius of the capsule.</param> <param name="results">The buffer to store the results into.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of entries written to the buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Returns an array with all colliders touching or inside the sphere.</para> </summary> <param name="position">Center of the sphere.</param> <param name="radius">Radius of the sphere.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.OverlapSphereNonAlloc(UnityEngine.Vector3,System.Single,UnityEngine.Collider[],System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Computes and stores colliders touching or inside the sphere into the provided buffer.</para> </summary> <param name="position">Center of the sphere.</param> <param name="radius">Radius of the sphere.</param> <param name="results">The buffer to store the results into.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of colliders stored into the results buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.</para> </summary> <param name="origin">The starting point of the ray in world coordinates.</param> <param name="direction">The direction of the ray.</param> <param name="maxDistance">The max distance the ray should check for collisions.</param> <param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True if the ray intersects with a Collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a ray against all colliders in the scene and returns detailed information on what was hit.</para> </summary> <param name="origin">The starting point of the ray in world coordinates.</param> <param name="direction">The direction of the ray.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="maxDistance">The max distance the ray should check for collisions.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the ray intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Same as above using ray.origin and ray.direction instead of origin and direction.</para> </summary> <param name="ray">The starting point and direction of the ray.</param> <param name="maxDistance">The max distance the ray should check for collisions.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the ray intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Same as above using ray.origin and ray.direction instead of origin and direction.</para> </summary> <param name="ray">The starting point and direction of the ray.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="maxDistance">The max distance the ray should check for collisions.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the ray intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para> </summary> <param name="ray">The starting point and direction of the ray.</param> <param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>See Also: Raycast.</para> </summary> <param name="origin">The starting point of the ray in world coordinates.</param> <param name="direction">The direction of the ray.</param> <param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.RaycastNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Cast a ray through the scene and store the hits into the buffer.</para> </summary> <param name="ray">The starting point and direction of the ray.</param> <param name="results">The buffer to store the hits into.</param> <param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored into the results buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.RaycastNonAlloc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Cast a ray through the scene and store the hits into the buffer.</para> </summary> <param name="origin">The starting point and direction of the ray.</param> <param name="results">The buffer to store the hits into.</param> <param name="direction">The direction of the ray.</param> <param name="maxDistance">The max distance the rayhit is allowed to be from the start of the ray.</param> <param name="layermask">A that is used to selectively ignore colliders when casting a ray.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored into the results buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.Simulate(System.Single)"> <summary> <para>Simulate physics in the scene.</para> </summary> <param name="step">The time to advance physics by.</param> </member> <member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a sphere along a ray and returns detailed information on what was hit.</para> </summary> <param name="origin">The center of the sphere at the start of the sweep.</param> <param name="radius">The radius of the sphere.</param> <param name="direction">The direction into which to sweep the sphere.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="maxDistance">The max length of the cast.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the sphere sweep intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Casts a sphere along a ray and returns detailed information on what was hit.</para> </summary> <param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param> <param name="radius">The radius of the sphere.</param> <param name="maxDistance">The max length of the cast.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the sphere sweep intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&amp;,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para></para> </summary> <param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param> <param name="radius">The radius of the sphere.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).</param> <param name="maxDistance">The max length of the cast.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a capsule.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</para> </summary> <param name="origin">The center of the sphere at the start of the sweep.</param> <param name="radius">The radius of the sphere.</param> <param name="direction">The direction in which to sweep the sphere.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>An array of all colliders hit in the sweep.</para> </returns> </member> <member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</para> </summary> <param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param> <param name="radius">The radius of the sphere.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> </member> <member name="M:UnityEngine.Physics.SphereCastNonAlloc(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Cast sphere along the direction and store the results into buffer.</para> </summary> <param name="origin">The center of the sphere at the start of the sweep.</param> <param name="radius">The radius of the sphere.</param> <param name="direction">The direction in which to sweep the sphere.</param> <param name="results">The buffer to save the hits into.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored into the results buffer.</para> </returns> </member> <member name="M:UnityEngine.Physics.SphereCastNonAlloc(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit[],System.Single,System.Int32,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Cast sphere along the direction and store the results into buffer.</para> </summary> <param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param> <param name="radius">The radius of the sphere.</param> <param name="results">The buffer to save the results to.</param> <param name="maxDistance">The max length of the sweep.</param> <param name="layerMask">A that is used to selectively ignore colliders when casting a sphere.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>The amount of hits stored into the results buffer.</para> </returns> </member> <member name="T:UnityEngine.Physics2D"> <summary> <para>Global settings and helpers for 2D physics.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.alwaysShowColliders"> <summary> <para>Should the collider gizmos always be shown even when they are not selected?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.angularSleepTolerance"> <summary> <para>A rigid-body cannot sleep if its angular velocity is above this tolerance.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.autoSimulation"> <summary> <para>Sets whether the physics should be simulated automatically or not.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.baumgarteScale"> <summary> <para>The scale factor that controls how fast overlaps are resolved.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.baumgarteTOIScale"> <summary> <para>The scale factor that controls how fast TOI overlaps are resolved.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.callbacksOnDisable"> <summary> <para>Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.changeStopsCallbacks"> <summary> <para>Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. </para> </summary> </member> <member name="P:UnityEngine.Physics2D.colliderAABBColor"> <summary> <para>Sets the color used by the gizmos to show all Collider axis-aligned bounding boxes (AABBs).</para> </summary> </member> <member name="P:UnityEngine.Physics2D.colliderAsleepColor"> <summary> <para>The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep).</para> </summary> </member> <member name="P:UnityEngine.Physics2D.colliderAwakeColor"> <summary> <para>The color used by the gizmos to show all awake colliders (collider is awake when the body is awake).</para> </summary> </member> <member name="P:UnityEngine.Physics2D.colliderContactColor"> <summary> <para>The color used by the gizmos to show all collider contacts.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.contactArrowScale"> <summary> <para>The scale of the contact arrow used by the collider gizmos.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.defaultContactOffset"> <summary> <para>The default contact offset of the newly created colliders.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.deleteStopsCallbacks"> <summary> <para>Ets the collision callbacks to stop or continue processing if any of the objects involved in the collision are deleted.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.gravity"> <summary> <para>Acceleration due to gravity.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.linearSleepTolerance"> <summary> <para>A rigid-body cannot sleep if its linear velocity is above this tolerance.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.maxAngularCorrection"> <summary> <para>The maximum angular position correction used when solving constraints. This helps to prevent overshoot.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.maxLinearCorrection"> <summary> <para>The maximum linear position correction used when solving constraints. This helps to prevent overshoot.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.maxRotationSpeed"> <summary> <para>The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.maxTranslationSpeed"> <summary> <para>The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.minPenetrationForPenalty"> <summary> <para>This property is obsolete. You should use defaultContactOffset instead.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.positionIterations"> <summary> <para>The number of iterations of the physics solver when considering objects' positions.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.queriesHitTriggers"> <summary> <para>Do raycasts detect Colliders configured as triggers?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.queriesStartInColliders"> <summary> <para>Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.raycastsHitTriggers"> <summary> <para>Sets the raycasts to either detect or not detect Triggers.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.raycastsStartInColliders"> <summary> <para>Do ray/line casts that start inside a collider(s) detect those collider(s)?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.showColliderAABB"> <summary> <para>Should the collider gizmos show the AABBs for each collider?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.showColliderContacts"> <summary> <para>Should the collider gizmos show current contacts for each collider?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.showColliderSleep"> <summary> <para>Should the collider gizmos show the sleep-state for each collider?</para> </summary> </member> <member name="P:UnityEngine.Physics2D.timeToSleep"> <summary> <para>The time in seconds that a rigid-body must be still before it will go to sleep.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.velocityIterations"> <summary> <para>The number of iterations of the physics solver when considering objects' velocities.</para> </summary> </member> <member name="P:UnityEngine.Physics2D.velocityThreshold"> <summary> <para>Any collisions with a relative linear velocity below this threshold will be treated as inelastic.</para> </summary> </member> <member name="F:UnityEngine.Physics2D.AllLayers"> <summary> <para>Layer mask constant that includes all layers.</para> </summary> </member> <member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a box against colliders in the scene, returning the first collider to contact with it.</para> </summary> <param name="origin">The point in 2D space where the box originates.</param> <param name="size">The size of the box.</param> <param name="angle">The angle of the box (in degrees).</param> <param name="direction">Vector representing the direction of the box.</param> <param name="distance">Maximum distance over which to cast the box.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>Casts a box against the colliders in the Scene and returns all colliders that are in contact with it.</para> </summary> <param name="origin">The point in 2D space where the box originates.</param> <param name="size">The size of the box.</param> <param name="angle">The angle of the box (in degrees).</param> <param name="direction">Vector representing the direction of the box.</param> <param name="distance">Maximum distance over which to cast the box.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a box against colliders in the scene, returning all colliders that contact with it.</para> </summary> <param name="origin">The point in 2D space where the box originates.</param> <param name="size">The size of the box.</param> <param name="angle">The angle of the box (in degrees).</param> <param name="direction">Vector representing the direction of the box.</param> <param name="distance">Maximum distance over which to cast the box.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a box into the scene, returning colliders that contact with it into the provided results array.</para> </summary> <param name="origin">The point in 2D space where the box originates.</param> <param name="size">The size of the box.</param> <param name="angle">The angle of the box (in degrees).</param> <param name="direction">Vector representing the direction of the box.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the box.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CapsuleCast(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a capsule against colliders in the scene, returning the first collider to contact with it.</para> </summary> <param name="origin">The point in 2D space where the capsule originates.</param> <param name="size">The size of the capsule.</param> <param name="capsuleDirection">The direction of the capsule.</param> <param name="angle">The angle of the capsule (in degrees).</param> <param name="direction">Vector representing the direction to cast the capsule.</param> <param name="distance">Maximum distance over which to cast the capsule.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CapsuleCast(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>Casts a capsule against the colliders in the Scene and returns all colliders that are in contact with it.</para> </summary> <param name="origin">The point in 2D space where the capsule originates.</param> <param name="size">The size of the capsule.</param> <param name="capsuleDirection">The direction of the capsule.</param> <param name="angle">The angle of the capsule (in degrees).</param> <param name="direction">Vector representing the direction to cast the capsule.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="distance">Maximum distance over which to cast the capsule.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CapsuleCastAll(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a capsule against colliders in the scene, returning all colliders that contact with it.</para> </summary> <param name="origin">The point in 2D space where the capsule originates.</param> <param name="size">The size of the capsule.</param> <param name="capsuleDirection">The direction of the capsule.</param> <param name="angle">The angle of the capsule (in degrees).</param> <param name="direction">Vector representing the direction to cast the capsule.</param> <param name="distance">Maximum distance over which to cast the capsule.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CapsuleCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a capsule into the scene, returning colliders that contact with it into the provided results array.</para> </summary> <param name="origin">The point in 2D space where the capsule originates.</param> <param name="size">The size of the capsule.</param> <param name="capsuleDirection">The direction of the capsule.</param> <param name="angle">The angle of the capsule (in degrees).</param> <param name="direction">Vector representing the direction to cast the capsule.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the capsule.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a circle against colliders in the scene, returning the first collider to contact with it.</para> </summary> <param name="origin">The point in 2D space where the circle originates.</param> <param name="radius">The radius of the circle.</param> <param name="direction">Vector representing the direction of the circle.</param> <param name="distance">Maximum distance over which to cast the circle.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>Casts a circle against colliders in the Scene, returning all colliders that contact with it.</para> </summary> <param name="origin">The point in 2D space where the circle originates.</param> <param name="radius">The radius of the circle.</param> <param name="direction">Vector representing the direction of the circle.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="distance">Maximum distance over which to cast the circle.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a circle against colliders in the scene, returning all colliders that contact with it.</para> </summary> <param name="origin">The point in 2D space where the circle originates.</param> <param name="radius">The radius of the circle.</param> <param name="direction">Vector representing the direction of the circle.</param> <param name="distance">Maximum distance over which to cast the circle.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</para> </summary> <param name="origin">The point in 2D space where the circle originates.</param> <param name="radius">The radius of the circle.</param> <param name="direction">Vector representing the direction of the circle.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the circle.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="F:UnityEngine.Physics2D.DefaultRaycastLayers"> <summary> <para>Layer mask constant that includes all layers participating in raycasts by default.</para> </summary> </member> <member name="M:UnityEngine.Physics2D.Distance(UnityEngine.Collider2D,UnityEngine.Collider2D)"> <summary> <para>Calculates the minimum distance between two colliders.</para> </summary> <param name="colliderA">A collider used to calculate the minimum distance against colliderB.</param> <param name="colliderB">A collider used to calculate the minimum distance against colliderA.</param> <returns> <para>The minimum distance between colliderA and colliderB.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Collider2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with the collider.</para> </summary> <param name="collider">The collider to retrieve contacts for.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Collider2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points in contact with the collider.</para> </summary> <param name="collider">The collider to retrieve contacts for.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Collider2D,UnityEngine.ContactFilter2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points in contact with the collider, with the results filtered by the ContactFilter2D.</para> </summary> <param name="collider">The collider to retrieve contacts for.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Collider2D,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with the collider, with the results filtered by the ContactFilter2D.</para> </summary> <param name="collider">The collider to retrieve contacts for.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Rigidbody2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody.</para> </summary> <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Rigidbody2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.</para> </summary> <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Rigidbody2D,UnityEngine.ContactFilter2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para> </summary> <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetContacts(UnityEngine.Rigidbody2D,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para> </summary> <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetIgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)"> <summary> <para>Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.</para> </summary> <param name="collider1">The first collider to compare to collider2.</param> <param name="collider2">The second collider to compare to collider1.</param> <returns> <para>Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetIgnoreLayerCollision(System.Int32,System.Int32)"> <summary> <para>Checks whether collisions between the specified layers be ignored or not.</para> </summary> <param name="layer1">ID of first layer.</param> <param name="layer2">ID of second layer.</param> <returns> <para>Whether collisions between the specified layers be ignored or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetLayerCollisionMask(System.Int32)"> <summary> <para>Get the collision layer mask that indicates which layer(s) the specified layer can collide with.</para> </summary> <param name="layer">The layer to retrieve the collision layer mask for.</param> <returns> <para>A mask where each bit indicates a layer and whether it can collide with layer or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single,System.Int32)"> <summary> <para>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</para> </summary> <param name="ray">The 3D ray defining origin and direction to test.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to detect colliders only on certain layers.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single,System.Int32)"> <summary> <para>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</para> </summary> <param name="ray">The 3D ray defining origin and direction to test.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to detect colliders only on certain layers.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single,System.Int32)"> <summary> <para>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</para> </summary> <param name="ray">The 3D ray defining origin and direction to test.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to detect colliders only on certain layers.</param> <param name="results">Array to receive results.</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D,System.Boolean)"> <summary> <para>Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/.</para> </summary> <param name="collider1">The first collider to compare to collider2.</param> <param name="collider2">The second collider to compare to collider1.</param> <param name="ignore">Whether collisionstriggers between collider1 and collider2/ should be ignored or not.</param> </member> <member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)"> <summary> <para>Choose whether to detect or ignore collisions between a specified pair of layers.</para> </summary> <param name="layer1">ID of the first layer.</param> <param name="layer2">ID of the second layer.</param> <param name="ignore">Should collisions between these layers be ignored?</param> </member> <member name="F:UnityEngine.Physics2D.IgnoreRaycastLayer"> <summary> <para>Layer mask constant for the default layer that ignores raycasts.</para> </summary> </member> <member name="M:UnityEngine.Physics2D.IsTouching(UnityEngine.Collider2D,UnityEngine.Collider2D)"> <summary> <para>Checks whether the passed colliders are in contact or not.</para> </summary> <param name="collider1">The collider to check if it is touching collider2.</param> <param name="collider2">The collider to check if it is touching collider1.</param> <returns> <para>Whether collider1 is touching collider2 or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.IsTouching(UnityEngine.Collider2D,UnityEngine.ContactFilter2D)"> <summary> <para>Checks whether the passed colliders are in contact or not.</para> </summary> <param name="collider">The collider to check if it is touching any other collider filtered by the contactFilter.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether the collider is touching any other collider filtered by the contactFilter or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.IsTouching(UnityEngine.Collider2D,UnityEngine.Collider2D,UnityEngine.ContactFilter2D)"> <summary> <para>Checks whether the passed colliders are in contact or not.</para> </summary> <param name="collider1">The collider to check if it is touching collider2.</param> <param name="collider2">The collider to check if it is touching collider1.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether collider1 is touching collider2 or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.IsTouchingLayers(UnityEngine.Collider2D,System.Int32)"> <summary> <para>Checks whether the collider is touching any colliders on the specified layerMask or not.</para> </summary> <param name="collider">The collider to check if it is touching colliders on the layerMask.</param> <param name="layerMask">Any colliders on any of these layers count as touching.</param> <returns> <para>Whether the collider is touching any colliders on the specified layerMask or not.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a line segment against colliders in the Scene.</para> </summary> <param name="start">The start point of the line in world space.</param> <param name="end">The end point of the line in world space.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[])"> <summary> <para>Casts a line segment against colliders in the Scene with results filtered by ContactFilter2D.</para> </summary> <param name="start">The start point of the line in world space.</param> <param name="end">The end point of the line in world space.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a line against colliders in the scene.</para> </summary> <param name="start">The start point of the line in world space.</param> <param name="end">The end point of the line in world space.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Casts a line against colliders in the scene.</para> </summary> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <param name="start">The start point of the line in world space.</param> <param name="end">The end point of the line in world space.</param> <param name="results">Returned array of objects that intersect the line.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Checks if a collider falls within a rectangular area.</para> </summary> <param name="pointA">One corner of the rectangle.</param> <param name="pointB">Diagonally opposite the point A corner of the rectangle.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The collider overlapping the area.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Checks if a collider falls within a rectangular area.</para> </summary> <param name="pointA">One corner of the rectangle.</param> <param name="pointB">Diagonally opposite the point A corner of the rectangle.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a rectangular area.</para> </summary> <param name="pointA">One corner of the rectangle.</param> <param name="pointB">Diagonally opposite the point A corner of the rectangle.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a specified area.</para> </summary> <param name="pointA">One corner of the rectangle.</param> <param name="pointB">Diagonally opposite the point A corner of the rectangle.</param> <param name="results">Array to receive results.</param> <param name="layerMask">Filter to check objects only on specified layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapBox(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Checks if a collider falls within a box area.</para> </summary> <param name="point">Center of the box.</param> <param name="size">Size of the box.</param> <param name="angle">Angle of the box.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The collider overlapping the box.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapBox(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Checks if a collider falls within a box area.</para> </summary> <param name="point">Center of the box.</param> <param name="size">Size of the box.</param> <param name="angle">Angle of the box.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapBoxAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a box area.</para> </summary> <param name="point">Center of the box.</param> <param name="size">Size of the box.</param> <param name="angle">Angle of the box.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapBoxNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a box area.</para> </summary> <param name="point">Center of the box.</param> <param name="size">Size of the box.</param> <param name="angle">Angle of the box.</param> <param name="results">Array to receive results.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCapsule(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Checks if a collider falls within a capsule area.</para> </summary> <param name="point">Center of the capsule.</param> <param name="size">Size of the capsule.</param> <param name="direction">The direction of the capsule.</param> <param name="angle">Angle of the capsule.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The collider overlapping the capsule.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCapsule(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Checks if a collider falls within a capsule area.</para> </summary> <param name="point">Center of the capsule.</param> <param name="size">Size of the capsule.</param> <param name="direction">The direction of the capsule.</param> <param name="angle">Angle of the capsule.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCapsuleAll(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a capsule area.</para> </summary> <param name="point">Center of the capsule.</param> <param name="size">Size of the capsule.</param> <param name="direction">The direction of the capsule.</param> <param name="angle">Angle of the capsule.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCapsuleNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.CapsuleDirection2D,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a capsule area.</para> </summary> <param name="point">Center of the capsule.</param> <param name="size">Size of the capsule.</param> <param name="direction">The direction of the capsule.</param> <param name="angle">Angle of the capsule.</param> <param name="results">Array to receive results.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Checks if a collider falls within a circular area.</para> </summary> <param name="point">Centre of the circle.</param> <param name="radius">Radius of the circle.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The collider overlapping the circle.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Checks if a collider is within a circular area.</para> </summary> <param name="point">Centre of the circle.</param> <param name="radius">Radius of the circle.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a circular area.</para> </summary> <param name="point">Center of the circle.</param> <param name="radius">Radius of the circle.</param> <param name="layerMask">Filter to check objects only on specified layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that fall within a circular area.</para> </summary> <param name="point">Center of the circle.</param> <param name="radius">Radius of the circle.</param> <param name="results">Array to receive results.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapCollider(UnityEngine.Collider2D,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Get a list of all colliders that overlap collider.</para> </summary> <param name="collider">The collider that defines the area used to query for other collider overlaps.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Checks if a collider overlaps a point in space.</para> </summary> <param name="point">A point in world space.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The collider overlapping the point.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Checks if a collider overlaps a point in world space.</para> </summary> <param name="point">A point in world space.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that overlap a point in space.</para> </summary> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <param name="point">A point in space.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)"> <summary> <para>Get a list of all colliders that overlap a point in space.</para> </summary> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <param name="point">A point in space.</param> <param name="results">Array to receive results.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a ray against colliders in the scene.</para> </summary> <param name="origin">The point in 2D space where the ray originates.</param> <param name="direction">The vector representing the direction of the ray.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>Casts a ray against colliders in the Scene.</para> </summary> <param name="origin">The point in 2D space where the ray originates.</param> <param name="direction">The vector representing the direction of the ray.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a ray against colliders in the scene, returning all colliders that contact with it.</para> </summary> <param name="origin">The point in 2D space where the ray originates.</param> <param name="direction">The vector representing the direction of the ray.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to detect Colliders only on certain layers.</param> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <returns> <para>The cast results returned.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)"> <summary> <para>Casts a ray into the scene.</para> </summary> <param name="minDepth">Only include objects with a Z coordinate (depth) greater than or equal to this value.</param> <param name="maxDepth">Only include objects with a Z coordinate (depth) less than or equal to this value.</param> <param name="origin">The point in 2D space where the ray originates.</param> <param name="direction">The vector representing the direction of the ray.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the ray.</param> <param name="layerMask">Filter to check objects only on specific layers.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Physics2D.SetLayerCollisionMask(System.Int32,System.Int32)"> <summary> <para>Set the collision layer mask that indicates which layer(s) the specified layer can collide with.</para> </summary> <param name="layer">The layer to set the collision layer mask for.</param> <param name="layerMask">A mask where each bit indicates a layer and whether it can collide with layer or not.</param> </member> <member name="M:UnityEngine.Physics2D.Simulate(System.Single)"> <summary> <para>Simulate physics in the scene.</para> </summary> <param name="step">The time to advance physics by.</param> <returns> <para>Whether the simulation was run or not. Running the simulation during physics callbacks will always fail.</para> </returns> </member> <member name="T:UnityEngine.PhysicsMaterial2D"> <summary> <para>Asset type that defines the surface properties of a Collider2D.</para> </summary> </member> <member name="P:UnityEngine.PhysicsMaterial2D.bounciness"> <summary> <para>The degree of elasticity during collisions.</para> </summary> </member> <member name="P:UnityEngine.PhysicsMaterial2D.friction"> <summary> <para>Coefficient of friction.</para> </summary> </member> <member name="T:UnityEngine.PhysicsUpdateBehaviour2D"> <summary> <para>A base type for 2D physics components that required a callback during FixedUpdate.</para> </summary> </member> <member name="T:UnityEngine.Ping"> <summary> <para>Ping any given IP address (given in dot notation).</para> </summary> </member> <member name="P:UnityEngine.Ping.ip"> <summary> <para>The IP target of the ping.</para> </summary> </member> <member name="P:UnityEngine.Ping.isDone"> <summary> <para>Has the ping function completed?</para> </summary> </member> <member name="P:UnityEngine.Ping.time"> <summary> <para>This property contains the ping time result after isDone returns true.</para> </summary> </member> <member name="M:UnityEngine.Ping.#ctor(System.String)"> <summary> <para>Perform a ping to the supplied target IP address.</para> </summary> <param name="address"></param> </member> <member name="T:UnityEngine.Plane"> <summary> <para>Representation of a plane in 3D space.</para> </summary> </member> <member name="P:UnityEngine.Plane.distance"> <summary> <para>Distance from the origin to the plane.</para> </summary> </member> <member name="P:UnityEngine.Plane.flipped"> <summary> <para>Returns a copy of the plane that faces in the opposite direction.</para> </summary> </member> <member name="P:UnityEngine.Plane.normal"> <summary> <para>Normal vector of the plane.</para> </summary> </member> <member name="M:UnityEngine.Plane.ClosestPointOnPlane(UnityEngine.Vector3)"> <summary> <para>For a given point returns the closest point on the plane.</para> </summary> <param name="point">The point to project onto the plane.</param> <returns> <para>A point on the plane that is closest to point.</para> </returns> </member> <member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a plane.</para> </summary> <param name="inNormal"></param> <param name="inPoint"></param> </member> <member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,System.Single)"> <summary> <para>Creates a plane.</para> </summary> <param name="inNormal"></param> <param name="d"></param> </member> <member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a plane.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="c"></param> </member> <member name="M:UnityEngine.Plane.Flip"> <summary> <para>Makes the plane face in the opposite direction.</para> </summary> </member> <member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)"> <summary> <para>Returns a signed distance from plane to point.</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)"> <summary> <para>Is a point on the positive side of the plane?</para> </summary> <param name="point"></param> </member> <member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&amp;)"> <summary> <para>Intersects a ray with the plane.</para> </summary> <param name="ray"></param> <param name="enter"></param> </member> <member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Are two points on the same side of the plane?</para> </summary> <param name="inPt0"></param> <param name="inPt1"></param> </member> <member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane.</para> </summary> <param name="a">First point in clockwise order.</param> <param name="b">Second point in clockwise order.</param> <param name="c">Third point in clockwise order.</param> </member> <member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Sets a plane using a point that lies within it along with a normal to orient it.</para> </summary> <param name="inNormal">The plane's normal vector.</param> <param name="inPoint">A point that lies on the plane.</param> </member> <member name="M:UnityEngine.Plane.Translate(UnityEngine.Plane,UnityEngine.Vector3)"> <summary> <para>Returns a copy of the given plane that is moved in space by the given translation.</para> </summary> <param name="plane">The plane to move in space.</param> <param name="translation">The offset in space to move the plane with.</param> <returns> <para>The translated plane.</para> </returns> </member> <member name="M:UnityEngine.Plane.Translate(UnityEngine.Vector3)"> <summary> <para>Moves the plane in space by the translation vector.</para> </summary> <param name="translation">The offset in space to move the plane with.</param> </member> <member name="T:UnityEngine.PlatformEffector2D"> <summary> <para>Applies "platform" behaviour such as one-way collisions etc.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.oneWay"> <summary> <para>Whether to use one-way collision behaviour or not.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.rotationalOffset"> <summary> <para>The rotational offset angle from the local 'up'.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.sideAngleVariance"> <summary> <para>The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top".</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.sideArc"> <summary> <para>The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.sideBounce"> <summary> <para>Whether bounce should be used on the platform sides or not.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.sideFriction"> <summary> <para>Whether friction should be used on the platform sides or not.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.surfaceArc"> <summary> <para>The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.useOneWay"> <summary> <para>Should the one-way collision behaviour be used?</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.useOneWayGrouping"> <summary> <para>Ensures that all contacts controlled by the one-way behaviour act the same.</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.useSideBounce"> <summary> <para>Should bounce be used on the platform sides?</para> </summary> </member> <member name="P:UnityEngine.PlatformEffector2D.useSideFriction"> <summary> <para>Should friction be used on the platform sides?</para> </summary> </member> <member name="T:UnityEngine.Playables.AnimationPlayableUtilities"> <summary> <para>Implements high-level utility methods to simplify use of the Playable API with Animations.</para> </summary> </member> <member name="M:UnityEngine.Playables.AnimationPlayableUtilities.Play(UnityEngine.Animator,UnityEngine.Playables.Playable,UnityEngine.Playables.PlayableGraph)"> <summary> <para>Plays the Playable on the given Animator.</para> </summary> <param name="animator">Target Animator.</param> <param name="playable">The Playable that will be played.</param> <param name="graph">The Graph that owns the Playable.</param> </member> <member name="M:UnityEngine.Playables.AnimationPlayableUtilities.PlayAnimatorController(UnityEngine.Animator,UnityEngine.RuntimeAnimatorController,UnityEngine.Playables.PlayableGraph&amp;)"> <summary> <para>Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController.</para> </summary> <param name="animator">Target Animator.</param> <param name="controller">The RuntimeAnimatorController to create an AnimatorControllerPlayable for.</param> <param name="graph">The created PlayableGraph.</param> <returns> <para>A handle to the newly-created AnimatorControllerPlayable.</para> </returns> </member> <member name="M:UnityEngine.Playables.AnimationPlayableUtilities.PlayClip(UnityEngine.Animator,UnityEngine.AnimationClip,UnityEngine.Playables.PlayableGraph&amp;)"> <summary> <para>Creates a PlayableGraph to be played on the given Animator. An AnimationClipPlayable is also created for the given AnimationClip.</para> </summary> <param name="animator">Target Animator.</param> <param name="clip">The AnimationClip to create an AnimationClipPlayable for.</param> <param name="graph">The created PlayableGraph.</param> <returns> <para>A handle to the newly-created AnimationClipPlayable.</para> </returns> </member> <member name="M:UnityEngine.Playables.AnimationPlayableUtilities.PlayLayerMixer(UnityEngine.Animator,System.Int32,UnityEngine.Playables.PlayableGraph&amp;)"> <summary> <para>Creates a PlayableGraph to be played on the given Animator. An AnimationLayerMixerPlayable is also created.</para> </summary> <param name="animator">Target Animator.</param> <param name="inputCount">The input count for the AnimationLayerMixerPlayable. Defines the number of layers.</param> <param name="graph">The created PlayableGraph.</param> <returns> <para>A handle to the newly-created AnimationLayerMixerPlayable.</para> </returns> </member> <member name="M:UnityEngine.Playables.AnimationPlayableUtilities.PlayMixer(UnityEngine.Animator,System.Int32,UnityEngine.Playables.PlayableGraph&amp;)"> <summary> <para>Creates a PlayableGraph to be played on the given Animator. An AnimationMixerPlayable is also created.</para> </summary> <param name="animator">Target Animator.</param> <param name="inputCount">The input count for the AnimationMixerPlayable.</param> <param name="graph">The created PlayableGraph.</param> <returns> <para>A handle to the newly-created AnimationMixerPlayable.</para> </returns> </member> <member name="T:UnityEngine.Playables.DataStreamType"> <summary> <para>Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type.</para> </summary> </member> <member name="F:UnityEngine.Playables.DataStreamType.Animation"> <summary> <para>Describes that the information flowing in and out of the Playable is of type Animation.</para> </summary> </member> <member name="F:UnityEngine.Playables.DataStreamType.Audio"> <summary> <para>Describes that the information flowing in and out of the Playable is Audio.</para> </summary> </member> <member name="F:UnityEngine.Playables.DataStreamType.None"> <summary> <para>Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence.</para> </summary> </member> <member name="T:UnityEngine.Playables.DirectorUpdateMode"> <summary> <para>Defines what time source is used to update a Director graph.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorUpdateMode.DSPClock"> <summary> <para>Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorUpdateMode.GameTime"> <summary> <para>Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorUpdateMode.Manual"> <summary> <para>Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorUpdateMode.UnscaledGameTime"> <summary> <para>Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused.</para> </summary> </member> <member name="T:UnityEngine.Playables.DirectorWrapMode"> <summary> <para>Wrap mode for Playables.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorWrapMode.Hold"> <summary> <para>Hold the last frame when the playable time reaches it's duration.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorWrapMode.Loop"> <summary> <para>Loop back to zero time and continue playing.</para> </summary> </member> <member name="F:UnityEngine.Playables.DirectorWrapMode.None"> <summary> <para>Do not keep playing when the time reaches the duration.</para> </summary> </member> <member name="T:UnityEngine.Playables.FrameData"> <summary> <para>This structure contains the frame information a Playable receives in Playable.PrepareFrame.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.deltaTime"> <summary> <para>Time difference between this frame and the preceding frame.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.effectiveSpeed"> <summary> <para>The accumulated speed of the Playable during the PlayableGraph traversal.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.effectiveWeight"> <summary> <para>The accumulated weight of the Playable during the PlayableGraph traversal.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.evaluationType"> <summary> <para>Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.frameId"> <summary> <para>The current frame identifier.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.seekOccurred"> <summary> <para>Indicates that the local time was explicitly set.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.timeHeld"> <summary> <para>Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.timeLooped"> <summary> <para>Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop.</para> </summary> </member> <member name="P:UnityEngine.Playables.FrameData.weight"> <summary> <para>The weight of the current Playable.</para> </summary> </member> <member name="T:UnityEngine.Playables.FrameData.EvaluationType"> <summary> <para>Describes the cause for the evaluation of a PlayableGraph.</para> </summary> </member> <member name="F:UnityEngine.Playables.FrameData.EvaluationType.Evaluate"> <summary> <para>Indicates the graph was updated due to a call to PlayableGraph.Evaluate.</para> </summary> </member> <member name="F:UnityEngine.Playables.FrameData.EvaluationType.Playback"> <summary> <para>Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called.</para> </summary> </member> <member name="?:UnityEngine.Playables.IPlayable"> <summary> <para>Interface implemented by all C# Playable implementations.</para> </summary> </member> <member name="?:UnityEngine.Playables.IPlayableAsset"> <summary> <para>Interface that permits a class to inject playables into a graph.</para> </summary> </member> <member name="P:UnityEngine.Playables.IPlayableAsset.duration"> <summary> <para>Duration in seconds.</para> </summary> </member> <member name="P:UnityEngine.Playables.IPlayableAsset.outputs"> <summary> <para>A description of the PlayableOutputs generated by this asset.</para> </summary> </member> <member name="M:UnityEngine.Playables.IPlayableAsset.CreatePlayable(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject)"> <summary> <para>Implement this method to have your asset inject playables into the given graph.</para> </summary> <param name="graph">The graph to inject playables into.</param> <param name="owner">The game object which initiated the build.</param> <returns> <para>The playable injected into the graph, or the root playable if multiple playables are injected.</para> </returns> </member> <member name="?:UnityEngine.Playables.IPlayableOutput"> <summary> <para>Interface implemented by all C# Playable output implementations.</para> </summary> </member> <member name="T:UnityEngine.Playables.Playable"> <summary> <para>Playables are customizable runtime objects that can be connected together in a tree contained in a PlayableGraph to create complex behaviours.</para> </summary> </member> <member name="P:UnityEngine.Playables.Playable.Null"> <summary> <para>Returns an invalid Playable.</para> </summary> </member> <member name="T:UnityEngine.Playables.PlayableAsset"> <summary> <para>An base class for assets that can be used to instatiate a Playable at runtime.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableAsset.duration"> <summary> <para>The playback duration in seconds of the instantiated Playable.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableAsset.outputs"> <summary> <para>A description of the outputs of the instantiated Playable.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableAsset.CreatePlayable(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject)"> <summary> <para>Implement this method to have your asset inject playables into the given graph.</para> </summary> <param name="graph">The graph to inject playables into.</param> <param name="owner">The game object which initiated the build.</param> <returns> <para>The playable injected into the graph, or the root playable if multiple playables are injected.</para> </returns> </member> <member name="T:UnityEngine.Playables.PlayableBehaviour"> <summary> <para>PlayableBehaviour is the base class from which every custom playable script derives.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnBehaviourPause(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"> <summary> <para>This function is called when the Playable play state is changed to Playables.PlayState.Paused.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> <param name="info">A FrameData structure that contains information about the current frame context.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnBehaviourPlay(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"> <summary> <para>This function is called when the Playable play state is changed to Playables.PlayState.Playing.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> <param name="info">A FrameData structure that contains information about the current frame context.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnGraphStart(UnityEngine.Playables.Playable)"> <summary> <para>This function is called when the PlayableGraph that owns this PlayableBehaviour starts.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnGraphStop(UnityEngine.Playables.Playable)"> <summary> <para>This function is called when the PlayableGraph that owns this PlayableBehaviour stops.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnPlayableCreate(UnityEngine.Playables.Playable)"> <summary> <para>This function is called when the Playable that owns the PlayableBehaviour is created.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.OnPlayableDestroy(UnityEngine.Playables.Playable)"> <summary> <para>This function is called when the Playable that owns the PlayableBehaviour is destroyed.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"> <summary> <para>This function is called during the PrepareFrame phase of the PlayableGraph.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> <param name="info">A FrameData structure that contains information about the current frame context.</param> </member> <member name="M:UnityEngine.Playables.PlayableBehaviour.ProcessFrame"> <summary> <para>This function is called during the ProcessFrame phase of the PlayableGraph.</para> </summary> <param name="playable">The Playable that owns the current PlayableBehaviour.</param> <param name="info">A FrameData structure that contains information about the current frame context.</param> <param name="playerData">A player defined object that was set with PlayableOutputExtensions.SetUserData.</param> </member> <member name="T:UnityEngine.Playables.PlayableBinding"> <summary> <para>Struct that holds information regarding an output of a PlayableAsset.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableBinding.sourceBindingType"> <summary> <para>When the StreamType is set to None, a binding can be represented using System.Type.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableBinding.sourceObject"> <summary> <para>A reference to a UnityEngine.Object that acts a key for this binding.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableBinding.streamName"> <summary> <para>The name of the output or input stream.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableBinding.streamType"> <summary> <para>The type of the output or input stream.</para> </summary> </member> <member name="F:UnityEngine.Playables.PlayableBinding.DefaultDuration"> <summary> <para>The default duration used when a PlayableOutput has no fixed duration.</para> </summary> </member> <member name="F:UnityEngine.Playables.PlayableBinding.None"> <summary> <para>A constant to represent a PlayableAsset has no bindings.</para> </summary> </member> <member name="T:UnityEngine.Playables.PlayableDirector"> <summary> <para>Instantiates a PlayableAsset and controls playback of Playable objects.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.duration"> <summary> <para>The duration of the Playable in seconds.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode"> <summary> <para>Controls how the time is incremented when it goes beyond the duration of the playable.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.initialTime"> <summary> <para>The time at which the Playable should start when first played.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.playableAsset"> <summary> <para>The PlayableAsset that is used to instantiate a playable for playback.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.playableGraph"> <summary> <para>The PlayableGraph created by the PlayableDirector.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.state"> <summary> <para>The current playing state of the component. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.time"> <summary> <para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para> </summary> </member> <member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode"> <summary> <para>Controls how time is incremented when playing back.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)"> <summary> <para>Clears an exposed reference value.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate"> <summary> <para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Evaluate"> <summary> <para>Evaluates the currently playing Playable at the current time.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)"> <summary> <para>Returns a binding to a reference object.</para> </summary> <param name="key">The object that acts as a key.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)"> <summary> <para>Retreives an ExposedReference binding.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> <param name="idValid">Whether the reference was found.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Pause"> <summary> <para>Pauses playback of the currently running playable.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)"> <summary> <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> </summary> <param name="asset">An asset to instantiate a playable from.</param> <param name="addMissingComponents">Should required components be added to targetGameObjects if they are missing.</param> <param name="playerArray">An array of PlayableDirector player components whose types match the outputs of the playable.</param> <param name="targetGameObjects">An array of game objects to extract the PlayableDirector player components from for each playable output.</param> <param name="mode">What to do when the time passes the duration of the playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Play"> <summary> <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> </summary> <param name="asset">An asset to instantiate a playable from.</param> <param name="addMissingComponents">Should required components be added to targetGameObjects if they are missing.</param> <param name="playerArray">An array of PlayableDirector player components whose types match the outputs of the playable.</param> <param name="targetGameObjects">An array of game objects to extract the PlayableDirector player components from for each playable output.</param> <param name="mode">What to do when the time passes the duration of the playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Play"> <summary> <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> </summary> <param name="asset">An asset to instantiate a playable from.</param> <param name="addMissingComponents">Should required components be added to targetGameObjects if they are missing.</param> <param name="playerArray">An array of PlayableDirector player components whose types match the outputs of the playable.</param> <param name="targetGameObjects">An array of game objects to extract the PlayableDirector player components from for each playable output.</param> <param name="mode">What to do when the time passes the duration of the playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Play"> <summary> <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> </summary> <param name="asset">An asset to instantiate a playable from.</param> <param name="addMissingComponents">Should required components be added to targetGameObjects if they are missing.</param> <param name="playerArray">An array of PlayableDirector player components whose types match the outputs of the playable.</param> <param name="targetGameObjects">An array of game objects to extract the PlayableDirector player components from for each playable output.</param> <param name="mode">What to do when the time passes the duration of the playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Play"> <summary> <para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> </summary> <param name="asset">An asset to instantiate a playable from.</param> <param name="addMissingComponents">Should required components be added to targetGameObjects if they are missing.</param> <param name="playerArray">An array of PlayableDirector player components whose types match the outputs of the playable.</param> <param name="targetGameObjects">An array of game objects to extract the PlayableDirector player components from for each playable output.</param> <param name="mode">What to do when the time passes the duration of the playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Resume"> <summary> <para>Resume playing a paused playable.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)"> <summary> <para>Sets the binding of a reference object from a PlayableBinding.</para> </summary> <param name="key">The source object in the PlayableBinding.</param> <param name="value">The object to bind to the key.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)"> <summary> <para>Sets an ExposedReference value.</para> </summary> <param name="id">Identifier of the ExposedReference.</param> <param name="value">The object to bind to set the reference value to.</param> </member> <member name="M:UnityEngine.Playables.PlayableDirector.Stop"> <summary> <para>Stops playback of the current Playable and destroys the corresponding graph.</para> </summary> </member> <member name="T:UnityEngine.Playables.PlayableExtensions"> <summary> <para>Extensions for all the types that implements IPlayable.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.AddInput(U,V,System.Int32)"> <summary> <para>Add a new input port and connect the output port of a Playable to this new port.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="sourcePlayable">The Playable to connect to.</param> <param name="sourceOutputIndex">The output port of the Playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.ConnectInput(U,System.Int32,V,System.Int32)"> <summary> <para>Connect the output port of a Playable to one of the input ports.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="inputIndex">The input port index.</param> <param name="sourcePlayable">The Playable to connect to.</param> <param name="sourceOutputIndex">The output port of the Playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.Destroy(U)"> <summary> <para>Destroys the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetDuration(U)"> <summary> <para>Returns the duration of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The duration in seconds.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetGraph(U)"> <summary> <para>Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The PlayableGraph associated with the current Playable.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetInput(U,System.Int32)"> <summary> <para>Returns the Playable connected at the given input port index.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="inputPort">The port index.</param> <returns> <para>Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetInputCount(U)"> <summary> <para>Returns the number of inputs supported by the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The count of inputs on the Playable.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetInputWeight(U,System.Int32)"> <summary> <para>Returns the weight of the Playable connected at the given input port index.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="inputIndex">The port index.</param> <returns> <para>The current weight of the connected Playable.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetOutput(U,System.Int32)"> <summary> <para>Returns the Playable connected at the given output port index.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="outputPort">The port index.</param> <returns> <para>Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetOutputCount(U)"> <summary> <para>Returns the number of outputs supported by the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The count of outputs on the Playable.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetPlayState(U)"> <summary> <para>Returns the current PlayState of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The current PlayState of the Playable.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetPropagateSetTime(U)"> <summary> <para>Returns the time propagation behavior of this Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>True if time propagation is enabled.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetSpeed(U)"> <summary> <para>Returns the speed multiplier that is applied to the the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The current speed.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.GetTime(U)"> <summary> <para>Returns the current local time of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>The current time in seconds.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.IsDone(U)"> <summary> <para>Returns a flag indicating that a playable has completed its operation.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>True if the playable has completed its operation, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.IsValid(U)"> <summary> <para>Returns the vality of the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <returns> <para>True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetDone(U,System.Boolean)"> <summary> <para>Changes a flag indicating that a playable has completed its operation.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">True if the operation is completed, false otherwise.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetDuration(U,System.Double)"> <summary> <para>Changes the duration of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">The new duration in seconds, must be a positive value.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetInputCount(U,System.Int32)"> <summary> <para>Changes the number of inputs supported by the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value"></param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetInputWeight(U,System.Int32,System.Single)"> <summary> <para>Changes the weight of the Playable connected to the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="input">The connected Playable to change.</param> <param name="weight">The weight. Should be between 0 and 1.</param> <param name="inputIndex"></param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetInputWeight(U,V,System.Single)"> <summary> <para>Changes the weight of the Playable connected to the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="input">The connected Playable to change.</param> <param name="weight">The weight. Should be between 0 and 1.</param> <param name="inputIndex"></param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetOutputCount(U,System.Int32)"> <summary> <para>Changes the number of outputs supported by the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value"></param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetPlayState(U,UnityEngine.Playables.PlayState)"> <summary> <para>Changes the current PlayState of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">The new PlayState.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetPropagateSetTime(U,System.Boolean)"> <summary> <para>Changes the time propagation behavior of this Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">True to enable time propagation.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetSpeed(U,System.Double)"> <summary> <para>Changes the speed multiplier that is applied to the the current Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">The new speed.</param> </member> <member name="M:UnityEngine.Playables.PlayableExtensions.SetTime(U,System.Double)"> <summary> <para>Changes the current local time of the Playable.</para> </summary> <param name="playable">The Playable used by this operation.</param> <param name="value">The current time in seconds.</param> </member> <member name="T:UnityEngine.Playables.PlayableGraph"> <summary> <para>The PlayableGraph is used to manage Playable creation, destruction and connections.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Connect"> <summary> <para>Connects two Playable instances.</para> </summary> <param name="source">The source playable or its handle.</param> <param name="sourceOutputPort">The port used in the source playable.</param> <param name="destination">The destination playable or its handle.</param> <param name="destinationInputPort">The port used in the destination playable.</param> <returns> <para>Returns true if connection is successful.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Create"> <summary> <para>Creates a PlayableGraph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Destroy"> <summary> <para>Destroys the graph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.DestroyOutput(U)"> <summary> <para>Destroys the PlayableOutput.</para> </summary> <param name="output">The output to destroy.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.DestroyPlayable"> <summary> <para>Destroys the Playable.</para> </summary> <param name="playable">The playable to destroy.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.DestroySubgraph"> <summary> <para>Recursively destroys the given Playable and all children connected to its inputs.</para> </summary> <param name="playable">The playable to destroy.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Disconnect"> <summary> <para>Disconnects Playable. The connections determine the topology of the PlayableGraph and how its is evaluated.</para> </summary> <param name="playable">The source playabe or its handle.</param> <param name="inputPort">The port used in the source playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Evaluate(System.Single)"> <summary> <para>Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.</para> </summary> <param name="deltaTime">The time in seconds by which to advance each Playable in the graph.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetOutput(System.Int32)"> <summary> <para>Get PlayableOutput at the given index in the graph.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetOutputByType(System.Int32)"> <summary> <para>Get PlayableOutput of the requested type at the given index in the graph.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetOutputCount"> <summary> <para>Get the number of PlayableOutput in the graph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetOutputCountByType"> <summary> <para>Get the number of PlayableOutput of the requested type in the graph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetPlayableCount"> <summary> <para>Returns the number of Playable owned by the Graph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetResolver"> <summary> <para>Returns the table used by the graph to resolve ExposedReferences.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetRootPlayable(System.Int32)"> <summary> <para>Returns the Playable with no output connections at the given index.</para> </summary> <param name="index">The index of the root Playable.</param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetRootPlayableCount"> <summary> <para>Returns the number of Playable owned by the Graph that have no connected outputs.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.GetTimeUpdateMode"> <summary> <para>Returns how time is incremented when playing back.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.IsDone"> <summary> <para>Indicates that a graph has completed its operations.</para> </summary> <returns> <para>A boolean indicating if the graph is done playing or not.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableGraph.IsPlaying"> <summary> <para>Indicates that a graph is presently running.</para> </summary> <returns> <para>A boolean indicating if the graph is playing or not.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableGraph.IsValid"> <summary> <para>Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted.</para> </summary> <returns> <para>A boolean indicating if the graph is invalid or not.</para> </returns> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Play"> <summary> <para>Plays the graph.</para> </summary> </member> <member name="M:UnityEngine.Playables.PlayableGraph.SetResolver(UnityEngine.IExposedPropertyTable)"> <summary> <para>Changes the table used by the graph to resolve ExposedReferences.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.SetTimeUpdateMode(UnityEngine.Playables.DirectorUpdateMode)"> <summary> <para>Changes how time is incremented when playing back.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Playables.PlayableGraph.Stop"> <summary> <para>Stops the graph, if it is playing.</para> </summary> </member> <member name="T:UnityEngine.Playables.PlayableOutputExtensions"> <summary> <para>Extensions for all the types that implements IPlayableOutput.</para> </summary> </member> <member name="T:UnityEngine.Playables.PlayState"> <summary> <para>Status of a Playable.</para> </summary> </member> <member name="F:UnityEngine.Playables.PlayState.Paused"> <summary> <para>The Playable has been paused. Its local time will not advance.</para> </summary> </member> <member name="F:UnityEngine.Playables.PlayState.Playing"> <summary> <para>The Playable is currently Playing.</para> </summary> </member> <member name="T:UnityEngine.Playables.ScriptPlayable`1"> <summary> <para>A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.</para> </summary> </member> <member name="T:UnityEngine.Playables.ScriptPlayableOutput"> <summary> <para>A IPlayableOutput implementation that contains a script output for the a PlayableGraph.</para> </summary> </member> <member name="M:UnityEngine.Playables.ScriptPlayableOutput.Create"> <summary> <para>Creates a new ScriptPlayableOutput in the associated PlayableGraph.</para> </summary> <param name="graph">The PlayableGraph that will own this ScriptPlayableOutput.</param> <param name="name">The name of this ScriptPlayableOutput.</param> <returns> <para>The created ScriptPlayableOutput.</para> </returns> </member> <member name="P:UnityEngine.Playables.ScriptPlayableOutput.Null"> <summary> <para>Returns an invalid ScriptPlayableOutput.</para> </summary> </member> <member name="T:UnityEngine.PlayerPrefs"> <summary> <para>Stores and accesses player preferences between game sessions.</para> </summary> </member> <member name="M:UnityEngine.PlayerPrefs.DeleteAll"> <summary> <para>Removes all keys and values from the preferences. Use with caution.</para> </summary> </member> <member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)"> <summary> <para>Removes key and its corresponding value from the preferences.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetInt(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetString(System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)"> <summary> <para>Returns the value corresponding to key in the preference file if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)"> <summary> <para>Returns true if key exists in the preferences.</para> </summary> <param name="key"></param> </member> <member name="M:UnityEngine.PlayerPrefs.Save"> <summary> <para>Writes all modified preferences to disk.</para> </summary> </member> <member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)"> <summary> <para>Sets the value of the preference identified by key.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)"> <summary> <para>Sets the value of the preference identified by key.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)"> <summary> <para>Sets the value of the preference identified by key.</para> </summary> <param name="key"></param> <param name="value"></param> </member> <member name="T:UnityEngine.PlayerPrefsException"> <summary> <para>An exception thrown by the PlayerPrefs class in a web player build.</para> </summary> </member> <member name="T:UnityEngine.PlayMode"> <summary> <para>Used by Animation.Play function.</para> </summary> </member> <member name="F:UnityEngine.PlayMode.StopAll"> <summary> <para>Will stop all animations that were started with this component before playing.</para> </summary> </member> <member name="F:UnityEngine.PlayMode.StopSameLayer"> <summary> <para>Will stop all animations that were started in the same layer. This is the default when playing animations.</para> </summary> </member> <member name="T:UnityEngine.PointEffector2D"> <summary> <para>Applies forces to attract/repulse against a point.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.angularDrag"> <summary> <para>The angular drag to apply to rigid-bodies.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.distanceScale"> <summary> <para>The scale applied to the calculated distance between source and target.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.drag"> <summary> <para>The linear drag to apply to rigid-bodies.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.forceMagnitude"> <summary> <para>The magnitude of the force to be applied.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.forceMode"> <summary> <para>The mode used to apply the effector force.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.forceSource"> <summary> <para>The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.forceTarget"> <summary> <para>The target for where the effector applies any force.</para> </summary> </member> <member name="P:UnityEngine.PointEffector2D.forceVariation"> <summary> <para>The variation of the magnitude of the force to be applied.</para> </summary> </member> <member name="T:UnityEngine.PolygonCollider2D"> <summary> <para>Collider for 2D physics representing an arbitrary polygon defined by its vertices.</para> </summary> </member> <member name="P:UnityEngine.PolygonCollider2D.autoTiling"> <summary> <para>Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.</para> </summary> </member> <member name="P:UnityEngine.PolygonCollider2D.pathCount"> <summary> <para>The number of paths in the polygon.</para> </summary> </member> <member name="P:UnityEngine.PolygonCollider2D.points"> <summary> <para>Corner points that define the collider's shape in local space.</para> </summary> </member> <member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Creates as regular primitive polygon with the specified number of sides.</para> </summary> <param name="sides">The number of sides in the polygon. This must be greater than two.</param> <param name="scale">The X/Y scale of the polygon. These must be greater than zero.</param> <param name="offset">The X/Y offset of the polygon.</param> </member> <member name="M:UnityEngine.PolygonCollider2D.GetPath(System.Int32)"> <summary> <para>Gets a path from the Collider by its index.</para> </summary> <param name="index">The index of the path to retrieve.</param> <returns> <para>An ordered array of the vertices or points in the selected path.</para> </returns> </member> <member name="M:UnityEngine.PolygonCollider2D.GetTotalPointCount"> <summary> <para>Return the total number of points in the polygon in all paths.</para> </summary> </member> <member name="M:UnityEngine.PolygonCollider2D.SetPath(System.Int32,UnityEngine.Vector2[])"> <summary> <para>Define a path by its constituent points.</para> </summary> <param name="index">Index of the path to set.</param> <param name="points">Points that define the path.</param> </member> <member name="T:UnityEngine.PreferBinarySerialization"> <summary> <para>Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.</para> </summary> </member> <member name="T:UnityEngine.PrimitiveType"> <summary> <para>The various primitives that can be created using the GameObject.CreatePrimitive function.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Capsule"> <summary> <para>A capsule primitive.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Cube"> <summary> <para>A cube primitive.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Cylinder"> <summary> <para>A cylinder primitive.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Plane"> <summary> <para>A plane primitive.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Quad"> <summary> <para>A Quad primitive.</para> </summary> </member> <member name="F:UnityEngine.PrimitiveType.Sphere"> <summary> <para>A sphere primitive.</para> </summary> </member> <member name="T:UnityEngine.ProceduralCacheSize"> <summary> <para>Substance memory budget.</para> </summary> </member> <member name="F:UnityEngine.ProceduralCacheSize.Heavy"> <summary> <para>A limit of 512MB for the cache or the working memory.</para> </summary> </member> <member name="F:UnityEngine.ProceduralCacheSize.Medium"> <summary> <para>A limit of 256MB for the cache or the working memory.</para> </summary> </member> <member name="F:UnityEngine.ProceduralCacheSize.NoLimit"> <summary> <para>No limit for the cache or the working memory.</para> </summary> </member> <member name="F:UnityEngine.ProceduralCacheSize.None"> <summary> <para>A limit of 1B (one byte) for the cache or the working memory.</para> </summary> </member> <member name="F:UnityEngine.ProceduralCacheSize.Tiny"> <summary> <para>A limit of 128MB for the cache or the working memory.</para> </summary> </member> <member name="T:UnityEngine.ProceduralLoadingBehavior"> <summary> <para>ProceduralMaterial loading behavior.</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndDiscard"> <summary> <para>Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform).</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndKeep"> <summary> <para>Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on.</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.Cache"> <summary> <para>Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups.</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothing"> <summary> <para>Does not generate the textures automatically when the scene is loaded as it is set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures.</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothingAndCache"> <summary> <para>Does not generate the textures automatically when the scene is loaded as it is set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. This setting will not load the cached textures automatically when the scene is loaded as it is still set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called again to load the previously cached textures.</para> </summary> </member> <member name="F:UnityEngine.ProceduralLoadingBehavior.Generate"> <summary> <para>Generate the textures when loading to favor application's size (default on supported platform).</para> </summary> </member> <member name="T:UnityEngine.ProceduralMaterial"> <summary> <para>Class for ProceduralMaterial handling.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate"> <summary> <para>Set or get the update rate in millisecond of the animated substance.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.cacheSize"> <summary> <para>Set or get the Procedural cache budget.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable"> <summary> <para>Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isFrozen"> <summary> <para>Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated"> <summary> <para>Should the ProceduralMaterial be generated at load time?</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isProcessing"> <summary> <para>Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isReadable"> <summary> <para>Set or get the "Readable" flag for a ProceduralMaterial.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.isSupported"> <summary> <para>Check if ProceduralMaterials are supported on the current platform.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.loadingBehavior"> <summary> <para>Get ProceduralMaterial loading behavior.</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.preset"> <summary> <para>Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).</para> </summary> </member> <member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage"> <summary> <para>Used to specify the Substance engine CPU usage.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)"> <summary> <para>Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.ClearCache"> <summary> <para>Clear the Procedural cache.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.FreezeAndReleaseSourceData"> <summary> <para>Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)"> <summary> <para>This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.</para> </summary> <param name="textureName">The name of the ProceduralTexture to get.</param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures"> <summary> <para>Get generated textures.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)"> <summary> <para>Get a named Procedural boolean property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)"> <summary> <para>Get a named Procedural color property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)"> <summary> <para>Get a named Procedural enum property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)"> <summary> <para>Get a named Procedural float property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions"> <summary> <para>Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)"> <summary> <para>Get a named Procedural texture property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)"> <summary> <para>Get a named Procedural vector property.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)"> <summary> <para>Checks if the ProceduralMaterial has a ProceduralProperty of a given name.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)"> <summary> <para>Checks if a named ProceduralProperty is cached for efficient runtime tweaking.</para> </summary> <param name="inputName"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyVisible(System.String)"> <summary> <para>Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression.</para> </summary> <param name="inputName">The name of the ProceduralProperty whose visibility is evaluated.</param> </member> <member name="M:UnityEngine.ProceduralMaterial.RebuildTextures"> <summary> <para>Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately"> <summary> <para>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</para> </summary> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)"> <summary> <para>Set a named Procedural boolean property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)"> <summary> <para>Set a named Procedural color property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)"> <summary> <para>Set a named Procedural enum property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)"> <summary> <para>Set a named Procedural float property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)"> <summary> <para>Set a named Procedural texture property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)"> <summary> <para>Set a named Procedural vector property.</para> </summary> <param name="inputName"></param> <param name="value"></param> </member> <member name="M:UnityEngine.ProceduralMaterial.StopRebuilds"> <summary> <para>Discard all the queued ProceduralMaterial rendering operations that have not started yet.</para> </summary> </member> <member name="T:UnityEngine.ProceduralOutputType"> <summary> <para>The type of generated image in a ProceduralMaterial.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.AmbientOcclusion"> <summary> <para>Ambient occlusion map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.DetailMask"> <summary> <para>Detail mask map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Diffuse"> <summary> <para>Diffuse map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Emissive"> <summary> <para>Emissive map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Height"> <summary> <para>Height map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Metallic"> <summary> <para>Metalness map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Normal"> <summary> <para>Normal (Bump) map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Opacity"> <summary> <para>Opacity (Tranparency) map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Roughness"> <summary> <para>Roughness map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Smoothness"> <summary> <para>Smoothness map (formerly referred to as Glossiness).</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Specular"> <summary> <para>Specular map.</para> </summary> </member> <member name="F:UnityEngine.ProceduralOutputType.Unknown"> <summary> <para>Undefined type.</para> </summary> </member> <member name="T:UnityEngine.ProceduralProcessorUsage"> <summary> <para>The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).</para> </summary> </member> <member name="F:UnityEngine.ProceduralProcessorUsage.All"> <summary> <para>All physical processor cores are used for ProceduralMaterial generation.</para> </summary> </member> <member name="F:UnityEngine.ProceduralProcessorUsage.Half"> <summary> <para>Half of all physical processor cores are used for ProceduralMaterial generation.</para> </summary> </member> <member name="F:UnityEngine.ProceduralProcessorUsage.One"> <summary> <para>A single physical processor core is used for ProceduralMaterial generation.</para> </summary> </member> <member name="F:UnityEngine.ProceduralProcessorUsage.Unsupported"> <summary> <para>Exact control of processor usage is not available.</para> </summary> </member> <member name="T:UnityEngine.ProceduralPropertyDescription"> <summary> <para>Describes a ProceduralProperty.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels"> <summary> <para>The names of the individual components of a Vector234 ProceduralProperty.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions"> <summary> <para>The available options for a ProceduralProperty of type Enum.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.group"> <summary> <para>The name of the GUI group. Used to display ProceduralProperties in groups.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.hasRange"> <summary> <para>If true, the Float or Vector property is constrained to values within a specified range.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.label"> <summary> <para>The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.maximum"> <summary> <para>If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.minimum"> <summary> <para>If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.name"> <summary> <para>The name of the ProceduralProperty. Used to get and set the values.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.step"> <summary> <para>Specifies the step size of this Float or Vector property. Zero is no step.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyDescription.type"> <summary> <para>The ProceduralPropertyType describes what type of property this is.</para> </summary> </member> <member name="T:UnityEngine.ProceduralPropertyType"> <summary> <para>The type of a ProceduralProperty.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Boolean"> <summary> <para>Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Color3"> <summary> <para>Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Color4"> <summary> <para>Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Enum"> <summary> <para>Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Float"> <summary> <para>Procedural float property. Use with ProceduralMaterial.GetProceduralFloat.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Texture"> <summary> <para>Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Vector2"> <summary> <para>Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Vector3"> <summary> <para>Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector.</para> </summary> </member> <member name="F:UnityEngine.ProceduralPropertyType.Vector4"> <summary> <para>Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector.</para> </summary> </member> <member name="T:UnityEngine.ProceduralTexture"> <summary> <para>Class for ProceduralTexture handling.</para> </summary> </member> <member name="P:UnityEngine.ProceduralTexture.format"> <summary> <para>The format of the pixel data in the texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ProceduralTexture.hasAlpha"> <summary> <para>Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.</para> </summary> </member> <member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Grab pixel values from a ProceduralTexture. </para> </summary> <param name="x">X-coord of the top-left corner of the rectangle to grab.</param> <param name="y">Y-coord of the top-left corner of the rectangle to grab.</param> <param name="blockWidth">Width of rectangle to grab.</param> <param name="blockHeight">Height of the rectangle to grab. Get the pixel values from a rectangular area of a ProceduralTexture into an array. The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one.</param> </member> <member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType"> <summary> <para>The output type of this ProceduralTexture.</para> </summary> </member> <member name="T:UnityEngine.Profiling.CustomSampler"> <summary> <para>Custom CPU Profiler label used for profiling arbitrary code blocks.</para> </summary> </member> <member name="M:UnityEngine.Profiling.CustomSampler.Begin"> <summary> <para>Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.</para> </summary> <param name="targetObject"></param> </member> <member name="M:UnityEngine.Profiling.CustomSampler.Begin(UnityEngine.Object)"> <summary> <para>Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.</para> </summary> <param name="targetObject"></param> </member> <member name="M:UnityEngine.Profiling.CustomSampler.Create(System.String)"> <summary> <para>Creates a new CustomSampler for profiling parts of your code.</para> </summary> <param name="name">Name of the Sampler.</param> <returns> <para>CustomSampler object or null if a built-in Sampler with the same name exists.</para> </returns> </member> <member name="M:UnityEngine.Profiling.CustomSampler.End"> <summary> <para>End profiling a piece of code with a custom label.</para> </summary> </member> <member name="T:UnityEngine.Profiling.Profiler"> <summary> <para>Controls the from script.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Profiler.enableBinaryLog"> <summary> <para>Sets profiler output file in built players.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Profiler.enabled"> <summary> <para>Enables the Profiler.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Profiler.logFile"> <summary> <para>Sets profiler output file in built players.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Profiler.maxNumberOfSamplesPerFrame"> <summary> <para>Resize the profiler sample buffers to allow the desired amount of samples per thread.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Profiler.usedHeapSize"> <summary> <para>Heap size used by the program.</para> </summary> <returns> <para>Size of the used heap in bytes, (or 0 if the profiler is disabled).</para> </returns> </member> <member name="P:UnityEngine.Profiling.Profiler.usedHeapSizeLong"> <summary> <para>Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers.</para> </summary> <returns> <para>Size of the memory allocated by Unity (or 0 if the profiler is disabled).</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.AddFramesFromFile(System.String)"> <summary> <para>Displays the recorded profiledata in the profiler.</para> </summary> <param name="file"></param> </member> <member name="M:UnityEngine.Profiling.Profiler.BeginSample(System.String)"> <summary> <para>Begin profiling a piece of code with a custom label.</para> </summary> <param name="name"></param> <param name="targetObject"></param> </member> <member name="M:UnityEngine.Profiling.Profiler.BeginSample(System.String,UnityEngine.Object)"> <summary> <para>Begin profiling a piece of code with a custom label.</para> </summary> <param name="name"></param> <param name="targetObject"></param> </member> <member name="M:UnityEngine.Profiling.Profiler.EndSample"> <summary> <para>End profiling a piece of code with a custom label.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetMonoHeapSize"> <summary> <para>Returns the size of the mono heap.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetMonoHeapSizeLong"> <summary> <para>Returns the size of the reserved space for managed-memory.</para> </summary> <returns> <para>The size of the managed heap. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetMonoUsedSize"> <summary> <para>Returns the used size from mono.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong"> <summary> <para>The allocated managed-memory for live objects and non-collected objects.</para> </summary> <returns> <para>A long integer value of the memory in use. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetRuntimeMemorySize(UnityEngine.Object)"> <summary> <para>Returns the runtime memory usage of the resource.</para> </summary> <param name="o"></param> </member> <member name="M:UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(UnityEngine.Object)"> <summary> <para>Gathers the native-memory used by a Unity object.</para> </summary> <param name="o">The target Unity object.</param> <returns> <para>The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTempAllocatorSize"> <summary> <para>Returns the size of the temp allocator.</para> </summary> <returns> <para>Size in bytes.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalAllocatedMemory"> <summary> <para>Returns the amount of allocated and used system memory.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong"> <summary> <para>The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.</para> </summary> <returns> <para>The amount of memory allocated by Unity. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalReservedMemory"> <summary> <para>Returns the amount of reserved system memory.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong"> <summary> <para>The total memory Unity has reserved.</para> </summary> <returns> <para>Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalUnusedReservedMemory"> <summary> <para>Returns the amount of reserved but not used system memory.</para> </summary> </member> <member name="M:UnityEngine.Profiling.Profiler.GetTotalUnusedReservedMemoryLong"> <summary> <para>Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.</para> </summary> <returns> <para>The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Profiler.SetTempAllocatorRequestedSize(System.UInt32)"> <summary> <para>Sets the size of the temp allocator.</para> </summary> <param name="size">Size in bytes.</param> <returns> <para>Returns true if requested size was successfully set. Will return false if value is disallowed (too small).</para> </returns> </member> <member name="T:UnityEngine.Profiling.Recorder"> <summary> <para>Records profiling data produced by a specific Sampler.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Recorder.elapsedNanoseconds"> <summary> <para>Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Profiling.Recorder.enabled"> <summary> <para>Enables recording.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Recorder.isValid"> <summary> <para>Returns true if Recorder is valid and can collect data. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Profiling.Recorder.sampleBlockCount"> <summary> <para>Number of time Begin/End pairs was called during the previous frame. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Profiling.Recorder.Get(System.String)"> <summary> <para>Use this function to get a Recorder for the specific Profiler label.</para> </summary> <param name="samplerName">Sampler name.</param> <returns> <para>Recorder object for the specified Sampler.</para> </returns> </member> <member name="T:UnityEngine.Profiling.Sampler"> <summary> <para>Provides control over a CPU Profiler label.</para> </summary> </member> <member name="P:UnityEngine.Profiling.Sampler.isValid"> <summary> <para>Returns true if Sampler is valid. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Profiling.Sampler.name"> <summary> <para>Sampler name. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Profiling.Sampler.Get(System.String)"> <summary> <para>Returns Sampler object for the specific CPU Profiler label.</para> </summary> <param name="name">Profiler Sampler name.</param> <returns> <para>Sampler object which represents specific profiler label.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Sampler.GetNames(System.Collections.Generic.List`1&lt;System.String&gt;)"> <summary> <para>Returns number and names of all registered Profiler labels.</para> </summary> <param name="names">Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only.</param> <returns> <para>Number of active Samplers.</para> </returns> </member> <member name="M:UnityEngine.Profiling.Sampler.GetRecorder"> <summary> <para>Returns Recorder associated with the Sampler.</para> </summary> <returns> <para>Recorder object associated with the Sampler.</para> </returns> </member> <member name="T:UnityEngine.Projector"> <summary> <para>A script interface for a.</para> </summary> </member> <member name="P:UnityEngine.Projector.aspectRatio"> <summary> <para>The aspect ratio of the projection.</para> </summary> </member> <member name="P:UnityEngine.Projector.farClipPlane"> <summary> <para>The far clipping plane distance.</para> </summary> </member> <member name="P:UnityEngine.Projector.fieldOfView"> <summary> <para>The field of view of the projection in degrees.</para> </summary> </member> <member name="P:UnityEngine.Projector.ignoreLayers"> <summary> <para>Which object layers are ignored by the projector.</para> </summary> </member> <member name="P:UnityEngine.Projector.material"> <summary> <para>The material that will be projected onto every object.</para> </summary> </member> <member name="P:UnityEngine.Projector.nearClipPlane"> <summary> <para>The near clipping plane distance.</para> </summary> </member> <member name="P:UnityEngine.Projector.orthographic"> <summary> <para>Is the projection orthographic (true) or perspective (false)?</para> </summary> </member> <member name="P:UnityEngine.Projector.orthographicSize"> <summary> <para>Projection's half-size when in orthographic mode.</para> </summary> </member> <member name="T:UnityEngine.PropertyAttribute"> <summary> <para>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</para> </summary> </member> <member name="P:UnityEngine.PropertyAttribute.order"> <summary> <para>Optional field to specify the order that multiple DecorationDrawers should be drawn in.</para> </summary> </member> <member name="T:UnityEngine.PropertyName"> <summary> <para>Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. PropertyName is serializable. ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737".</para> </summary> </member> <member name="M:UnityEngine.PropertyName.#ctor(System.String)"> <summary> <para>Initializes the PropertyName using a string.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.PropertyName.Equals(System.Object)"> <summary> <para>Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value.</para> </summary> <param name="other"></param> </member> <member name="M:UnityEngine.PropertyName.GetHashCode"> <summary> <para>Returns the hash code for this PropertyName.</para> </summary> </member> <member name="?:UnityEngine.PropertyName.implop_PropertyName(string)(System.String)"> <summary> <para>Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String).</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.PropertyName.IsNullOrEmpty(UnityEngine.PropertyName)"> <summary> <para>Indicates whether the specified PropertyName is an Empty string.</para> </summary> <param name="prop"></param> </member> <member name="?:UnityEngine.PropertyName.op_Equal(UnityEngine.PropertyName,UnityEngine.PropertyName)"> <summary> <para>Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.PropertyName.op_NotEqual(UnityEngine.PropertyName,UnityEngine.PropertyName)"> <summary> <para>Determines whether two specified PropertyName have a different string value.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.PropertyName.ToString"> <summary> <para>For debugging purposes only. Returns the string value representing the string in the Editor. Returns "UnityEngine.PropertyName" in the player.</para> </summary> </member> <member name="T:UnityEngine.QualitySettings"> <summary> <para>Script interface for.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.activeColorSpace"> <summary> <para>Active color space (Read Only).</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.anisotropicFiltering"> <summary> <para>Global anisotropic filtering mode.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.antiAliasing"> <summary> <para>Set The AA Filtering option.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.asyncUploadBufferSize"> <summary> <para>Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.asyncUploadTimeSlice"> <summary> <para>Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.billboardsFaceCameraPosition"> <summary> <para>If enabled, billboards will face towards camera position rather than camera orientation.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.blendWeights"> <summary> <para>Blend weights.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.desiredColorSpace"> <summary> <para>Desired color space (Read Only).</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.lodBias"> <summary> <para>Global multiplier for the LOD's switching distance.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.masterTextureLimit"> <summary> <para>A texture size limit applied to all textures.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.maximumLODLevel"> <summary> <para>A maximum LOD level. All LOD groups.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.maxQueuedFrames"> <summary> <para>Maximum number of frames queued up by graphics driver.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.names"> <summary> <para>The indexed list of available Quality Settings.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.particleRaycastBudget"> <summary> <para>Budget for how many ray casts can be performed per frame for approximate collision testing.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.pixelLightCount"> <summary> <para>The maximum number of pixel lights that should affect any object.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.realtimeReflectionProbes"> <summary> <para>Enables realtime reflection probes.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.resolutionScalingFixedDPIFactor"> <summary> <para>In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. </para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowCascade2Split"> <summary> <para>The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowCascade4Split"> <summary> <para>The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowCascades"> <summary> <para>Number of cascades to use for directional light shadows.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowDistance"> <summary> <para>Shadow drawing distance.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowmaskMode"> <summary> <para>The rendering mode of Shadowmask.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowNearPlaneOffset"> <summary> <para>Offset shadow frustum near plane.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowProjection"> <summary> <para>Directional light shadow projection.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadowResolution"> <summary> <para>The default resolution of the shadow maps.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.shadows"> <summary> <para>Realtime Shadows type to be used.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.softParticles"> <summary> <para>Should soft blending be used for particles?</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.softVegetation"> <summary> <para>Use a two-pass shader for the vegetation in the terrain engine.</para> </summary> </member> <member name="P:UnityEngine.QualitySettings.vSyncCount"> <summary> <para>The VSync Count.</para> </summary> </member> <member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)"> <summary> <para>Decrease the current quality level.</para> </summary> <param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param> </member> <member name="M:UnityEngine.QualitySettings.GetQualityLevel"> <summary> <para>Returns the current graphics quality level.</para> </summary> </member> <member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)"> <summary> <para>Increase the current quality level.</para> </summary> <param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param> </member> <member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)"> <summary> <para>Sets a new graphics quality level.</para> </summary> <param name="index">Quality index to set.</param> <param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param> </member> <member name="T:UnityEngine.Quaternion"> <summary> <para>Quaternions are used to represent rotations.</para> </summary> </member> <member name="P:UnityEngine.Quaternion.eulerAngles"> <summary> <para>Returns the euler angle representation of the rotation.</para> </summary> </member> <member name="P:UnityEngine.Quaternion.identity"> <summary> <para>The identity rotation (Read Only).</para> </summary> </member> <member name="F:UnityEngine.Quaternion.w"> <summary> <para>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para> </summary> </member> <member name="F:UnityEngine.Quaternion.x"> <summary> <para>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para> </summary> </member> <member name="F:UnityEngine.Quaternion.y"> <summary> <para>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para> </summary> </member> <member name="F:UnityEngine.Quaternion.z"> <summary> <para>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para> </summary> </member> <member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)"> <summary> <para>Returns the angle in degrees between two rotations a and b.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)"> <summary> <para>Creates a rotation which rotates angle degrees around axis.</para> </summary> <param name="angle"></param> <param name="axis"></param> </member> <member name="M:UnityEngine.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Constructs new Quaternion with given x,y,z,w components.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> <param name="w"></param> </member> <member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)"> <summary> <para>The dot product between two rotations.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)"> <summary> <para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)"> <summary> <para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</para> </summary> <param name="euler"></param> </member> <member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a rotation which rotates from fromDirection to toDirection.</para> </summary> <param name="fromDirection"></param> <param name="toDirection"></param> </member> <member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)"> <summary> <para>Returns the Inverse of rotation.</para> </summary> <param name="rotation"></param> </member> <member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)"> <summary> <para>Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Quaternion.LerpUnclamped(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)"> <summary> <para>Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3)"> <summary> <para>Creates a rotation with the specified forward and upwards directions.</para> </summary> <param name="forward">The direction to look in.</param> <param name="upwards">The vector that defines in which direction up is.</param> </member> <member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a rotation with the specified forward and upwards directions.</para> </summary> <param name="forward">The direction to look in.</param> <param name="upwards">The vector that defines in which direction up is.</param> </member> <member name="?:UnityEngine.Quaternion.op_Equal(UnityEngine.Quaternion,UnityEngine.Quaternion)"> <summary> <para>Are two quaternions equal to each other?</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Quaternion)"> <summary> <para>Combines rotations lhs and rhs.</para> </summary> <param name="lhs">Left-hand side quaternion.</param> <param name="rhs">Right-hand side quaternion.</param> </member> <member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Vector3)"> <summary> <para>Rotates the point point with rotation.</para> </summary> <param name="rotation"></param> <param name="point"></param> </member> <member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)"> <summary> <para>Rotates a rotation from towards to.</para> </summary> <param name="from"></param> <param name="to"></param> <param name="maxDegreesDelta"></param> </member> <member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Set x, y, z and w components of an existing Quaternion.</para> </summary> <param name="newX"></param> <param name="newY"></param> <param name="newZ"></param> <param name="newW"></param> </member> <member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a rotation which rotates from fromDirection to toDirection.</para> </summary> <param name="fromDirection"></param> <param name="toDirection"></param> </member> <member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3)"> <summary> <para>Creates a rotation with the specified forward and upwards directions.</para> </summary> <param name="view">The direction to look in.</param> <param name="up">The vector that defines in which direction up is.</param> </member> <member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a rotation with the specified forward and upwards directions.</para> </summary> <param name="view">The direction to look in.</param> <param name="up">The vector that defines in which direction up is.</param> </member> <member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)"> <summary> <para>Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1].</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Quaternion.SlerpUnclamped(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)"> <summary> <para>Spherically interpolates between a and b by t. The parameter t is not clamped.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="P:UnityEngine.Quaternion.this"> <summary> <para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para> </summary> </member> <member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&amp;,UnityEngine.Vector3&amp;)"> <summary> <para>Converts a rotation to angle-axis representation (angles in degrees).</para> </summary> <param name="angle"></param> <param name="axis"></param> </member> <member name="M:UnityEngine.Quaternion.ToString"> <summary> <para>Returns a nicely formatted string of the Quaternion.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Quaternion.ToString(System.String)"> <summary> <para>Returns a nicely formatted string of the Quaternion.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.QueryTriggerInteraction"> <summary> <para>Overrides the global Physics.queriesHitTriggers.</para> </summary> </member> <member name="F:UnityEngine.QueryTriggerInteraction.Collide"> <summary> <para>Queries always report Trigger hits.</para> </summary> </member> <member name="F:UnityEngine.QueryTriggerInteraction.Ignore"> <summary> <para>Queries never report Trigger hits.</para> </summary> </member> <member name="F:UnityEngine.QueryTriggerInteraction.UseGlobal"> <summary> <para>Queries use the global Physics.queriesHitTriggers setting.</para> </summary> </member> <member name="T:UnityEngine.QueueMode"> <summary> <para>Used by Animation.Play function.</para> </summary> </member> <member name="F:UnityEngine.QueueMode.CompleteOthers"> <summary> <para>Will start playing after all other animations have stopped playing.</para> </summary> </member> <member name="F:UnityEngine.QueueMode.PlayNow"> <summary> <para>Starts playing immediately. This can be used if you just want to quickly create a duplicate animation.</para> </summary> </member> <member name="T:UnityEngine.Random"> <summary> <para>Class for generating random data.</para> </summary> </member> <member name="P:UnityEngine.Random.insideUnitCircle"> <summary> <para>Returns a random point inside a circle with radius 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Random.insideUnitSphere"> <summary> <para>Returns a random point inside a sphere with radius 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Random.onUnitSphere"> <summary> <para>Returns a random point on the surface of a sphere with radius 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Random.rotation"> <summary> <para>Returns a random rotation (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Random.rotationUniform"> <summary> <para>Returns a random rotation with uniform distribution (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Random.state"> <summary> <para>Gets/Sets the full internal state of the random number generator.</para> </summary> </member> <member name="P:UnityEngine.Random.value"> <summary> <para>Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Random.ColorHSV"> <summary> <para>Generates a random color from HSV and alpha ranges.</para> </summary> <param name="hueMin">Minimum hue [0..1].</param> <param name="hueMax">Maximum hue [0..1].</param> <param name="saturationMin">Minimum saturation [0..1].</param> <param name="saturationMax">Maximum saturation[0..1].</param> <param name="valueMin">Minimum value [0..1].</param> <param name="valueMax">Maximum value [0..1].</param> <param name="alphaMin">Minimum alpha [0..1].</param> <param name="alphaMax">Maximum alpha [0..1].</param> <returns> <para>A random color with HSV and alpha values in the input ranges.</para> </returns> </member> <member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single)"> <summary> <para>Generates a random color from HSV and alpha ranges.</para> </summary> <param name="hueMin">Minimum hue [0..1].</param> <param name="hueMax">Maximum hue [0..1].</param> <param name="saturationMin">Minimum saturation [0..1].</param> <param name="saturationMax">Maximum saturation[0..1].</param> <param name="valueMin">Minimum value [0..1].</param> <param name="valueMax">Maximum value [0..1].</param> <param name="alphaMin">Minimum alpha [0..1].</param> <param name="alphaMax">Maximum alpha [0..1].</param> <returns> <para>A random color with HSV and alpha values in the input ranges.</para> </returns> </member> <member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Generates a random color from HSV and alpha ranges.</para> </summary> <param name="hueMin">Minimum hue [0..1].</param> <param name="hueMax">Maximum hue [0..1].</param> <param name="saturationMin">Minimum saturation [0..1].</param> <param name="saturationMax">Maximum saturation[0..1].</param> <param name="valueMin">Minimum value [0..1].</param> <param name="valueMax">Maximum value [0..1].</param> <param name="alphaMin">Minimum alpha [0..1].</param> <param name="alphaMax">Maximum alpha [0..1].</param> <returns> <para>A random color with HSV and alpha values in the input ranges.</para> </returns> </member> <member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Generates a random color from HSV and alpha ranges.</para> </summary> <param name="hueMin">Minimum hue [0..1].</param> <param name="hueMax">Maximum hue [0..1].</param> <param name="saturationMin">Minimum saturation [0..1].</param> <param name="saturationMax">Maximum saturation[0..1].</param> <param name="valueMin">Minimum value [0..1].</param> <param name="valueMax">Maximum value [0..1].</param> <param name="alphaMin">Minimum alpha [0..1].</param> <param name="alphaMax">Maximum alpha [0..1].</param> <returns> <para>A random color with HSV and alpha values in the input ranges.</para> </returns> </member> <member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Generates a random color from HSV and alpha ranges.</para> </summary> <param name="hueMin">Minimum hue [0..1].</param> <param name="hueMax">Maximum hue [0..1].</param> <param name="saturationMin">Minimum saturation [0..1].</param> <param name="saturationMax">Maximum saturation[0..1].</param> <param name="valueMin">Minimum value [0..1].</param> <param name="valueMax">Maximum value [0..1].</param> <param name="alphaMin">Minimum alpha [0..1].</param> <param name="alphaMax">Maximum alpha [0..1].</param> <returns> <para>A random color with HSV and alpha values in the input ranges.</para> </returns> </member> <member name="M:UnityEngine.Random.InitState(System.Int32)"> <summary> <para>Initializes the random number generator state with a seed.</para> </summary> <param name="seed">Seed used to initialize the random number generator.</param> </member> <member name="M:UnityEngine.Random.Range(System.Single,System.Single)"> <summary> <para>Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).</para> </summary> <param name="min"></param> <param name="max"></param> </member> <member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)"> <summary> <para>Returns a random integer number between min [inclusive] and max [exclusive] (Read Only).</para> </summary> <param name="min"></param> <param name="max"></param> </member> <member name="T:UnityEngine.Random.State"> <summary> <para>Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.</para> </summary> </member> <member name="T:UnityEngine.RangeAttribute"> <summary> <para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para> </summary> </member> <member name="M:UnityEngine.RangeAttribute.#ctor(System.Single,System.Single)"> <summary> <para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para> </summary> <param name="min">The minimum allowed value.</param> <param name="max">The maximum allowed value.</param> </member> <member name="T:UnityEngine.RangeInt"> <summary> <para>Describes an integer range.</para> </summary> </member> <member name="P:UnityEngine.RangeInt.end"> <summary> <para>The end index of the range (not inclusive).</para> </summary> </member> <member name="F:UnityEngine.RangeInt.length"> <summary> <para>The length of the range.</para> </summary> </member> <member name="F:UnityEngine.RangeInt.start"> <summary> <para>The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on.</para> </summary> </member> <member name="M:UnityEngine.RangeInt.#ctor(System.Int32,System.Int32)"> <summary> <para>Constructs a new RangeInt with given start, length values.</para> </summary> <param name="start">The starting index of the range.</param> <param name="length">The length of the range.</param> </member> <member name="T:UnityEngine.Ray"> <summary> <para>Representation of rays.</para> </summary> </member> <member name="P:UnityEngine.Ray.direction"> <summary> <para>The direction of the ray.</para> </summary> </member> <member name="P:UnityEngine.Ray.origin"> <summary> <para>The origin point of the ray.</para> </summary> </member> <member name="M:UnityEngine.Ray.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Creates a ray starting at origin along direction.</para> </summary> <param name="origin"></param> <param name="direction"></param> </member> <member name="M:UnityEngine.Ray.GetPoint(System.Single)"> <summary> <para>Returns a point at distance units along the ray.</para> </summary> <param name="distance"></param> </member> <member name="M:UnityEngine.Ray.ToString"> <summary> <para>Returns a nicely formatted string for this ray.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Ray.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this ray.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.Ray2D"> <summary> <para>A ray in 2D space.</para> </summary> </member> <member name="P:UnityEngine.Ray2D.direction"> <summary> <para>The direction of the ray in world space.</para> </summary> </member> <member name="P:UnityEngine.Ray2D.origin"> <summary> <para>The starting point of the ray in world space.</para> </summary> </member> <member name="M:UnityEngine.Ray2D.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Creates a 2D ray starting at origin along direction.</para> </summary> <param name="Vector2">origin</param> <param name="Vector2">direction</param> <param name="origin"></param> <param name="direction"></param> </member> <member name="M:UnityEngine.Ray2D.GetPoint(System.Single)"> <summary> <para>Get a point that lies a given distance along a ray.</para> </summary> <param name="distance">Distance of the desired point along the path of the ray.</param> </member> <member name="T:UnityEngine.RaycastHit"> <summary> <para>Structure used to get information back from a raycast.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.barycentricCoordinate"> <summary> <para>The barycentric coordinate of the triangle we hit.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.collider"> <summary> <para>The Collider that was hit.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.distance"> <summary> <para>The distance from the ray's origin to the impact point.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.lightmapCoord"> <summary> <para>The uv lightmap coordinate at the impact point.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.normal"> <summary> <para>The normal of the surface the ray hit.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.point"> <summary> <para>The impact point in world space where the ray hit the collider.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.rigidbody"> <summary> <para>The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.textureCoord"> <summary> <para>The uv texture coordinate at the collision location.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.textureCoord2"> <summary> <para>The secondary uv texture coordinate at the impact point.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.transform"> <summary> <para>The Transform of the rigidbody or collider that was hit.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit.triangleIndex"> <summary> <para>The index of the triangle that was hit.</para> </summary> </member> <member name="T:UnityEngine.RaycastHit2D"> <summary> <para>Information returned about an object detected by a raycast in 2D physics.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.centroid"> <summary> <para>The centroid of the primitive used to perform the cast.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.collider"> <summary> <para>The collider hit by the ray.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.distance"> <summary> <para>The distance from the ray origin to the impact point.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.fraction"> <summary> <para>Fraction of the distance along the ray that the hit occurred.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.normal"> <summary> <para>The normal vector of the surface hit by the ray.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.point"> <summary> <para>The point in world space where the ray hit the collider's surface.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.rigidbody"> <summary> <para>The Rigidbody2D attached to the object that was hit.</para> </summary> </member> <member name="P:UnityEngine.RaycastHit2D.transform"> <summary> <para>The Transform of the object that was hit.</para> </summary> </member> <member name="T:UnityEngine.Rect"> <summary> <para>A 2D Rectangle defined by X and Y position, width and height.</para> </summary> </member> <member name="P:UnityEngine.Rect.center"> <summary> <para>The position of the center of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.height"> <summary> <para>The height of the rectangle, measured from the Y position.</para> </summary> </member> <member name="P:UnityEngine.Rect.max"> <summary> <para>The position of the maximum corner of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.min"> <summary> <para>The position of the minimum corner of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.position"> <summary> <para>The X and Y position of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.size"> <summary> <para>The width and height of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.width"> <summary> <para>The width of the rectangle, measured from the X position.</para> </summary> </member> <member name="P:UnityEngine.Rect.x"> <summary> <para>The X coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.xMax"> <summary> <para>The maximum X coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.xMin"> <summary> <para>The minimum X coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.y"> <summary> <para>The Y coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.yMax"> <summary> <para>The maximum Y coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.yMin"> <summary> <para>The minimum Y coordinate of the rectangle.</para> </summary> </member> <member name="P:UnityEngine.Rect.zero"> <summary> <para>Shorthand for writing new Rect(0,0,0,0).</para> </summary> </member> <member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)"> <summary> <para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para> </summary> <param name="point">Point to test.</param> <param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param> <returns> <para>True if the point lies within the specified rectangle.</para> </returns> </member> <member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)"> <summary> <para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para> </summary> <param name="point">Point to test.</param> <param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param> <returns> <para>True if the point lies within the specified rectangle.</para> </returns> </member> <member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)"> <summary> <para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para> </summary> <param name="point">Point to test.</param> <param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param> <returns> <para>True if the point lies within the specified rectangle.</para> </returns> </member> <member name="M:UnityEngine.Rect.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates a new rectangle.</para> </summary> <param name="x">The X value the rect is measured from.</param> <param name="y">The Y value the rect is measured from.</param> <param name="width">The width of the rectangle.</param> <param name="height">The height of the rectangle.</param> </member> <member name="M:UnityEngine.Rect.#ctor(UnityEngine.Rect)"> <summary> <para></para> </summary> <param name="source"></param> </member> <member name="M:UnityEngine.Rect.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Creates a rectangle given a size and position.</para> </summary> <param name="position">The position of the minimum corner of the rect.</param> <param name="size">The width and height of the rect.</param> </member> <member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates a rectangle from min/max coordinate values.</para> </summary> <param name="xmin">The minimum X coordinate.</param> <param name="ymin">The minimum Y coordinate.</param> <param name="xmax">The maximum X coordinate.</param> <param name="ymax">The maximum Y coordinate.</param> <returns> <para>A rectangle matching the specified coordinates.</para> </returns> </member> <member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)"> <summary> <para>Returns a point inside a rectangle, given normalized coordinates.</para> </summary> <param name="rectangle">Rectangle to get a point inside.</param> <param name="normalizedRectCoordinates">Normalized coordinates to get a point for.</param> </member> <member name="?:UnityEngine.Rect.op_Equal(UnityEngine.Rect,UnityEngine.Rect)"> <summary> <para>Returns true if the rectangles are the same.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)"> <summary> <para>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para> </summary> <param name="other">Other rectangle to test overlapping with.</param> <param name="allowInverse">Does the test allow the widths and heights of the Rects to be negative?</param> </member> <member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)"> <summary> <para>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para> </summary> <param name="other">Other rectangle to test overlapping with.</param> <param name="allowInverse">Does the test allow the widths and heights of the Rects to be negative?</param> </member> <member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)"> <summary> <para>Returns the normalized coordinates cooresponding the the point.</para> </summary> <param name="rectangle">Rectangle to get normalized coordinates inside.</param> <param name="point">A point inside the rectangle to get normalized coordinates for.</param> </member> <member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Set components of an existing Rect.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="width"></param> <param name="height"></param> </member> <member name="M:UnityEngine.Rect.ToString"> <summary> <para>Returns a nicely formatted string for this Rect.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Rect.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this Rect.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.RectOffset"> <summary> <para>Offsets for rectangles, borders, etc.</para> </summary> </member> <member name="P:UnityEngine.RectOffset.bottom"> <summary> <para>Bottom edge size.</para> </summary> </member> <member name="P:UnityEngine.RectOffset.horizontal"> <summary> <para>Shortcut for left + right. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.RectOffset.left"> <summary> <para>Left edge size.</para> </summary> </member> <member name="P:UnityEngine.RectOffset.right"> <summary> <para>Right edge size.</para> </summary> </member> <member name="P:UnityEngine.RectOffset.top"> <summary> <para>Top edge size.</para> </summary> </member> <member name="P:UnityEngine.RectOffset.vertical"> <summary> <para>Shortcut for top + bottom. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)"> <summary> <para>Add the border offsets to a rect.</para> </summary> <param name="rect"></param> </member> <member name="M:UnityEngine.RectOffset.#ctor"> <summary> <para>Creates a new rectangle with offsets.</para> </summary> <param name="left"></param> <param name="right"></param> <param name="top"></param> <param name="bottom"></param> </member> <member name="M:UnityEngine.RectOffset.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Creates a new rectangle with offsets.</para> </summary> <param name="left"></param> <param name="right"></param> <param name="top"></param> <param name="bottom"></param> </member> <member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)"> <summary> <para>Remove the border offsets from a rect.</para> </summary> <param name="rect"></param> </member> <member name="T:UnityEngine.RectTransform"> <summary> <para>Position, size, anchor and pivot information for a rectangle.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.anchoredPosition"> <summary> <para>The position of the pivot of this RectTransform relative to the anchor reference point.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.anchoredPosition3D"> <summary> <para>The 3D position of the pivot of this RectTransform relative to the anchor reference point.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.anchorMax"> <summary> <para>The normalized position in the parent RectTransform that the upper right corner is anchored to.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.anchorMin"> <summary> <para>The normalized position in the parent RectTransform that the lower left corner is anchored to.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.offsetMax"> <summary> <para>The offset of the upper right corner of the rectangle relative to the upper right anchor.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.offsetMin"> <summary> <para>The offset of the lower left corner of the rectangle relative to the lower left anchor.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.pivot"> <summary> <para>The normalized position in this RectTransform that it rotates around.</para> </summary> </member> <member name="?:UnityEngine.RectTransform.reapplyDrivenProperties(UnityEngine.RectTransform/ReapplyDrivenProperties)"> <summary> <para>Event that is invoked for RectTransforms that need to have their driven properties reapplied.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.RectTransform.rect"> <summary> <para>The calculated rectangle in the local space of the Transform.</para> </summary> </member> <member name="P:UnityEngine.RectTransform.sizeDelta"> <summary> <para>The size of this RectTransform relative to the distances between the anchors.</para> </summary> </member> <member name="T:UnityEngine.RectTransform.Axis"> <summary> <para>An axis that can be horizontal or vertical.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Axis.Horizontal"> <summary> <para>Horizontal.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Axis.Vertical"> <summary> <para>Vertical.</para> </summary> </member> <member name="T:UnityEngine.RectTransform.Edge"> <summary> <para>Enum used to specify one edge of a rectangle.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Edge.Bottom"> <summary> <para>The bottom edge.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Edge.Left"> <summary> <para>The left edge.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Edge.Right"> <summary> <para>The right edge.</para> </summary> </member> <member name="F:UnityEngine.RectTransform.Edge.Top"> <summary> <para>The top edge.</para> </summary> </member> <member name="M:UnityEngine.RectTransform.GetLocalCorners(UnityEngine.Vector3[])"> <summary> <para>Get the corners of the calculated rectangle in the local space of its Transform.</para> </summary> <param name="fourCornersArray">The array that corners are filled into.</param> </member> <member name="M:UnityEngine.RectTransform.GetWorldCorners(UnityEngine.Vector3[])"> <summary> <para>Get the corners of the calculated rectangle in world space.</para> </summary> <param name="fourCornersArray">The ray that corners are filled into.</param> </member> <member name="T:UnityEngine.RectTransform.ReapplyDrivenProperties"> <summary> <para>Delegate used for the reapplyDrivenProperties event.</para> </summary> <param name="driven"></param> </member> <member name="M:UnityEngine.RectTransform.SetInsetAndSizeFromParentEdge(UnityEngine.RectTransform/Edge,System.Single,System.Single)"> <summary> <para>Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.</para> </summary> <param name="edge">The edge of the parent rectangle to inset from.</param> <param name="inset">The inset distance.</param> <param name="size">The size of the rectangle along the same direction of the inset.</param> </member> <member name="M:UnityEngine.RectTransform.SetSizeWithCurrentAnchors(UnityEngine.RectTransform/Axis,System.Single)"> <summary> <para>Makes the RectTransform calculated rect be a given size on the specified axis.</para> </summary> <param name="axis">The axis to specify the size along.</param> <param name="size">The desired size along the specified axis.</param> </member> <member name="T:UnityEngine.RectTransformUtility"> <summary> <para>Utility class containing helper methods for working with RectTransform.</para> </summary> </member> <member name="M:UnityEngine.RectTransformUtility.FlipLayoutAxes(UnityEngine.RectTransform,System.Boolean,System.Boolean)"> <summary> <para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para> </summary> <param name="rect">The RectTransform to flip.</param> <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param> <param name="recursive">Flip the children as well?</param> </member> <member name="M:UnityEngine.RectTransformUtility.FlipLayoutOnAxis(UnityEngine.RectTransform,System.Int32,System.Boolean,System.Boolean)"> <summary> <para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para> </summary> <param name="rect">The RectTransform to flip.</param> <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param> <param name="recursive">Flip the children as well?</param> <param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param> </member> <member name="M:UnityEngine.RectTransformUtility.PixelAdjustPoint(UnityEngine.Vector2,UnityEngine.Transform,UnityEngine.Canvas)"> <summary> <para>Convert a given point in screen space into a pixel correct point.</para> </summary> <param name="point"></param> <param name="elementTransform"></param> <param name="canvas"></param> <returns> <para>Pixel adjusted point.</para> </returns> </member> <member name="M:UnityEngine.RectTransformUtility.PixelAdjustRect(UnityEngine.RectTransform,UnityEngine.Canvas)"> <summary> <para>Given a rect transform, return the corner points in pixel accurate coordinates.</para> </summary> <param name="rectTransform"></param> <param name="canvas"></param> <returns> <para>Pixel adjusted rect.</para> </returns> </member> <member name="M:UnityEngine.RectTransformUtility.RectangleContainsScreenPoint(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)"> <summary> <para>Does the RectTransform contain the screen point as seen from the given camera?</para> </summary> <param name="rect">The RectTransform to test with.</param> <param name="screenPoint">The screen point to test.</param> <param name="cam">The camera from which the test is performed from. (Optional)</param> <returns> <para>True if the point is inside the rectangle.</para> </returns> </member> <member name="M:UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector2&amp;)"> <summary> <para>Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.</para> </summary> <param name="rect">The RectTransform to find a point inside.</param> <param name="cam">The camera associated with the screen space position.</param> <param name="screenPoint">Screen space position.</param> <param name="localPoint">Point in local space of the rect transform.</param> <returns> <para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para> </returns> </member> <member name="M:UnityEngine.RectTransformUtility.ScreenPointToWorldPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector3&amp;)"> <summary> <para>Transform a screen space point to a position in world space that is on the plane of the given RectTransform.</para> </summary> <param name="rect">The RectTransform to find a point inside.</param> <param name="cam">The camera associated with the screen space position.</param> <param name="screenPoint">Screen space position.</param> <param name="worldPoint">Point in world space.</param> <returns> <para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para> </returns> </member> <member name="T:UnityEngine.ReflectionProbe"> <summary> <para>The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.backgroundColor"> <summary> <para>The color with which the texture of reflection probe will be cleared.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.bakedTexture"> <summary> <para>Reference to the baked texture of the reflection probe's surrounding.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.blendDistance"> <summary> <para>Distance around probe used for blending (used in deferred probes).</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.bounds"> <summary> <para>The bounding volume of the reflection probe (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.boxProjection"> <summary> <para>Should this reflection probe use box projection?</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.center"> <summary> <para>The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.clearFlags"> <summary> <para>How the reflection probe clears the background.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.cullingMask"> <summary> <para>This is used to render parts of the reflecion probe's surrounding selectively.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.customBakedTexture"> <summary> <para>Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.defaultTexture"> <summary> <para>Texture which is used outside of all reflection probes (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.defaultTextureHDRDecodeValues"> <summary> <para>HDR decode values of the default reflection probe texture.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.farClipPlane"> <summary> <para>The far clipping plane distance when rendering the probe.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.hdr"> <summary> <para>Should this reflection probe use HDR rendering?</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.importance"> <summary> <para>Reflection probe importance.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.intensity"> <summary> <para>The intensity modifier that is applied to the texture of reflection probe in the shader.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.mode"> <summary> <para>Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.nearClipPlane"> <summary> <para>The near clipping plane distance when rendering the probe.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.refreshMode"> <summary> <para>Sets the way the probe will refresh. See Also: ReflectionProbeRefreshMode.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.resolution"> <summary> <para>Resolution of the underlying reflection texture in pixels.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.shadowDistance"> <summary> <para>Shadow drawing distance when rendering the probe.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.size"> <summary> <para>The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.texture"> <summary> <para>Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.textureHDRDecodeValues"> <summary> <para>HDR decode values of the reflection probe texture.</para> </summary> </member> <member name="P:UnityEngine.ReflectionProbe.timeSlicingMode"> <summary> <para>Sets this probe time-slicing mode See Also: ReflectionProbeTimeSlicingMode.</para> </summary> </member> <member name="M:UnityEngine.ReflectionProbe.BlendCubemap(UnityEngine.Texture,UnityEngine.Texture,System.Single,UnityEngine.RenderTexture)"> <summary> <para>Utility method to blend 2 cubemaps into a target render texture.</para> </summary> <param name="src">Cubemap to blend from.</param> <param name="dst">Cubemap to blend to.</param> <param name="blend">Blend weight.</param> <param name="target">RenderTexture which will hold the result of the blend.</param> <returns> <para>Returns trues if cubemaps were blended, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.ReflectionProbe.IsFinishedRendering(System.Int32)"> <summary> <para>Checks if a probe has finished a time-sliced render.</para> </summary> <param name="renderId">An integer representing the RenderID as returned by the RenderProbe method.</param> <returns> <para> True if the render has finished, false otherwise. See Also: timeSlicingMode </para> </returns> </member> <member name="M:UnityEngine.ReflectionProbe.RenderProbe(UnityEngine.RenderTexture)"> <summary> <para>Refreshes the probe's cubemap.</para> </summary> <param name="targetTexture">Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture.</param> <returns> <para> An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. See Also: IsFinishedRendering See Also: timeSlicingMode </para> </returns> </member> <member name="T:UnityEngine.RelativeJoint2D"> <summary> <para>Keeps two Rigidbody2D at their relative orientations.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.angularOffset"> <summary> <para>The current angular offset between the Rigidbody2D that the joint connects.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.autoConfigureOffset"> <summary> <para>Should both the linearOffset and angularOffset be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.correctionScale"> <summary> <para>Scales both the linear and angular forces used to correct the required relative orientation.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.linearOffset"> <summary> <para>The current linear offset between the Rigidbody2D that the joint connects.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.maxForce"> <summary> <para>The maximum force that can be generated when trying to maintain the relative joint constraint.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.maxTorque"> <summary> <para>The maximum torque that can be generated when trying to maintain the relative joint constraint.</para> </summary> </member> <member name="P:UnityEngine.RelativeJoint2D.target"> <summary> <para>The world-space position that is currently trying to be maintained.</para> </summary> </member> <member name="T:UnityEngine.RemoteSettings"> <summary> <para>Accesses remote settings (common for all game instances).</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.ForceUpdate"> <summary> <para>Forces the game to download the newest settings from the server and update its values.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetBool(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetBool(System.String,System.Boolean)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetCount"> <summary> <para>Returns number of keys in remote settings.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetFloat(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetFloat(System.String,System.Single)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetInt(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetInt(System.String,System.Int32)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetKeys"> <summary> <para>Returns all the keys in remote settings.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetString(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetString(System.String,System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.HasKey(System.String)"> <summary> <para>Returns true if key exists in the remote settings.</para> </summary> <param name="key"></param> </member> <member name="?:UnityEngine.RemoteSettings.Updated(UnityEngine.RemoteSettings/UpdatedEventHandler)"> <summary> <para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.RemoteSettings.UpdatedEventHandler"> <summary> <para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para> </summary> </member> <member name="T:UnityEngine.RenderBuffer"> <summary> <para>Color or depth buffer part of a RenderTexture.</para> </summary> </member> <member name="M:UnityEngine.RenderBuffer.GetNativeRenderBufferPtr"> <summary> <para>Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS.</para> </summary> </member> <member name="T:UnityEngine.Renderer"> <summary> <para>General functionality for all renderers.</para> </summary> </member> <member name="P:UnityEngine.Renderer.bounds"> <summary> <para>The bounding volume of the renderer (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Renderer.enabled"> <summary> <para>Makes the rendered 3D object visible if enabled.</para> </summary> </member> <member name="P:UnityEngine.Renderer.isPartOfStaticBatch"> <summary> <para>Has this renderer been statically batched with any other renderers?</para> </summary> </member> <member name="P:UnityEngine.Renderer.isVisible"> <summary> <para>Is this renderer visible in any camera? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Renderer.lightmapIndex"> <summary> <para>The index of the baked lightmap applied to this renderer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.lightmapScaleOffset"> <summary> <para>The UV scale &amp; offset used for a lightmap.</para> </summary> </member> <member name="P:UnityEngine.Renderer.lightProbeProxyVolumeOverride"> <summary> <para>If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.</para> </summary> </member> <member name="P:UnityEngine.Renderer.lightProbeUsage"> <summary> <para>The light probe interpolation type.</para> </summary> </member> <member name="P:UnityEngine.Renderer.localToWorldMatrix"> <summary> <para>Matrix that transforms a point from local space into world space (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Renderer.material"> <summary> <para>Returns the first instantiated Material assigned to the renderer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.materials"> <summary> <para>Returns all the instantiated materials of this object.</para> </summary> </member> <member name="P:UnityEngine.Renderer.motionVectorGenerationMode"> <summary> <para>Specifies the mode for motion vector rendering.</para> </summary> </member> <member name="P:UnityEngine.Renderer.motionVectors"> <summary> <para>Specifies whether this renderer has a per-object motion vector pass.</para> </summary> </member> <member name="P:UnityEngine.Renderer.probeAnchor"> <summary> <para>If set, Renderer will use this Transform's position to find the light or reflection probe.</para> </summary> </member> <member name="P:UnityEngine.Renderer.realtimeLightmapIndex"> <summary> <para>The index of the realtime lightmap applied to this renderer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.realtimeLightmapScaleOffset"> <summary> <para>The UV scale &amp; offset used for a realtime lightmap.</para> </summary> </member> <member name="P:UnityEngine.Renderer.receiveShadows"> <summary> <para>Does this object receive shadows?</para> </summary> </member> <member name="P:UnityEngine.Renderer.reflectionProbeUsage"> <summary> <para>Should reflection probes be used for this Renderer?</para> </summary> </member> <member name="P:UnityEngine.Renderer.shadowCastingMode"> <summary> <para>Does this object cast shadows?</para> </summary> </member> <member name="P:UnityEngine.Renderer.sharedMaterial"> <summary> <para>The shared material of this object.</para> </summary> </member> <member name="P:UnityEngine.Renderer.sharedMaterials"> <summary> <para>All the shared materials of this object.</para> </summary> </member> <member name="P:UnityEngine.Renderer.sortingLayerID"> <summary> <para>Unique ID of the Renderer's sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.sortingLayerName"> <summary> <para>Name of the Renderer's sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.sortingOrder"> <summary> <para>Renderer's order within a sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Renderer.useLightProbes"> <summary> <para>Should light probes be used for this Renderer?</para> </summary> </member> <member name="P:UnityEngine.Renderer.worldToLocalMatrix"> <summary> <para>Matrix that transforms a point from world space into local space (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Renderer.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)"> <summary> <para>Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.</para> </summary> <param name="result"></param> </member> <member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)"> <summary> <para>Get per-renderer material property block.</para> </summary> <param name="dest"></param> </member> <member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)"> <summary> <para>Lets you add per-renderer material parameters without duplicating a material.</para> </summary> <param name="properties"></param> </member> <member name="T:UnityEngine.RendererExtensions"> <summary> <para>Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para> </summary> </member> <member name="M:UnityEngine.RendererExtensions.UpdateGIMaterials(UnityEngine.Renderer)"> <summary> <para>Schedules an update of the albedo and emissive Textures of a system that contains the Renderer.</para> </summary> <param name="renderer"></param> </member> <member name="T:UnityEngine.Rendering.AmbientMode"> <summary> <para>Ambient lighting mode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.AmbientMode.Custom"> <summary> <para>Ambient lighting is defined by a custom cubemap.</para> </summary> </member> <member name="F:UnityEngine.Rendering.AmbientMode.Flat"> <summary> <para>Flat ambient lighting.</para> </summary> </member> <member name="F:UnityEngine.Rendering.AmbientMode.Skybox"> <summary> <para>Skybox-based or custom ambient lighting.</para> </summary> </member> <member name="F:UnityEngine.Rendering.AmbientMode.Trilight"> <summary> <para>Trilight ambient lighting.</para> </summary> </member> <member name="T:UnityEngine.Rendering.BlendMode"> <summary> <para>Blend mode for controlling the blending.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.DstAlpha"> <summary> <para>Blend factor is (Ad, Ad, Ad, Ad).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.DstColor"> <summary> <para>Blend factor is (Rd, Gd, Bd, Ad).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.One"> <summary> <para>Blend factor is (1, 1, 1, 1).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstAlpha"> <summary> <para>Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstColor"> <summary> <para>Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha"> <summary> <para>Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcColor"> <summary> <para>Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.SrcAlpha"> <summary> <para>Blend factor is (As, As, As, As).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.SrcAlphaSaturate"> <summary> <para>Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.SrcColor"> <summary> <para>Blend factor is (Rs, Gs, Bs, As).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendMode.Zero"> <summary> <para>Blend factor is (0, 0, 0, 0).</para> </summary> </member> <member name="T:UnityEngine.Rendering.BlendOp"> <summary> <para>Blend operation.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Add"> <summary> <para>Add (s + d).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.ColorBurn"> <summary> <para>Color burn (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.ColorDodge"> <summary> <para>Color dodge (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Darken"> <summary> <para>Darken (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Difference"> <summary> <para>Difference (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Exclusion"> <summary> <para>Exclusion (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.HardLight"> <summary> <para>Hard light (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.HSLColor"> <summary> <para>HSL color (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.HSLHue"> <summary> <para>HSL Hue (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.HSLLuminosity"> <summary> <para>HSL luminosity (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.HSLSaturation"> <summary> <para>HSL saturation (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Lighten"> <summary> <para>Lighten (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalAnd"> <summary> <para>Logical AND (s &amp; d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalAndInverted"> <summary> <para>Logical inverted AND (!s &amp; d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalAndReverse"> <summary> <para>Logical reverse AND (s &amp; !d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalClear"> <summary> <para>Logical Clear (0).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalCopy"> <summary> <para>Logical Copy (s) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalCopyInverted"> <summary> <para>Logical inverted Copy (!s) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalEquivalence"> <summary> <para>Logical Equivalence !(s XOR d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalInvert"> <summary> <para>Logical Inverse (!d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalNand"> <summary> <para>Logical NAND !(s &amp; d). D3D11.1 only.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalNoop"> <summary> <para>Logical No-op (d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalNor"> <summary> <para>Logical NOR !(s | d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalOr"> <summary> <para>Logical OR (s | d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalOrInverted"> <summary> <para>Logical inverted OR (!s | d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalOrReverse"> <summary> <para>Logical reverse OR (s | !d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalSet"> <summary> <para>Logical SET (1) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.LogicalXor"> <summary> <para>Logical XOR (s XOR d) (D3D11.1 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Max"> <summary> <para>Max.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Min"> <summary> <para>Min.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Multiply"> <summary> <para>Multiply (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Overlay"> <summary> <para>Overlay (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.ReverseSubtract"> <summary> <para>Reverse subtract.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Screen"> <summary> <para>Screen (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.SoftLight"> <summary> <para>Soft light (Advanced OpenGL blending).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BlendOp.Subtract"> <summary> <para>Subtract.</para> </summary> </member> <member name="T:UnityEngine.Rendering.BuiltinRenderTextureType"> <summary> <para>Built-in temporary render textures produced during camera's rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CameraTarget"> <summary> <para>Target texture of currently rendering camera.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive"> <summary> <para>Currently active render target.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Depth"> <summary> <para>Camera's depth texture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.DepthNormals"> <summary> <para>Camera's depth+normals texture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer0"> <summary> <para>Deferred shading G-buffer #0 (typically diffuse color).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer1"> <summary> <para>Deferred shading G-buffer #1 (typically specular + roughness).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer2"> <summary> <para>Deferred shading G-buffer #2 (typically normals).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer3"> <summary> <para>Deferred shading G-buffer #3 (typically emission/lighting).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer4"> <summary> <para>Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer5"> <summary> <para>G-buffer #5 Available.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer6"> <summary> <para>G-buffer #6 Available.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer7"> <summary> <para>G-buffer #7 Available.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.MotionVectors"> <summary> <para>Motion Vectors generated when the camera has motion vectors enabled.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLight"> <summary> <para>Deferred lighting light buffer.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLightSpec"> <summary> <para>Deferred lighting HDR specular light buffer (Xbox 360 only).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassNormalsSpec"> <summary> <para>Deferred lighting (normals+specular) G-buffer.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Reflections"> <summary> <para>Reflections gathered from default reflection and reflections probes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.ResolvedDepth"> <summary> <para>Resolved depth buffer from deferred.</para> </summary> </member> <member name="T:UnityEngine.Rendering.BuiltinShaderDefine"> <summary> <para>Defines set by editor when compiling shaders, depending on target platform and tier.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.SHADER_API_DESKTOP"> <summary> <para>SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.SHADER_API_MOBILE"> <summary> <para>SHADER_API_MOBILE is set when compiling shader for mobile platforms.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_COLORSPACE_GAMMA"> <summary> <para>UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_DETAIL_NORMALMAP"> <summary> <para>UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS"> <summary> <para>UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_REFLECTION_BUFFERS"> <summary> <para>UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_FRAMEBUFFER_FETCH_AVAILABLE"> <summary> <para>UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER1"> <summary> <para>UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER2"> <summary> <para>UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER3"> <summary> <para>UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_METAL_SHADOWS_USE_POINT_FILTERING"> <summary> <para>UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm"> <summary> <para>UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_FULL_STANDARD_SHADER"> <summary> <para>UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_RGBM"> <summary> <para>UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_SCREENSPACE_SHADOWS"> <summary> <para>UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF1"> <summary> <para>UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF2"> <summary> <para>UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF3"> <summary> <para>UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_SPECCUBE_BLENDING"> <summary> <para>UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_SPECCUBE_BOX_PROJECTION"> <summary> <para>UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS"> <summary> <para>UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled.</para> </summary> </member> <member name="T:UnityEngine.Rendering.BuiltinShaderMode"> <summary> <para>Built-in shader modes used by Rendering.GraphicsSettings.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderMode.Disabled"> <summary> <para>Don't use any shader, effectively disabling the functionality.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderMode.UseBuiltin"> <summary> <para>Use built-in shader (default).</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderMode.UseCustom"> <summary> <para>Use custom shader instead of built-in one.</para> </summary> </member> <member name="T:UnityEngine.Rendering.BuiltinShaderType"> <summary> <para>Built-in shader types used by Rendering.GraphicsSettings.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.DeferredReflections"> <summary> <para>Shader used for deferred reflection probes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.DeferredShading"> <summary> <para>Shader used for deferred shading calculations.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.DepthNormals"> <summary> <para>Shader used for depth and normals texture when enabled on a Camera.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.LegacyDeferredLighting"> <summary> <para>Shader used for legacy deferred lighting calculations.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.LensFlare"> <summary> <para>Default shader used for lens flares.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.LightHalo"> <summary> <para>Default shader used for light halos.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.MotionVectors"> <summary> <para>Shader used for Motion Vectors when enabled on a Camera.</para> </summary> </member> <member name="F:UnityEngine.Rendering.BuiltinShaderType.ScreenSpaceShadows"> <summary> <para>Shader used for screen-space cascaded shadows.</para> </summary> </member> <member name="T:UnityEngine.Rendering.CameraEvent"> <summary> <para>Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthNormalsTexture"> <summary> <para>After camera's depth+normals texture is generated.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthTexture"> <summary> <para>After camera's depth texture is generated.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterEverything"> <summary> <para>After camera has done rendering everything.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterFinalPass"> <summary> <para>After final geometry pass in deferred lighting.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardAlpha"> <summary> <para>After transparent objects in forward rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardOpaque"> <summary> <para>After opaque objects in forward rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterGBuffer"> <summary> <para>After deferred rendering G-buffer is rendered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterHaloAndLensFlares"> <summary> <para>After halo and lens flares.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffects"> <summary> <para>After image effects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffectsOpaque"> <summary> <para>After image effects that happen between opaque &amp; transparent objects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterLighting"> <summary> <para>After lighting pass in deferred rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterReflections"> <summary> <para>After reflections pass in deferred rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.AfterSkybox"> <summary> <para>After skybox is drawn.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthNormalsTexture"> <summary> <para>Before camera's depth+normals texture is generated.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthTexture"> <summary> <para>Before camera's depth texture is generated.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeFinalPass"> <summary> <para>Before final geometry pass in deferred lighting.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardAlpha"> <summary> <para>Before transparent objects in forward rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardOpaque"> <summary> <para>Before opaque objects in forward rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeGBuffer"> <summary> <para>Before deferred rendering G-buffer is rendered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeHaloAndLensFlares"> <summary> <para>Before halo and lens flares.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffects"> <summary> <para>Before image effects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffectsOpaque"> <summary> <para>Before image effects that happen between opaque &amp; transparent objects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeLighting"> <summary> <para>Before lighting pass in deferred rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeReflections"> <summary> <para>Before reflections pass in deferred rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraEvent.BeforeSkybox"> <summary> <para>Before skybox is drawn.</para> </summary> </member> <member name="T:UnityEngine.Rendering.CameraHDRMode"> <summary> <para>The HDR mode to use for rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraHDRMode.FP16"> <summary> <para>Uses RenderTextureFormat.ARGBHalf.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CameraHDRMode.R11G11B10"> <summary> <para>Uses RenderTextureFormat.RGB111110Float.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ColorWriteMask"> <summary> <para>Specifies which color components will get written into the target framebuffer.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ColorWriteMask.All"> <summary> <para>Write all components (R, G, B and Alpha).</para> </summary> </member> <member name="F:UnityEngine.Rendering.ColorWriteMask.Alpha"> <summary> <para>Write alpha component.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ColorWriteMask.Blue"> <summary> <para>Write blue component.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ColorWriteMask.Green"> <summary> <para>Write green component.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ColorWriteMask.Red"> <summary> <para>Write red component.</para> </summary> </member> <member name="T:UnityEngine.Rendering.CommandBuffer"> <summary> <para>List of graphics commands to execute.</para> </summary> </member> <member name="P:UnityEngine.Rendering.CommandBuffer.name"> <summary> <para>Name of this command buffer.</para> </summary> </member> <member name="P:UnityEngine.Rendering.CommandBuffer.sizeInBytes"> <summary> <para>Size of this command buffer in bytes (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.BeginSample(System.String)"> <summary> <para>Adds a command to begin profile sampling.</para> </summary> <param name="name">Name of the profile information used for sampling.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Add a "blit into a render texture" command.</para> </summary> <param name="source">Source texture or render target to blit from.</param> <param name="dest">Destination to blit into.</param> <param name="mat">Material to use.</param> <param name="pass">Shader pass to use (default is -1, meaning "all passes").</param> <param name="scale">Scale applied to the source texture coordinate.</param> <param name="offset">Offset applied to the source texture coordinate.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.Clear"> <summary> <para>Clear all commands in the buffer.</para> </summary> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.ClearRenderTarget(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)"> <summary> <para>Adds a "clear render target" command.</para> </summary> <param name="clearDepth">Should clear depth buffer?</param> <param name="clearColor">Should clear color buffer?</param> <param name="backgroundColor">Color to clear with.</param> <param name="depth">Depth to clear with (default is 1.0).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.CopyCounterValue(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.UInt32)"> <summary> <para>Adds a command to copy ComputeBuffer counter value.</para> </summary> <param name="src">Append/consume buffer to copy the counter from.</param> <param name="dst">A buffer to copy the counter to.</param> <param name="dstOffsetBytes">Target byte offset in dst buffer.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Adds a command to copy a texture into another texture.</para> </summary> <param name="src">Source texture or identifier, see RenderTargetIdentifier.</param> <param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)"> <summary> <para>Adds a command to copy a texture into another texture.</para> </summary> <param name="src">Source texture or identifier, see RenderTargetIdentifier.</param> <param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32)"> <summary> <para>Adds a command to copy a texture into another texture.</para> </summary> <param name="src">Source texture or identifier, see RenderTargetIdentifier.</param> <param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Adds a command to copy a texture into another texture.</para> </summary> <param name="src">Source texture or identifier, see RenderTargetIdentifier.</param> <param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param> <param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="srcMip">Source texture mipmap level.</param> <param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param> <param name="dstMip">Destination texture mipmap level.</param> <param name="srcX">X coordinate of source texture region to copy (left side is zero).</param> <param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param> <param name="srcWidth">Width of source texture region to copy.</param> <param name="srcHeight">Height of source texture region to copy.</param> <param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param> <param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.#ctor"> <summary> <para>Create a new empty command buffer.</para> </summary> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DisableShaderKeyword(System.String)"> <summary> <para>Adds a command to disable global shader keyword.</para> </summary> <param name="keyword">Shader keyword to disable.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DispatchCompute(UnityEngine.ComputeShader,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Add a command to execute a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to execute.</param> <param name="kernelIndex">Kernel index to execute, see ComputeShader.FindKernel.</param> <param name="threadGroupsX">Number of work groups in the X dimension.</param> <param name="threadGroupsY">Number of work groups in the Y dimension.</param> <param name="threadGroupsZ">Number of work groups in the Z dimension.</param> <param name="indirectBuffer">ComputeBuffer with dispatch arguments.</param> <param name="argsOffset">Byte offset indicating the location of the dispatch arguments in the buffer.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DispatchCompute(UnityEngine.ComputeShader,System.Int32,UnityEngine.ComputeBuffer,System.UInt32)"> <summary> <para>Add a command to execute a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to execute.</param> <param name="kernelIndex">Kernel index to execute, see ComputeShader.FindKernel.</param> <param name="threadGroupsX">Number of work groups in the X dimension.</param> <param name="threadGroupsY">Number of work groups in the Y dimension.</param> <param name="threadGroupsZ">Number of work groups in the Z dimension.</param> <param name="indirectBuffer">ComputeBuffer with dispatch arguments.</param> <param name="argsOffset">Byte offset indicating the location of the dispatch arguments in the buffer.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)"> <summary> <para>Add a "draw mesh" command.</para> </summary> <param name="mesh">Mesh to draw.</param> <param name="matrix">Transformation matrix to use.</param> <param name="material">Material to use.</param> <param name="submeshIndex">Which subset of the mesh to render.</param> <param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Int32,UnityEngine.Matrix4x4[],System.Int32,UnityEngine.MaterialPropertyBlock)"> <summary> <para>Add a "draw mesh with instancing" command. The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="material">Material to use.</param> <param name="shaderPass">Which pass of the shader to use, or -1 which renders all passes.</param> <param name="matrices">The array of object transformation matrices.</param> <param name="count">The number of instances to be drawn.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawMeshInstancedIndirect(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Int32,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock)"> <summary> <para>Add a "draw mesh with indirect instancing" command.</para> </summary> <param name="mesh">The Mesh to draw.</param> <param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param> <param name="material">Material to use.</param> <param name="shaderPass">Which pass of the shader to use, or -1 which renders all passes.</param> <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param> <param name="bufferWithArgs">The GPU buffer containing the arguments for how many instances of this mesh to draw.</param> <param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawProcedural(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)"> <summary> <para>Add a "draw procedural geometry" command.</para> </summary> <param name="matrix">Transformation matrix to use.</param> <param name="material">Material to use.</param> <param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param> <param name="topology">Topology of the procedural geometry.</param> <param name="vertexCount">Vertex count to render.</param> <param name="instanceCount">Instance count to render.</param> <param name="properties">Additional material properties to apply just before rendering. See MaterialPropertyBlock.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawProceduralIndirect(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock)"> <summary> <para>Add a "draw procedural geometry" command.</para> </summary> <param name="matrix">Transformation matrix to use.</param> <param name="material">Material to use.</param> <param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param> <param name="topology">Topology of the procedural geometry.</param> <param name="properties">Additional material properties to apply just before rendering. See MaterialPropertyBlock.</param> <param name="bufferWithArgs">Buffer with draw arguments.</param> <param name="argsOffset">Byte offset where in the buffer the draw arguments are.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.DrawRenderer(UnityEngine.Renderer,UnityEngine.Material,System.Int32,System.Int32)"> <summary> <para>Add a "draw renderer" command.</para> </summary> <param name="renderer">Renderer to draw.</param> <param name="material">Material to use.</param> <param name="submeshIndex">Which subset of the mesh to render.</param> <param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.EnableShaderKeyword(System.String)"> <summary> <para>Adds a command to enable global shader keyword.</para> </summary> <param name="keyword">Shader keyword to enable.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.EndSample(System.String)"> <summary> <para>Adds a command to begin profile sampling.</para> </summary> <param name="name">Name of the profile information used for sampling.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRT(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.FilterMode,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32,System.Boolean)"> <summary> <para>Add a "get a temporary render texture" command.</para> </summary> <param name="nameID">Shader property name for this texture.</param> <param name="width">Width in pixels, or -1 for "camera pixel width".</param> <param name="height">Height in pixels, or -1 for "camera pixel height".</param> <param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param> <param name="filter">Texture filtering mode (default is Point).</param> <param name="format">Format of the render texture (default is ARGB32).</param> <param name="readWrite">Color space conversion mode.</param> <param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param> <param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param> <param name="desc">Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.</param> <param name="memorylessMode">Render texture memoryless mode.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRT(System.Int32,UnityEngine.RenderTextureDescriptor,UnityEngine.FilterMode)"> <summary> <para>Add a "get a temporary render texture" command.</para> </summary> <param name="nameID">Shader property name for this texture.</param> <param name="width">Width in pixels, or -1 for "camera pixel width".</param> <param name="height">Height in pixels, or -1 for "camera pixel height".</param> <param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param> <param name="filter">Texture filtering mode (default is Point).</param> <param name="format">Format of the render texture (default is ARGB32).</param> <param name="readWrite">Color space conversion mode.</param> <param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param> <param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param> <param name="desc">Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.</param> <param name="memorylessMode">Render texture memoryless mode.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRTArray(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.FilterMode,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32,System.Boolean)"> <summary> <para>Add a "get a temporary render texture array" command.</para> </summary> <param name="nameID">Shader property name for this texture.</param> <param name="width">Width in pixels, or -1 for "camera pixel width".</param> <param name="height">Height in pixels, or -1 for "camera pixel height".</param> <param name="slices">Number of slices in texture array.</param> <param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param> <param name="filter">Texture filtering mode (default is Point).</param> <param name="format">Format of the render texture (default is ARGB32).</param> <param name="readWrite">Color space conversion mode.</param> <param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param> <param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginCustomBlit(System.IntPtr,System.UInt32,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.UInt32,System.UInt32)"> <summary> <para>Send a user-defined blit event to a native code plugin.</para> </summary> <param name="callback">Native code callback to queue for Unity's renderer to invoke.</param> <param name="command">User defined command id to send to the callback.</param> <param name="source">Source render target.</param> <param name="dest">Destination render target.</param> <param name="commandParam">User data command parameters.</param> <param name="commandFlags">User data command flags.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginEvent(System.IntPtr,System.Int32)"> <summary> <para>Send a user-defined event to a native code plugin.</para> </summary> <param name="callback">Native code callback to queue for Unity's renderer to invoke.</param> <param name="eventID">User defined id to send to the callback.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginEventAndData(System.IntPtr,System.Int32,System.IntPtr)"> <summary> <para>Send a user-defined event to a native code plugin with custom data.</para> </summary> <param name="callback">Native code callback to queue for Unity's renderer to invoke.</param> <param name="data">Custom data to pass to the native plugin callback.</param> <param name="eventID">Built in or user defined id to send to the callback.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.ReleaseTemporaryRT(System.Int32)"> <summary> <para>Add a "release a temporary render texture" command.</para> </summary> <param name="nameID">Shader property name for this texture.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeBufferParam(UnityEngine.ComputeShader,System.Int32,System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Adds a command to set an input or output buffer parameter on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="kernelIndex">Which kernel the buffer is being set for. See ComputeShader.FindKernel.</param> <param name="name">Name of the buffer variable in shader code.</param> <param name="buffer">Buffer to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParam(UnityEngine.ComputeShader,System.String,System.Single)"> <summary> <para>Adds a command to set a float parameter on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="name">Name of the variable in shader code.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParams(UnityEngine.ComputeShader,System.String,System.Single[])"> <summary> <para>Adds a command to set multiple consecutive float parameters on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="name">Name of the variable in shader code.</param> <param name="values">Values to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParam(UnityEngine.ComputeShader,System.String,System.Int32)"> <summary> <para>Adds a command to set an integer parameter on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="name">Name of the variable in shader code.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParams(UnityEngine.ComputeShader,System.String,System.Int32[])"> <summary> <para>Adds a command to set multiple consecutive integer parameters on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="name">Name of the variable in shader code.</param> <param name="values">Values to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeTextureParam(UnityEngine.ComputeShader,System.Int32,System.String,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Adds a command to set a texture parameter on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="kernelIndex">Which kernel the texture is being set for. See ComputeShader.FindKernel.</param> <param name="name">Name of the texture variable in shader code.</param> <param name="rt">Texture value or identifier to set, see RenderTargetIdentifier.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeVectorParam(UnityEngine.ComputeShader,System.String,UnityEngine.Vector4)"> <summary> <para>Adds a command to set a vector parameter on a ComputeShader.</para> </summary> <param name="computeShader">ComputeShader to set parameter for.</param> <param name="name">Name of the variable in shader code.</param> <param name="val">Value to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Add a "set global shader buffer property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalBuffer(System.Int32,UnityEngine.ComputeBuffer)"> <summary> <para>Add a "set global shader buffer property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.String,UnityEngine.Color)"> <summary> <para>Add a "set global shader color property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.Int32,UnityEngine.Color)"> <summary> <para>Add a "set global shader color property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalDepthBias(System.Single,System.Single)"> <summary> <para>Add a command to set global depth bias.</para> </summary> <param name="bias">Constant depth bias.</param> <param name="slopeBias">Slope-dependent depth bias.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.String,System.Single)"> <summary> <para>Add a "set global shader float property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.Int32,System.Single)"> <summary> <para>Add a "set global shader float property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.String,System.Single[])"> <summary> <para>Add a "set global shader float array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.Int32,System.Single[])"> <summary> <para>Add a "set global shader float array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Add a "set global shader float array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Add a "set global shader float array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)"> <summary> <para>Add a "set global shader matrix property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)"> <summary> <para>Add a "set global shader matrix property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.String,UnityEngine.Matrix4x4[])"> <summary> <para>Add a "set global shader matrix array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.Int32,UnityEngine.Matrix4x4[])"> <summary> <para>Add a "set global shader matrix array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Add a "set global shader matrix array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Add a "set global shader matrix array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.String,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "set global shader texture property" command, referencing a RenderTexture.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.Int32,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "set global shader texture property" command, referencing a RenderTexture.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.String,UnityEngine.Vector4)"> <summary> <para>Add a "set global shader vector property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.Int32,UnityEngine.Vector4)"> <summary> <para>Add a "set global shader vector property" command.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.String,UnityEngine.Vector4[])"> <summary> <para>Add a "set global shader vector array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.Int32,UnityEngine.Vector4[])"> <summary> <para>Add a "set global shader vector array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Add a "set global shader vector array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Add a "set global shader vector array property" command.</para> </summary> <param name="propertyName"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetProjectionMatrix(UnityEngine.Matrix4x4)"> <summary> <para>Add a command to set the projection matrix.</para> </summary> <param name="proj">Projection (camera to clip space) matrix.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace,System.Int32)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier[],UnityEngine.Rendering.RenderTargetIdentifier)"> <summary> <para>Add a "set active render target" command.</para> </summary> <param name="rt">Render target to set for both color &amp; depth buffers.</param> <param name="color">Render target to set as a color buffer.</param> <param name="colors">Render targets to set as color buffers (MRT).</param> <param name="depth">Render target to set as a depth buffer.</param> <param name="mipLevel">The mip level of the render target to render into.</param> <param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param> <param name="depthSlice">Slice of a 3D or array render target to set.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetShadowSamplingMode(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.ShadowSamplingMode)"> <summary> <para>Add a "set shadow sampling mode" command.</para> </summary> <param name="shadowmap">Shadowmap render target to change the sampling mode on.</param> <param name="mode">New sampling mode.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetViewMatrix(UnityEngine.Matrix4x4)"> <summary> <para>Add a command to set the view matrix.</para> </summary> <param name="view">View (world to camera space) matrix.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetViewport(UnityEngine.Rect)"> <summary> <para>Add a command to set the rendering viewport.</para> </summary> <param name="pixelRect">Viewport rectangle in pixel coordinates.</param> </member> <member name="M:UnityEngine.Rendering.CommandBuffer.SetViewProjectionMatrices(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)"> <summary> <para>Add a command to set the view and projection matrices.</para> </summary> <param name="view">View (world to camera space) matrix.</param> <param name="proj">Projection (camera to clip space) matrix.</param> </member> <member name="T:UnityEngine.Rendering.CompareFunction"> <summary> <para>Depth or stencil comparison function.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Always"> <summary> <para>Always pass depth or stencil test.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Disabled"> <summary> <para>Depth or stencil test is disabled.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Equal"> <summary> <para>Pass depth or stencil test when values are equal.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Greater"> <summary> <para>Pass depth or stencil test when new value is greater than old one.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.GreaterEqual"> <summary> <para>Pass depth or stencil test when new value is greater or equal than old one.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Less"> <summary> <para>Pass depth or stencil test when new value is less than old one.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.LessEqual"> <summary> <para>Pass depth or stencil test when new value is less or equal than old one.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.Never"> <summary> <para>Never pass depth or stencil test.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CompareFunction.NotEqual"> <summary> <para>Pass depth or stencil test when values are different.</para> </summary> </member> <member name="T:UnityEngine.Rendering.CopyTextureSupport"> <summary> <para>Support for various Graphics.CopyTexture cases.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.Basic"> <summary> <para>Basic Graphics.CopyTexture support.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.Copy3D"> <summary> <para>Support for Texture3D in Graphics.CopyTexture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.DifferentTypes"> <summary> <para>Support for Graphics.CopyTexture between different texture types.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.None"> <summary> <para>No support for Graphics.CopyTexture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.RTToTexture"> <summary> <para>Support for RenderTexture to Texture copies in Graphics.CopyTexture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CopyTextureSupport.TextureToRT"> <summary> <para>Support for Texture to RenderTexture copies in Graphics.CopyTexture.</para> </summary> </member> <member name="T:UnityEngine.Rendering.CullMode"> <summary> <para>Backface culling mode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CullMode.Back"> <summary> <para>Cull back-facing geometry.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CullMode.Front"> <summary> <para>Cull front-facing geometry.</para> </summary> </member> <member name="F:UnityEngine.Rendering.CullMode.Off"> <summary> <para>Disable culling.</para> </summary> </member> <member name="T:UnityEngine.Rendering.DefaultReflectionMode"> <summary> <para>Default reflection mode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.DefaultReflectionMode.Custom"> <summary> <para>Custom default reflection.</para> </summary> </member> <member name="F:UnityEngine.Rendering.DefaultReflectionMode.Skybox"> <summary> <para>Skybox-based default reflection.</para> </summary> </member> <member name="T:UnityEngine.Rendering.GraphicsDeviceType"> <summary> <para>Graphics device API type.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D11"> <summary> <para>Direct3D 11 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D12"> <summary> <para>Direct3D 12 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D9"> <summary> <para>Direct3D 9 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Metal"> <summary> <para>iOS Metal graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.N3DS"> <summary> <para>Nintendo 3DS graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Null"> <summary> <para>No graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGL2"> <summary> <para>OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX)</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore"> <summary> <para>OpenGL (Core profile - GL3 or later) graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2"> <summary> <para>OpenGL ES 2.0 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3"> <summary> <para>OpenGL ES 3.0 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation3"> <summary> <para>PlayStation 3 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation4"> <summary> <para>PlayStation 4 graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStationMobile"> <summary> <para>PlayStation Mobile (PSM) graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStationVita"> <summary> <para>PlayStation Vita graphics API.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.Vulkan"> <summary> <para>Vulkan (EXPERIMENTAL).</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsDeviceType.XboxOne"> <summary> <para>Xbox One graphics API.</para> </summary> </member> <member name="T:UnityEngine.Rendering.GraphicsSettings"> <summary> <para>Script interface for.</para> </summary> </member> <member name="P:UnityEngine.Rendering.GraphicsSettings.lightsUseColorTemperature"> <summary> <para>Whether to use a Light's color temperature when calculating the final color of that Light."</para> </summary> </member> <member name="P:UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity"> <summary> <para>If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used.</para> </summary> </member> <member name="P:UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset"> <summary> <para>The RenderPipelineAsset that describes how the Scene should be rendered.</para> </summary> </member> <member name="P:UnityEngine.Rendering.GraphicsSettings.transparencySortAxis"> <summary> <para>An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.</para> </summary> </member> <member name="P:UnityEngine.Rendering.GraphicsSettings.transparencySortMode"> <summary> <para>Transparent object sorting mode.</para> </summary> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.GetCustomShader(UnityEngine.Rendering.BuiltinShaderType)"> <summary> <para>Get custom shader used instead of a built-in shader.</para> </summary> <param name="type">Built-in shader type to query custom shader for.</param> <returns> <para>The shader used.</para> </returns> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.GetShaderMode(UnityEngine.Rendering.BuiltinShaderType)"> <summary> <para>Get built-in shader mode.</para> </summary> <param name="type">Built-in shader type to query.</param> <returns> <para>Mode used for built-in shader.</para> </returns> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.GraphicsTier,UnityEngine.Rendering.BuiltinShaderDefine)"> <summary> <para>Returns true if shader define was set when compiling shaders for current GraphicsTier.</para> </summary> <param name="tier"></param> <param name="defineHash"></param> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine)"> <summary> <para>Returns true if shader define was set when compiling shaders for given tier.</para> </summary> <param name="defineHash"></param> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.SetCustomShader(UnityEngine.Rendering.BuiltinShaderType,UnityEngine.Shader)"> <summary> <para>Set custom shader to use instead of a built-in shader.</para> </summary> <param name="type">Built-in shader type to set custom shader to.</param> <param name="shader">The shader to use.</param> </member> <member name="M:UnityEngine.Rendering.GraphicsSettings.SetShaderMode(UnityEngine.Rendering.BuiltinShaderType,UnityEngine.Rendering.BuiltinShaderMode)"> <summary> <para>Set built-in shader mode.</para> </summary> <param name="type">Built-in shader type to change.</param> <param name="mode">Mode to use for built-in shader.</param> </member> <member name="T:UnityEngine.Rendering.GraphicsTier"> <summary> <para>Graphics Tier. See Also: Graphics.activeTier.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsTier.Tier1"> <summary> <para>The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsTier.Tier2"> <summary> <para>The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2.</para> </summary> </member> <member name="F:UnityEngine.Rendering.GraphicsTier.Tier3"> <summary> <para>The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3.</para> </summary> </member> <member name="T:UnityEngine.Rendering.LightEvent"> <summary> <para>Defines a place in light's rendering to attach Rendering.CommandBuffer objects to.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.AfterScreenspaceMask"> <summary> <para>After directional light screenspace shadow mask is computed.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.AfterShadowMap"> <summary> <para>After shadowmap is rendered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.AfterShadowMapPass"> <summary> <para>After shadowmap pass is rendered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.BeforeScreenspaceMask"> <summary> <para>Before directional light screenspace shadow mask is computed.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.BeforeShadowMap"> <summary> <para>Before shadowmap is rendered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightEvent.BeforeShadowMapPass"> <summary> <para>Before shadowmap pass is rendered.</para> </summary> </member> <member name="T:UnityEngine.Rendering.LightProbeUsage"> <summary> <para>Light probe interpolation type.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightProbeUsage.BlendProbes"> <summary> <para>Simple light probe interpolation is used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightProbeUsage.Off"> <summary> <para>Light Probes are not used.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightProbeUsage.UseProxyVolume"> <summary> <para>Uses a 3D grid of interpolated light probes.</para> </summary> </member> <member name="T:UnityEngine.Rendering.LightShadowResolution"> <summary> <para>Shadow resolution options for a Light.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightShadowResolution.FromQualitySettings"> <summary> <para>Use resolution from QualitySettings (default).</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightShadowResolution.High"> <summary> <para>High shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightShadowResolution.Low"> <summary> <para>Low shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightShadowResolution.Medium"> <summary> <para>Medium shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.Rendering.LightShadowResolution.VeryHigh"> <summary> <para>Very high shadow map resolution.</para> </summary> </member> <member name="T:UnityEngine.Rendering.OpaqueSortMode"> <summary> <para>Opaque object sorting mode of a Camera.</para> </summary> </member> <member name="F:UnityEngine.Rendering.OpaqueSortMode.Default"> <summary> <para>Default opaque sorting mode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.OpaqueSortMode.FrontToBack"> <summary> <para>Do rough front-to-back sorting of opaque objects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort"> <summary> <para>Do not sort opaque objects by distance.</para> </summary> </member> <member name="T:UnityEngine.Rendering.PassType"> <summary> <para>Shader pass type for Unity's lighting pipeline.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.Deferred"> <summary> <para>Deferred Shading shader pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.ForwardAdd"> <summary> <para>Forward rendering additive pixel light pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.ForwardBase"> <summary> <para>Forward rendering base pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.LightPrePassBase"> <summary> <para>Legacy deferred lighting (light pre-pass) base pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.LightPrePassFinal"> <summary> <para>Legacy deferred lighting (light pre-pass) final pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.Meta"> <summary> <para>Shader pass used to generate the albedo and emissive values used as input to lightmapping.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.MotionVectors"> <summary> <para>Motion vector render pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.Normal"> <summary> <para>Regular shader pass that does not interact with lighting.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.ShadowCaster"> <summary> <para>Shadow caster &amp; depth texure shader pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.Vertex"> <summary> <para>Legacy vertex-lit shader pass.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.VertexLM"> <summary> <para>Legacy vertex-lit shader pass, with mobile lightmaps.</para> </summary> </member> <member name="F:UnityEngine.Rendering.PassType.VertexLMRGBM"> <summary> <para>Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.</para> </summary> </member> <member name="T:UnityEngine.Rendering.RealtimeGICPUUsage"> <summary> <para>How much CPU usage to assign to the final lighting calculations at runtime.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.High"> <summary> <para>75% of the allowed CPU threads are used as worker threads.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Low"> <summary> <para>25% of the allowed CPU threads are used as worker threads.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Medium"> <summary> <para>50% of the allowed CPU threads are used as worker threads.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Unlimited"> <summary> <para>100% of the allowed CPU threads are used as worker threads.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionCubemapCompression"> <summary> <para>Determines how Unity will compress baked reflection cubemap.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Auto"> <summary> <para>Baked Reflection cubemap will be compressed if compression format is suitable.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Compressed"> <summary> <para>Baked Reflection cubemap will be compressed.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Uncompressed"> <summary> <para>Baked Reflection cubemap will be left uncompressed.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeBlendInfo"> <summary> <para>ReflectionProbeBlendInfo contains information required for blending probes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.probe"> <summary> <para>Reflection Probe used in blending.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.weight"> <summary> <para>Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeClearFlags"> <summary> <para>Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.Skybox"> <summary> <para>Clear with the skybox.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.SolidColor"> <summary> <para>Clear with a background color.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeMode"> <summary> <para>Reflection probe's update mode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeMode.Baked"> <summary> <para>Reflection probe is baked in the Editor.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeMode.Custom"> <summary> <para>Reflection probe uses a custom texture specified by the user.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeMode.Realtime"> <summary> <para>Reflection probe is updating in realtime.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeRefreshMode"> <summary> <para>An enum describing the way a realtime reflection probe refreshes in the Player.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame"> <summary> <para>Causes Unity to update the probe's cubemap every frame. Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. See Also: ReflectionProbeTimeSlicingMode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.OnAwake"> <summary> <para>Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe See Also: ReflectionProbe.RenderProbe.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting"> <summary> <para>Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. See Also: ReflectionProbe.RenderProbe.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode"> <summary> <para>When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce"> <summary> <para>Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.IndividualFaces"> <summary> <para>Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.NoTimeSlicing"> <summary> <para>Unity will render the probe entirely in one frame.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ReflectionProbeUsage"> <summary> <para>Reflection Probe usage.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbes"> <summary> <para>Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbesAndSkybox"> <summary> <para>Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Off"> <summary> <para>Reflection probes are disabled, skybox will be used for reflection.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Simple"> <summary> <para>Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes.</para> </summary> </member> <member name="T:UnityEngine.Rendering.RenderBufferLoadAction"> <summary> <para>Handling of loading RenderBuffer contents on setting as active RenderTarget.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderBufferLoadAction.DontCare"> <summary> <para>RenderBuffer will try to skip loading its contents on setting as Render Target.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderBufferLoadAction.Load"> <summary> <para>Make RenderBuffer to Load its contents when setting as RenderTarget.</para> </summary> </member> <member name="T:UnityEngine.Rendering.RenderBufferStoreAction"> <summary> <para>Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderBufferStoreAction.DontCare"> <summary> <para>RenderBuffer will try to skip storing its contents.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderBufferStoreAction.Store"> <summary> <para>Make RenderBuffer to Store its contents.</para> </summary> </member> <member name="T:UnityEngine.Rendering.RenderQueue"> <summary> <para>Determine in which order objects are renderered.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.AlphaTest"> <summary> <para>Alpha tested geometry uses this queue.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.Background"> <summary> <para>This render queue is rendered before any others.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.Geometry"> <summary> <para>Opaque geometry uses this queue.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.GeometryLast"> <summary> <para>Last render queue that is considered "opaque".</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.Overlay"> <summary> <para>This render queue is meant for overlay effects.</para> </summary> </member> <member name="F:UnityEngine.Rendering.RenderQueue.Transparent"> <summary> <para>This render queue is rendered after Geometry and AlphaTest, in back-to-front order.</para> </summary> </member> <member name="T:UnityEngine.Rendering.RenderTargetIdentifier"> <summary> <para>Identifies a RenderTexture for a Rendering.CommandBuffer.</para> </summary> </member> <member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Rendering.BuiltinRenderTextureType)"> <summary> <para>Creates a render target identifier.</para> </summary> <param name="type">Built-in temporary render texture type.</param> <param name="name">Temporary render texture name.</param> <param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param> <param name="tex">RenderTexture or Texture object to use.</param> </member> <member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.String)"> <summary> <para>Creates a render target identifier.</para> </summary> <param name="type">Built-in temporary render texture type.</param> <param name="name">Temporary render texture name.</param> <param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param> <param name="tex">RenderTexture or Texture object to use.</param> </member> <member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.Int32)"> <summary> <para>Creates a render target identifier.</para> </summary> <param name="type">Built-in temporary render texture type.</param> <param name="name">Temporary render texture name.</param> <param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param> <param name="tex">RenderTexture or Texture object to use.</param> </member> <member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Texture)"> <summary> <para>Creates a render target identifier.</para> </summary> <param name="type">Built-in temporary render texture type.</param> <param name="name">Temporary render texture name.</param> <param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param> <param name="tex">RenderTexture or Texture object to use.</param> </member> <member name="T:UnityEngine.Rendering.ShadowCastingMode"> <summary> <para>How shadows are cast from this object.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowCastingMode.Off"> <summary> <para>No shadows are cast from this object.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowCastingMode.On"> <summary> <para>Shadows are cast from this object.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly"> <summary> <para>Object casts shadows, but is otherwise invisible in the scene.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowCastingMode.TwoSided"> <summary> <para>Shadows are cast from this object, treating it as two-sided.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ShadowMapPass"> <summary> <para>Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.All"> <summary> <para>All shadow map passes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.Directional"> <summary> <para>All directional shadow map passes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade0"> <summary> <para>First directional shadow map cascade.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade1"> <summary> <para>Second directional shadow map cascade.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade2"> <summary> <para>Third directional shadow map cascade.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade3"> <summary> <para>Fourth directional shadow map cascade.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.Pointlight"> <summary> <para>All point light shadow passes.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeX"> <summary> <para>-X point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeY"> <summary> <para>-Y point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeZ"> <summary> <para>-Z point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveX"> <summary> <para>+X point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveY"> <summary> <para>+Y point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveZ"> <summary> <para>+Z point light shadow cubemap face.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowMapPass.Spotlight"> <summary> <para>Spotlight shadow pass.</para> </summary> </member> <member name="T:UnityEngine.Rendering.ShadowSamplingMode"> <summary> <para>Used by CommandBuffer.SetShadowSamplingMode.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowSamplingMode.CompareDepths"> <summary> <para>Default shadow sampling mode: sampling with a comparison filter.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowSamplingMode.None"> <summary> <para>In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap.</para> </summary> </member> <member name="F:UnityEngine.Rendering.ShadowSamplingMode.RawDepth"> <summary> <para>Shadow sampling mode for sampling the depth value.</para> </summary> </member> <member name="T:UnityEngine.Rendering.SortingGroup"> <summary> <para>Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.</para> </summary> </member> <member name="P:UnityEngine.Rendering.SortingGroup.sortingLayerID"> <summary> <para>Unique ID of the Renderer's sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Rendering.SortingGroup.sortingLayerName"> <summary> <para>Name of the Renderer's sorting layer.</para> </summary> </member> <member name="P:UnityEngine.Rendering.SortingGroup.sortingOrder"> <summary> <para>Renderer's order within a sorting layer.</para> </summary> </member> <member name="T:UnityEngine.Rendering.SphericalHarmonicsL2"> <summary> <para>Spherical harmonics up to the second order (3 bands, 9 coefficients).</para> </summary> </member> <member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddAmbientLight(UnityEngine.Color)"> <summary> <para>Add ambient lighting to probe data.</para> </summary> <param name="color"></param> </member> <member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddDirectionalLight(UnityEngine.Vector3,UnityEngine.Color,System.Single)"> <summary> <para>Add directional light to probe data.</para> </summary> <param name="direction"></param> <param name="color"></param> <param name="intensity"></param> </member> <member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.Clear"> <summary> <para>Clears SH probe to zero.</para> </summary> </member> <member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.Evaluate(UnityEngine.Vector3[],UnityEngine.Color[])"> <summary> <para>Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized.</para> </summary> <param name="directions">Normalized directions for which the spherical harmonics are to be evaluated.</param> <param name="results">Output array for the evaluated values of the corresponding directions.</param> </member> <member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Equal(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)"> <summary> <para>Returns true if SH probes are equal.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(UnityEngine.Rendering.SphericalHarmonicsL2,System.Single)"> <summary> <para>Scales SH by a given factor.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(System.Single,UnityEngine.Rendering.SphericalHarmonicsL2)"> <summary> <para>Scales SH by a given factor.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_NotEqual(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)"> <summary> <para>Returns true if SH probes are different.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Plus(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)"> <summary> <para>Adds two SH probes.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="P:UnityEngine.Rendering.SphericalHarmonicsL2.this"> <summary> <para>Access individual SH coefficients.</para> </summary> </member> <member name="T:UnityEngine.Rendering.SplashScreen"> <summary> <para>Provides an interface to the Unity splash screen.</para> </summary> </member> <member name="P:UnityEngine.Rendering.SplashScreen.isFinished"> <summary> <para>Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration.</para> </summary> </member> <member name="M:UnityEngine.Rendering.SplashScreen.Begin"> <summary> <para>Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing.</para> </summary> </member> <member name="M:UnityEngine.Rendering.SplashScreen.Draw"> <summary> <para>Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this.</para> </summary> </member> <member name="T:UnityEngine.Rendering.StencilOp"> <summary> <para>Specifies the operation that's performed on the stencil buffer when rendering.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.DecrementSaturate"> <summary> <para>Decrements the current stencil buffer value. Clamps to 0.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.DecrementWrap"> <summary> <para>Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.IncrementSaturate"> <summary> <para>Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.IncrementWrap"> <summary> <para>Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.Invert"> <summary> <para>Bitwise inverts the current stencil buffer value.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.Keep"> <summary> <para>Keeps the current stencil value.</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.Replace"> <summary> <para>Replace the stencil buffer value with reference value (specified in the shader).</para> </summary> </member> <member name="F:UnityEngine.Rendering.StencilOp.Zero"> <summary> <para>Sets the stencil buffer value to zero.</para> </summary> </member> <member name="T:UnityEngine.Rendering.TextureDimension"> <summary> <para>Texture "dimension" (type).</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Any"> <summary> <para>Any texture type.</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Cube"> <summary> <para>Cubemap texture.</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.CubeArray"> <summary> <para>Cubemap array texture (CubemapArray).</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.None"> <summary> <para>No texture is assigned.</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Tex2D"> <summary> <para>2D texture (Texture2D).</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Tex2DArray"> <summary> <para>2D array texture (Texture2DArray).</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Tex3D"> <summary> <para>3D volume texture (Texture3D).</para> </summary> </member> <member name="F:UnityEngine.Rendering.TextureDimension.Unknown"> <summary> <para>Texture type is not initialized or unknown.</para> </summary> </member> <member name="T:UnityEngine.Rendering.UVChannelFlags"> <summary> <para>A flag representing each UV channel.</para> </summary> </member> <member name="F:UnityEngine.Rendering.UVChannelFlags.UV0"> <summary> <para>First UV channel.</para> </summary> </member> <member name="F:UnityEngine.Rendering.UVChannelFlags.UV1"> <summary> <para>Second UV channel.</para> </summary> </member> <member name="F:UnityEngine.Rendering.UVChannelFlags.UV2"> <summary> <para>Third UV channel.</para> </summary> </member> <member name="F:UnityEngine.Rendering.UVChannelFlags.UV3"> <summary> <para>Fourth UV channel.</para> </summary> </member> <member name="T:UnityEngine.RenderingPath"> <summary> <para>Rendering path of a Camera.</para> </summary> </member> <member name="F:UnityEngine.RenderingPath.DeferredLighting"> <summary> <para>Deferred Lighting (Legacy).</para> </summary> </member> <member name="F:UnityEngine.RenderingPath.DeferredShading"> <summary> <para>Deferred Shading.</para> </summary> </member> <member name="F:UnityEngine.RenderingPath.Forward"> <summary> <para>Forward Rendering.</para> </summary> </member> <member name="F:UnityEngine.RenderingPath.UsePlayerSettings"> <summary> <para>Use Player Settings.</para> </summary> </member> <member name="F:UnityEngine.RenderingPath.VertexLit"> <summary> <para>Vertex Lit.</para> </summary> </member> <member name="T:UnityEngine.RenderMode"> <summary> <para>RenderMode for the Canvas.</para> </summary> </member> <member name="F:UnityEngine.RenderMode.ScreenSpaceCamera"> <summary> <para>Render using the Camera configured on the Canvas.</para> </summary> </member> <member name="F:UnityEngine.RenderMode.ScreenSpaceOverlay"> <summary> <para>Render at the end of the scene using a 2D Canvas.</para> </summary> </member> <member name="F:UnityEngine.RenderMode.WorldSpace"> <summary> <para>Render using any Camera in the scene that can render the layer.</para> </summary> </member> <member name="T:UnityEngine.RenderSettings"> <summary> <para>The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientEquatorColor"> <summary> <para>Ambient lighting coming from the sides.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientGroundColor"> <summary> <para>Ambient lighting coming from below.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientIntensity"> <summary> <para>How much the light from the Ambient Source affects the scene.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientLight"> <summary> <para>Flat ambient lighting color.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientMode"> <summary> <para>Ambient lighting mode.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientProbe"> <summary> <para>Custom or skybox ambient lighting data.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.ambientSkyColor"> <summary> <para>Ambient lighting coming from above.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.customReflection"> <summary> <para>Custom specular reflection cubemap.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.defaultReflectionMode"> <summary> <para>Default reflection mode.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.defaultReflectionResolution"> <summary> <para>Cubemap resolution for default reflection.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.flareFadeSpeed"> <summary> <para>The fade speed of all flares in the scene.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.flareStrength"> <summary> <para>The intensity of all flares in the scene.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fog"> <summary> <para>Is fog enabled?</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fogColor"> <summary> <para>The color of the fog.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fogDensity"> <summary> <para>The density of the exponential fog.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fogEndDistance"> <summary> <para>The ending distance of linear fog.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fogMode"> <summary> <para>Fog mode to use.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.fogStartDistance"> <summary> <para>The starting distance of linear fog.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.haloStrength"> <summary> <para>Size of the Light halos.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.reflectionBounces"> <summary> <para>The number of times a reflection includes other reflections.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.reflectionIntensity"> <summary> <para>How much the skybox / custom cubemap reflection affects the scene.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.skybox"> <summary> <para>The global skybox to use.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.subtractiveShadowColor"> <summary> <para>The color used for the sun shadows in the Subtractive lightmode.</para> </summary> </member> <member name="P:UnityEngine.RenderSettings.sun"> <summary> <para>The light used by the procedural skybox.</para> </summary> </member> <member name="T:UnityEngine.RenderTargetSetup"> <summary> <para>Fully describes setup of RenderTarget.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.color"> <summary> <para>Color Buffers to set.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.colorLoad"> <summary> <para>Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.colorStore"> <summary> <para>Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.cubemapFace"> <summary> <para>Cubemap face to render to.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.depth"> <summary> <para>Depth Buffer to set.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.depthLoad"> <summary> <para>Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.depthSlice"> <summary> <para>Slice of a Texture3D or Texture2DArray to set as a render target.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.depthStore"> <summary> <para>Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself.</para> </summary> </member> <member name="F:UnityEngine.RenderTargetSetup.mipLevel"> <summary> <para>Mip Level to render to.</para> </summary> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer,System.Int32)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)"> <summary> <para>Constructs RenderTargetSetup.</para> </summary> <param name="color">Color Buffer(s) to set.</param> <param name="depth">Depth Buffer to set.</param> <param name="mipLevel">Mip Level to render to.</param> <param name="face">Cubemap face to render to.</param> <param name="mip"></param> </member> <member name="T:UnityEngine.RenderTexture"> <summary> <para>Render textures are textures that can be rendered to.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.active"> <summary> <para>Currently active render texture.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.antiAliasing"> <summary> <para>The antialiasing level for the RenderTexture.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.autoGenerateMips"> <summary> <para>Mipmap levels are generated automatically when this flag is set.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.colorBuffer"> <summary> <para>Color buffer of the render texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.depth"> <summary> <para>The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.depthBuffer"> <summary> <para>Depth/stencil buffer of the render texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.descriptor"> <summary> <para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.dimension"> <summary> <para>Dimensionality (type) of the render texture.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.enableRandomWrite"> <summary> <para>Enable random access write into this render texture on Shader Model 5.0 level shaders.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.format"> <summary> <para>The color format of the render texture.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.height"> <summary> <para>The height of the render texture in pixels.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.isVolume"> <summary> <para>If enabled, this Render Texture will be used as a Texture3D.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.memorylessMode"> <summary> <para>The render texture memoryless mode property.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.sRGB"> <summary> <para>Does this render texture use sRGB read/write conversions (Read Only).</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.useMipMap"> <summary> <para>Render texture has mipmaps when this flag is set.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.volumeDepth"> <summary> <para>Volume extent of a 3D render texture or number of slices of array texture.</para> </summary> </member> <member name="P:UnityEngine.RenderTexture.width"> <summary> <para>The width of the render texture in pixels.</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.Create"> <summary> <para>Actually creates the RenderTexture.</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32)"> <summary> <para>Creates a new RenderTexture object.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Texture color format.</param> <param name="readWrite">How or if color space conversions should be done on texture read/write.</param> <param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param> <param name="textureToCopy">Copy the settings from another RenderTexture.</param> </member> <member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat)"> <summary> <para>Creates a new RenderTexture object.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Texture color format.</param> <param name="readWrite">How or if color space conversions should be done on texture read/write.</param> <param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param> <param name="textureToCopy">Copy the settings from another RenderTexture.</param> </member> <member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)"> <summary> <para>Creates a new RenderTexture object.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Texture color format.</param> <param name="readWrite">How or if color space conversions should be done on texture read/write.</param> <param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param> <param name="textureToCopy">Copy the settings from another RenderTexture.</param> </member> <member name="M:UnityEngine.RenderTexture.#ctor(UnityEngine.RenderTexture)"> <summary> <para>Creates a new RenderTexture object.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Texture color format.</param> <param name="readWrite">How or if color space conversions should be done on texture read/write.</param> <param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param> <param name="textureToCopy">Copy the settings from another RenderTexture.</param> </member> <member name="M:UnityEngine.RenderTexture.#ctor(UnityEngine.RenderTextureDescriptor)"> <summary> <para>Creates a new RenderTexture object.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Texture color format.</param> <param name="readWrite">How or if color space conversions should be done on texture read/write.</param> <param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param> <param name="textureToCopy">Copy the settings from another RenderTexture.</param> </member> <member name="M:UnityEngine.RenderTexture.DiscardContents"> <summary> <para>Hint the GPU driver that the contents of the RenderTexture will not be used.</para> </summary> <param name="discardColor">Should the colour buffer be discarded?</param> <param name="discardDepth">Should the depth buffer be discarded?</param> </member> <member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)"> <summary> <para>Hint the GPU driver that the contents of the RenderTexture will not be used.</para> </summary> <param name="discardColor">Should the colour buffer be discarded?</param> <param name="discardDepth">Should the depth buffer be discarded?</param> </member> <member name="M:UnityEngine.RenderTexture.GenerateMips"> <summary> <para>Generate mipmap levels of a render texture.</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.GetNativeDepthBufferPtr"> <summary> <para>Retrieve a native (underlying graphics API) pointer to the depth buffer resource.</para> </summary> <returns> <para>Pointer to an underlying graphics API depth buffer resource.</para> </returns> </member> <member name="M:UnityEngine.RenderTexture.GetTemporary(UnityEngine.RenderTextureDescriptor)"> <summary> <para>Allocate a temporary render texture.</para> </summary> <param name="width">Width in pixels.</param> <param name="height">Height in pixels.</param> <param name="depthBuffer">Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Render texture format.</param> <param name="readWrite">Color space conversion mode.</param> <param name="msaaSamples">Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.</param> <param name="memorylessMode">Render texture memoryless mode.</param> <param name="desc">Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.</param> <param name="antiAliasing"></param> </member> <member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)"> <summary> <para>Allocate a temporary render texture.</para> </summary> <param name="width">Width in pixels.</param> <param name="height">Height in pixels.</param> <param name="depthBuffer">Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param> <param name="format">Render texture format.</param> <param name="readWrite">Color space conversion mode.</param> <param name="msaaSamples">Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.</param> <param name="memorylessMode">Render texture memoryless mode.</param> <param name="desc">Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.</param> <param name="antiAliasing"></param> </member> <member name="M:UnityEngine.RenderTexture.IsCreated"> <summary> <para>Is the render texture actually created?</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.MarkRestoreExpected"> <summary> <para>Indicate that there's a RenderTexture restore operation expected.</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.Release"> <summary> <para>Releases the RenderTexture.</para> </summary> </member> <member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)"> <summary> <para>Release a temporary texture allocated with GetTemporary.</para> </summary> <param name="temp"></param> </member> <member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)"> <summary> <para>Assigns this RenderTexture as a global shader property named propertyName.</para> </summary> <param name="propertyName"></param> </member> <member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)"> <summary> <para>Does a RenderTexture have stencil buffer?</para> </summary> <param name="rt">Render texture, or null for main screen.</param> </member> <member name="T:UnityEngine.RenderTextureCreationFlags"> <summary> <para>Set of flags that control the state of a newly-created RenderTexture.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.AllowVerticalFlip"> <summary> <para>Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.AutoGenerateMips"> <summary> <para>Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. See RenderTexture.autoGenerateMips for more details.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.CreatedFromScript"> <summary> <para>This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.EnableRandomWrite"> <summary> <para>Set this flag to enable random access writes to the RenderTexture from shaders. Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.EyeTexture"> <summary> <para>Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.MipMap"> <summary> <para>Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureCreationFlags.SRGB"> <summary> <para>When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details.</para> </summary> </member> <member name="T:UnityEngine.RenderTextureDescriptor"> <summary> <para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.autoGenerateMips"> <summary> <para>Mipmap levels are generated automatically when this flag is set.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.colorFormat"> <summary> <para>The color format for the RenderTexture.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.depthBufferBits"> <summary> <para>The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). See RenderTexture.depth.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.dimension"> <summary> <para>Dimensionality (type) of the render texture. See RenderTexture.dimension.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.enableRandomWrite"> <summary> <para>Enable random access write into this render texture on Shader Model 5.0 level shaders. See RenderTexture.enableRandomWrite.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.flags"> <summary> <para>A set of RenderTextureCreationFlags that control how the texture is created.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.height"> <summary> <para>The height of the render texture in pixels.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.memoryless"> <summary> <para>The render texture memoryless mode property.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.msaaSamples"> <summary> <para>The multisample antialiasing level for the RenderTexture. See RenderTexture.antiAliasing.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.shadowSamplingMode"> <summary> <para>Determines how the RenderTexture is sampled if it is used as a shadow map. See ShadowSamplingMode for more details.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.sRGB"> <summary> <para>This flag causes the render texture uses sRGB read/write conversions.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.useMipMap"> <summary> <para>Render texture has mipmaps when this flag is set. See RenderTexture.useMipMap.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.volumeDepth"> <summary> <para>Volume extent of a 3D render texture.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.vrUsage"> <summary> <para>If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDescriptor.</para> </summary> </member> <member name="P:UnityEngine.RenderTextureDescriptor.width"> <summary> <para>The width of the render texture in pixels.</para> </summary> </member> <member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32)"> <summary> <para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para> </summary> <param name="width">Width of the RenderTexture in pixels.</param> <param name="height">Height of the RenderTexture in pixels.</param> <param name="colorFormat">The color format for the RenderTexture.</param> <param name="depthBufferBits">The number of bits to use for the depth buffer.</param> </member> <member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat)"> <summary> <para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para> </summary> <param name="width">Width of the RenderTexture in pixels.</param> <param name="height">Height of the RenderTexture in pixels.</param> <param name="colorFormat">The color format for the RenderTexture.</param> <param name="depthBufferBits">The number of bits to use for the depth buffer.</param> </member> <member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat,System.Int32)"> <summary> <para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para> </summary> <param name="width">Width of the RenderTexture in pixels.</param> <param name="height">Height of the RenderTexture in pixels.</param> <param name="colorFormat">The color format for the RenderTexture.</param> <param name="depthBufferBits">The number of bits to use for the depth buffer.</param> </member> <member name="T:UnityEngine.RenderTextureFormat"> <summary> <para>Format of a RenderTexture.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGB1555"> <summary> <para>Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGB2101010"> <summary> <para>Color render texture format. 10 bits for colors, 2 bits for alpha.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGB32"> <summary> <para>Color render texture format, 8 bits per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGB4444"> <summary> <para>Color render texture format, 4 bit per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGB64"> <summary> <para>Four color render texture format, 16 bits per channel, fixed point, unsigned normalized.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGBFloat"> <summary> <para>Color render texture format, 32 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGBHalf"> <summary> <para>Color render texture format, 16 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.ARGBInt"> <summary> <para>Four channel (ARGB) render texture format, 32 bit signed integer per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.BGRA32"> <summary> <para>Color render texture format, 8 bits per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.Default"> <summary> <para>Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.DefaultHDR"> <summary> <para>Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.Depth"> <summary> <para>A depth render texture format.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.R8"> <summary> <para>Scalar (R) render texture format, 8 bit fixed point.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RFloat"> <summary> <para>Scalar (R) render texture format, 32 bit floating point.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RG16"> <summary> <para>Two channel (RG) render texture format, 8 bits per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RG32"> <summary> <para>Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGB111110Float"> <summary> <para>Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGB565"> <summary> <para>Color render texture format.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGBAUShort"> <summary> <para>Four channel (RGBA) render texture format, 16 bit unsigned integer per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGFloat"> <summary> <para>Two color (RG) render texture format, 32 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGHalf"> <summary> <para>Two color (RG) render texture format, 16 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RGInt"> <summary> <para>Two channel (RG) render texture format, 32 bit signed integer per channel.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RHalf"> <summary> <para>Scalar (R) render texture format, 16 bit floating point.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.RInt"> <summary> <para>Scalar (R) render texture format, 32 bit signed integer.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureFormat.Shadowmap"> <summary> <para>A native shadowmap render texture format.</para> </summary> </member> <member name="T:UnityEngine.RenderTextureMemoryless"> <summary> <para>Flags enumeration of the render texture memoryless modes.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureMemoryless.Color"> <summary> <para>Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureMemoryless.Depth"> <summary> <para>Render texture depth pixels are memoryless.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureMemoryless.MSAA"> <summary> <para>Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureMemoryless.None"> <summary> <para>The render texture is not memoryless.</para> </summary> </member> <member name="T:UnityEngine.RenderTextureReadWrite"> <summary> <para>Color space conversion mode of a RenderTexture.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureReadWrite.sRGB"> <summary> <para>Render texture contains sRGB (color) data, perform Linear&lt;-&gt;sRGB conversions on it.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureReadWrite.Default"> <summary> <para>Default color space conversion based on project settings.</para> </summary> </member> <member name="F:UnityEngine.RenderTextureReadWrite.Linear"> <summary> <para>Render texture contains linear (non-color) data; don't perform color conversions on it.</para> </summary> </member> <member name="T:UnityEngine.RequireComponent"> <summary> <para>The RequireComponent attribute automatically adds required components as dependencies.</para> </summary> </member> <member name="M:UnityEngine.RequireComponent.#ctor(System.Type)"> <summary> <para>Require a single component.</para> </summary> <param name="requiredComponent"></param> </member> <member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type)"> <summary> <para>Require two components.</para> </summary> <param name="requiredComponent"></param> <param name="requiredComponent2"></param> </member> <member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type,System.Type)"> <summary> <para>Require three components.</para> </summary> <param name="requiredComponent"></param> <param name="requiredComponent2"></param> <param name="requiredComponent3"></param> </member> <member name="T:UnityEngine.Resolution"> <summary> <para>Represents a display resolution.</para> </summary> </member> <member name="P:UnityEngine.Resolution.height"> <summary> <para>Resolution height in pixels.</para> </summary> </member> <member name="P:UnityEngine.Resolution.refreshRate"> <summary> <para>Resolution's vertical refresh rate in Hz.</para> </summary> </member> <member name="P:UnityEngine.Resolution.width"> <summary> <para>Resolution width in pixels.</para> </summary> </member> <member name="M:UnityEngine.Resolution.ToString"> <summary> <para>Returns a nicely formatted string of the resolution.</para> </summary> <returns> <para>A string with the format "width x height @ refreshRateHz".</para> </returns> </member> <member name="T:UnityEngine.ResourceRequest"> <summary> <para>Asynchronous load request from the Resources bundle.</para> </summary> </member> <member name="P:UnityEngine.ResourceRequest.asset"> <summary> <para>Asset object being loaded (Read Only).</para> </summary> </member> <member name="T:UnityEngine.Resources"> <summary> <para>The Resources class allows you to find and access Objects including assets.</para> </summary> </member> <member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)"> <summary> <para>Returns a list of all objects of Type type.</para> </summary> <param name="type">Type of the class to match while searching.</param> <returns> <para>An array of objects whose class is type or is derived from type.</para> </returns> </member> <member name="M:UnityEngine.Resources.FindObjectsOfTypeAll"> <summary> <para>Returns a list of all objects of Type T.</para> </summary> </member> <member name="M:UnityEngine.Resources.Load(System.String)"> <summary> <para>Loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> </member> <member name="M:UnityEngine.Resources.Load(System.String,System.Type)"> <summary> <para>Loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> </member> <member name="M:UnityEngine.Resources.Load(System.String)"> <summary> <para>Loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> </member> <member name="M:UnityEngine.Resources.LoadAll(System.String)"> <summary> <para>Loads all assets in a folder or file at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> </member> <member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)"> <summary> <para>Loads all assets in a folder or file at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> </member> <member name="M:UnityEngine.Resources.LoadAll(System.String)"> <summary> <para>Loads all assets in a folder or file at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> </member> <member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String,System.Type)"> <summary> <para>Returns a resource at an asset path (Editor Only).</para> </summary> <param name="assetPath">Pathname of the target asset.</param> <param name="type">Type filter for objects returned.</param> </member> <member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String)"> <summary> <para>Returns a resource at an asset path (Editor Only).</para> </summary> <param name="assetPath">Pathname of the target asset.</param> </member> <member name="M:UnityEngine.Resources.LoadAsync(System.String)"> <summary> <para>Asynchronously loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> <param name="type"></param> </member> <member name="M:UnityEngine.Resources.LoadAsync(System.String,System.Type)"> <summary> <para>Asynchronously loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> <param name="systemTypeInstance">Type filter for objects returned.</param> <param name="type"></param> </member> <member name="M:UnityEngine.Resources.LoadAsync(System.String)"> <summary> <para>Asynchronously loads an asset stored at path in a Resources folder.</para> </summary> <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param> </member> <member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)"> <summary> <para>Unloads assetToUnload from memory.</para> </summary> <param name="assetToUnload"></param> </member> <member name="M:UnityEngine.Resources.UnloadUnusedAssets"> <summary> <para>Unloads assets that are not used.</para> </summary> <returns> <para>Object on which you can yield to wait until the operation completes.</para> </returns> </member> <member name="T:UnityEngine.Rigidbody"> <summary> <para>Control of an object's position through physics simulation.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.angularDrag"> <summary> <para>The angular drag of the object.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.angularVelocity"> <summary> <para>The angular velocity vector of the rigidbody measured in radians per second.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.centerOfMass"> <summary> <para>The center of mass relative to the transform's origin.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.collisionDetectionMode"> <summary> <para>The Rigidbody's collision detection mode.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.constraints"> <summary> <para>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.detectCollisions"> <summary> <para>Should collision detection be enabled? (By default always enabled).</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.drag"> <summary> <para>The drag of the object.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.freezeRotation"> <summary> <para>Controls whether physics will change the rotation of the object.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.inertiaTensor"> <summary> <para>The diagonal inertia tensor of mass relative to the center of mass.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.inertiaTensorRotation"> <summary> <para>The rotation of the inertia tensor.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.interpolation"> <summary> <para>Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.isKinematic"> <summary> <para>Controls whether physics affects the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.mass"> <summary> <para>The mass of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.maxAngularVelocity"> <summary> <para>The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.maxDepenetrationVelocity"> <summary> <para>Maximum velocity of a rigidbody when moving out of penetrating state.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.position"> <summary> <para>The position of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.rotation"> <summary> <para>The rotation of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.sleepAngularVelocity"> <summary> <para>The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.sleepThreshold"> <summary> <para>The mass-normalized energy threshold, below which objects start going to sleep.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.sleepVelocity"> <summary> <para>The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.solverIterations"> <summary> <para>The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.solverVelocityIterations"> <summary> <para>The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.useConeFriction"> <summary> <para>Force cone friction to be used for this rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.useGravity"> <summary> <para>Controls whether gravity affects this rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.velocity"> <summary> <para>The velocity vector of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody.worldCenterOfMass"> <summary> <para>The center of mass of the rigidbody in world space (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single)"> <summary> <para>Applies a force to a rigidbody that simulates explosion effects.</para> </summary> <param name="explosionForce">The force of the explosion (which may be modified by distance).</param> <param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param> <param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param> <param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param> <param name="mode">The method used to apply the force to its targets.</param> </member> <member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Applies a force to a rigidbody that simulates explosion effects.</para> </summary> <param name="explosionForce">The force of the explosion (which may be modified by distance).</param> <param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param> <param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param> <param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param> <param name="mode">The method used to apply the force to its targets.</param> </member> <member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.ForceMode)"> <summary> <para>Applies a force to a rigidbody that simulates explosion effects.</para> </summary> <param name="explosionForce">The force of the explosion (which may be modified by distance).</param> <param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param> <param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param> <param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param> <param name="mode">The method used to apply the force to its targets.</param> </member> <member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3)"> <summary> <para>Adds a force to the Rigidbody.</para> </summary> <param name="force">Force vector in world coordinates.</param> <param name="mode">Type of force to apply.</param> </member> <member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)"> <summary> <para>Adds a force to the Rigidbody.</para> </summary> <param name="force">Force vector in world coordinates.</param> <param name="mode">Type of force to apply.</param> </member> <member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single)"> <summary> <para>Adds a force to the Rigidbody.</para> </summary> <param name="x">Size of force along the world x-axis.</param> <param name="y">Size of force along the world y-axis.</param> <param name="z">Size of force along the world z-axis.</param> <param name="mode">Type of force to apply.</param> </member> <member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)"> <summary> <para>Adds a force to the Rigidbody.</para> </summary> <param name="x">Size of force along the world x-axis.</param> <param name="y">Size of force along the world y-axis.</param> <param name="z">Size of force along the world z-axis.</param> <param name="mode">Type of force to apply.</param> </member> <member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Applies force at position. As a result this will apply a torque and force on the object.</para> </summary> <param name="force">Force vector in world coordinates.</param> <param name="position">Position in world coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)"> <summary> <para>Applies force at position. As a result this will apply a torque and force on the object.</para> </summary> <param name="force">Force vector in world coordinates.</param> <param name="position">Position in world coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3)"> <summary> <para>Adds a force to the rigidbody relative to its coordinate system.</para> </summary> <param name="force">Force vector in local coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)"> <summary> <para>Adds a force to the rigidbody relative to its coordinate system.</para> </summary> <param name="force">Force vector in local coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single)"> <summary> <para>Adds a force to the rigidbody relative to its coordinate system.</para> </summary> <param name="x">Size of force along the local x-axis.</param> <param name="y">Size of force along the local y-axis.</param> <param name="z">Size of force along the local z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)"> <summary> <para>Adds a force to the rigidbody relative to its coordinate system.</para> </summary> <param name="x">Size of force along the local x-axis.</param> <param name="y">Size of force along the local y-axis.</param> <param name="z">Size of force along the local z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3)"> <summary> <para>Adds a torque to the rigidbody relative to its coordinate system.</para> </summary> <param name="torque">Torque vector in local coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)"> <summary> <para>Adds a torque to the rigidbody relative to its coordinate system.</para> </summary> <param name="torque">Torque vector in local coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single)"> <summary> <para>Adds a torque to the rigidbody relative to its coordinate system.</para> </summary> <param name="x">Size of torque along the local x-axis.</param> <param name="y">Size of torque along the local y-axis.</param> <param name="z">Size of torque along the local z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)"> <summary> <para>Adds a torque to the rigidbody relative to its coordinate system.</para> </summary> <param name="x">Size of torque along the local x-axis.</param> <param name="y">Size of torque along the local y-axis.</param> <param name="z">Size of torque along the local z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3)"> <summary> <para>Adds a torque to the rigidbody.</para> </summary> <param name="torque">Torque vector in world coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)"> <summary> <para>Adds a torque to the rigidbody.</para> </summary> <param name="torque">Torque vector in world coordinates.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single)"> <summary> <para>Adds a torque to the rigidbody.</para> </summary> <param name="x">Size of torque along the world x-axis.</param> <param name="y">Size of torque along the world y-axis.</param> <param name="z">Size of torque along the world z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)"> <summary> <para>Adds a torque to the rigidbody.</para> </summary> <param name="x">Size of torque along the world x-axis.</param> <param name="y">Size of torque along the world y-axis.</param> <param name="z">Size of torque along the world z-axis.</param> <param name="mode"></param> </member> <member name="M:UnityEngine.Rigidbody.ClosestPointOnBounds(UnityEngine.Vector3)"> <summary> <para>The closest point to the bounding box of the attached colliders.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Rigidbody.GetPointVelocity(UnityEngine.Vector3)"> <summary> <para>The velocity of the rigidbody at the point worldPoint in global space.</para> </summary> <param name="worldPoint"></param> </member> <member name="M:UnityEngine.Rigidbody.GetRelativePointVelocity(UnityEngine.Vector3)"> <summary> <para>The velocity relative to the rigidbody at the point relativePoint.</para> </summary> <param name="relativePoint"></param> </member> <member name="M:UnityEngine.Rigidbody.IsSleeping"> <summary> <para>Is the rigidbody sleeping?</para> </summary> </member> <member name="M:UnityEngine.Rigidbody.MovePosition(UnityEngine.Vector3)"> <summary> <para>Moves the rigidbody to position.</para> </summary> <param name="position">The new position for the Rigidbody object.</param> </member> <member name="M:UnityEngine.Rigidbody.MoveRotation(UnityEngine.Quaternion)"> <summary> <para>Rotates the rigidbody to rotation.</para> </summary> <param name="rot">The new rotation for the Rigidbody.</param> </member> <member name="M:UnityEngine.Rigidbody.ResetCenterOfMass"> <summary> <para>Reset the center of mass of the rigidbody.</para> </summary> </member> <member name="M:UnityEngine.Rigidbody.ResetInertiaTensor"> <summary> <para>Reset the inertia tensor value and rotation.</para> </summary> </member> <member name="M:UnityEngine.Rigidbody.SetDensity(System.Single)"> <summary> <para>Sets the mass based on the attached colliders assuming a constant density.</para> </summary> <param name="density"></param> </member> <member name="M:UnityEngine.Rigidbody.Sleep"> <summary> <para>Forces a rigidbody to sleep at least one frame.</para> </summary> </member> <member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Tests if a rigidbody would collide with anything, if it was moved through the scene.</para> </summary> <param name="direction">The direction into which to sweep the rigidbody.</param> <param name="hitInfo">If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).</param> <param name="maxDistance">The length of the sweep.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>True when the rigidbody sweep intersects any collider, otherwise false.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3,System.Single,UnityEngine.QueryTriggerInteraction)"> <summary> <para>Like Rigidbody.SweepTest, but returns all hits.</para> </summary> <param name="direction">The direction into which to sweep the rigidbody.</param> <param name="maxDistance">The length of the sweep.</param> <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> <returns> <para>An array of all colliders hit in the sweep.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody.WakeUp"> <summary> <para>Forces a rigidbody to wake up.</para> </summary> </member> <member name="T:UnityEngine.Rigidbody2D"> <summary> <para>Rigidbody physics component for 2D sprites.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.angularDrag"> <summary> <para>Coefficient of angular drag.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.angularVelocity"> <summary> <para>Angular velocity in degrees per second.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.attachedColliderCount"> <summary> <para>Returns the number of Collider2D attached to this Rigidbody2D.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.bodyType"> <summary> <para>The physical behaviour type of the Rigidbody2D.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.centerOfMass"> <summary> <para>The center of mass of the rigidBody in local space.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.collisionDetectionMode"> <summary> <para>The method used by the physics engine to check if two objects have collided.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.constraints"> <summary> <para>Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.drag"> <summary> <para>Coefficient of drag.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.fixedAngle"> <summary> <para>Should the rigidbody be prevented from rotating?</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.freezeRotation"> <summary> <para>Controls whether physics will change the rotation of the object.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.gravityScale"> <summary> <para>The degree to which this object is affected by gravity.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.inertia"> <summary> <para>The rigidBody rotational inertia.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.interpolation"> <summary> <para>Physics interpolation used between updates.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.isKinematic"> <summary> <para>Should this rigidbody be taken out of physics control?</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.mass"> <summary> <para>Mass of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.position"> <summary> <para>The position of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.rotation"> <summary> <para>The rotation of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.sharedMaterial"> <summary> <para>The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.simulated"> <summary> <para>Indicates whether the rigid body should be simulated or not by the physics system.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.sleepMode"> <summary> <para>The sleep state that the rigidbody will initially be in.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.useAutoMass"> <summary> <para>Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders?</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.useFullKinematicContacts"> <summary> <para>Should kinematickinematic and kinematicstatic collisions be allowed?</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.velocity"> <summary> <para>Linear velocity of the rigidbody.</para> </summary> </member> <member name="P:UnityEngine.Rigidbody2D.worldCenterOfMass"> <summary> <para>Gets the center of mass of the rigidBody in global space.</para> </summary> </member> <member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)"> <summary> <para>Apply a force to the rigidbody.</para> </summary> <param name="force">Components of the force in the X and Y axes.</param> <param name="mode">The method used to apply the specified force.</param> </member> <member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ForceMode2D)"> <summary> <para>Apply a force at a given position in space.</para> </summary> <param name="force">Components of the force in the X and Y axes.</param> <param name="position">Position in world space to apply the force.</param> <param name="mode">The method used to apply the specified force.</param> </member> <member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)"> <summary> <para>Adds a force to the rigidbody2D relative to its coordinate system.</para> </summary> <param name="relativeForce">Components of the force in the X and Y axes.</param> <param name="mode">The method used to apply the specified force.</param> </member> <member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single,UnityEngine.ForceMode2D)"> <summary> <para>Apply a torque at the rigidbody's centre of mass.</para> </summary> <param name="torque">Torque to apply.</param> <param name="mode">The force mode to use.</param> </member> <member name="M:UnityEngine.Rigidbody2D.Cast(UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.</para> </summary> <param name="direction">Vector representing the direction to cast each Collider2D shape.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the shape(s).</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.Cast(UnityEngine.Vector2,UnityEngine.ContactFilter2D,UnityEngine.RaycastHit2D[],System.Single)"> <summary> <para>All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.</para> </summary> <param name="direction">Vector representing the direction to cast each Collider2D shape.</param> <param name="contactFilter">Filter results defined by the contact filter.</param> <param name="results">Array to receive results.</param> <param name="distance">Maximum distance over which to cast the shape(s).</param> <returns> <para>The number of results returned.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.Distance(UnityEngine.Collider2D)"> <summary> <para>Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D.</para> </summary> <param name="collider">A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D.</param> <returns> <para>The minimum distance of collider against all colliders attached to this Rigidbody2D.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetAttachedColliders(UnityEngine.Collider2D[])"> <summary> <para>Returns all Collider2D that are attached to this Rigidbody2D.</para> </summary> <param name="results">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of Collider2D placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetContacts(UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points for all of the collider(s) attached to this rigidbody.</para> </summary> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetContacts(UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.</para> </summary> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetContacts(UnityEngine.ContactFilter2D,UnityEngine.ContactPoint2D[])"> <summary> <para>Retrieves all contact points for all of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="contacts">An array of ContactPoint2D used to receive the results.</param> <returns> <para>Returns the number of contacts placed in the contacts array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetContacts(UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <param name="colliders">An array of Collider2D used to receive the results.</param> <returns> <para>Returns the number of colliders placed in the colliders array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.GetPoint(UnityEngine.Vector2)"> <summary> <para>Get a local space point given the point point in rigidBody global space.</para> </summary> <param name="point">The global space point to transform into local space.</param> </member> <member name="M:UnityEngine.Rigidbody2D.GetPointVelocity(UnityEngine.Vector2)"> <summary> <para>The velocity of the rigidbody at the point Point in global space.</para> </summary> <param name="point">The global space point to calculate velocity for.</param> </member> <member name="M:UnityEngine.Rigidbody2D.GetRelativePoint(UnityEngine.Vector2)"> <summary> <para>Get a global space point given the point relativePoint in rigidBody local space.</para> </summary> <param name="relativePoint">The local space point to transform into global space.</param> </member> <member name="M:UnityEngine.Rigidbody2D.GetRelativePointVelocity(UnityEngine.Vector2)"> <summary> <para>The velocity of the rigidbody at the point Point in local space.</para> </summary> <param name="relativePoint">The local space point to calculate velocity for.</param> </member> <member name="M:UnityEngine.Rigidbody2D.GetRelativeVector(UnityEngine.Vector2)"> <summary> <para>Get a global space vector given the vector relativeVector in rigidBody local space.</para> </summary> <param name="relativeVector">The local space vector to transform into a global space vector.</param> </member> <member name="M:UnityEngine.Rigidbody2D.GetVector(UnityEngine.Vector2)"> <summary> <para>Get a local space vector given the vector vector in rigidBody global space.</para> </summary> <param name="vector">The global space vector to transform into a local space vector.</param> </member> <member name="M:UnityEngine.Rigidbody2D.IsAwake"> <summary> <para>Is the rigidbody "awake"?</para> </summary> </member> <member name="M:UnityEngine.Rigidbody2D.IsSleeping"> <summary> <para>Is the rigidbody "sleeping"?</para> </summary> </member> <member name="M:UnityEngine.Rigidbody2D.IsTouching(UnityEngine.Collider2D)"> <summary> <para>Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not.</para> </summary> <param name="collider">The collider to check if it is touching any of the collider(s) attached to this rigidbody.</param> <returns> <para>Whether the collider is touching any of the collider(s) attached to this rigidbody or not.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.IsTouching(UnityEngine.Collider2D,UnityEngine.ContactFilter2D)"> <summary> <para>Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.</para> </summary> <param name="collider">The collider to check if it is touching any of the collider(s) attached to this rigidbody.</param> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether the collider is touching any of the collider(s) attached to this rigidbody or not.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.IsTouching(UnityEngine.ContactFilter2D)"> <summary> <para>Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param> <returns> <para>Whether any collider is touching any of the collider(s) attached to this rigidbody or not.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.IsTouchingLayers(System.Int32)"> <summary> <para>Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.</para> </summary> <param name="layerMask">Any colliders on any of these layers count as touching.</param> <returns> <para>Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.MovePosition(UnityEngine.Vector2)"> <summary> <para>Moves the rigidbody to position.</para> </summary> <param name="position">The new position for the Rigidbody object.</param> </member> <member name="M:UnityEngine.Rigidbody2D.MoveRotation(System.Single)"> <summary> <para>Rotates the rigidbody to angle (given in degrees).</para> </summary> <param name="angle">The new rotation angle for the Rigidbody object.</param> </member> <member name="M:UnityEngine.Rigidbody2D.OverlapCollider(UnityEngine.ContactFilter2D,UnityEngine.Collider2D[])"> <summary> <para>Get a list of all colliders that overlap all colliders attached to this Rigidbody2D.</para> </summary> <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param> <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param> <returns> <para>Returns the number of results placed in the results array.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.OverlapPoint(UnityEngine.Vector2)"> <summary> <para>Check if any of the Rigidbody2D colliders overlap a point in space.</para> </summary> <param name="point">A point in world space.</param> <returns> <para>Whether the point overlapped any of the Rigidbody2D colliders.</para> </returns> </member> <member name="M:UnityEngine.Rigidbody2D.Sleep"> <summary> <para>Make the rigidbody "sleep".</para> </summary> </member> <member name="M:UnityEngine.Rigidbody2D.WakeUp"> <summary> <para>Disables the "sleeping" state of a rigidbody.</para> </summary> </member> <member name="T:UnityEngine.RigidbodyConstraints"> <summary> <para>Use these flags to constrain motion of Rigidbodies.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezeAll"> <summary> <para>Freeze rotation and motion along all axes.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezePosition"> <summary> <para>Freeze motion along all axes.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezePositionX"> <summary> <para>Freeze motion along the X-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezePositionY"> <summary> <para>Freeze motion along the Y-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezePositionZ"> <summary> <para>Freeze motion along the Z-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezeRotation"> <summary> <para>Freeze rotation along all axes.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationX"> <summary> <para>Freeze rotation along the X-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationY"> <summary> <para>Freeze rotation along the Y-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationZ"> <summary> <para>Freeze rotation along the Z-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints.None"> <summary> <para>No constraints.</para> </summary> </member> <member name="T:UnityEngine.RigidbodyConstraints2D"> <summary> <para>Use these flags to constrain motion of the Rigidbody2D.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.FreezeAll"> <summary> <para>Freeze rotation and motion along all axes.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.FreezePosition"> <summary> <para>Freeze motion along the X-axis and Y-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.FreezePositionX"> <summary> <para>Freeze motion along the X-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.FreezePositionY"> <summary> <para>Freeze motion along the Y-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.FreezeRotation"> <summary> <para>Freeze rotation along the Z-axis.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyConstraints2D.None"> <summary> <para>No constraints.</para> </summary> </member> <member name="T:UnityEngine.RigidbodyInterpolation"> <summary> <para>Rigidbody interpolation mode.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation.Extrapolate"> <summary> <para>Extrapolation will predict the position of the rigidbody based on the current velocity.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation.Interpolate"> <summary> <para>Interpolation will always lag a little bit behind but can be smoother than extrapolation.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation.None"> <summary> <para>No Interpolation.</para> </summary> </member> <member name="T:UnityEngine.RigidbodyInterpolation2D"> <summary> <para>Interpolation mode for Rigidbody2D objects.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation2D.Extrapolate"> <summary> <para>Smooth an object's movement based on an estimate of its position in the next frame.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation2D.Interpolate"> <summary> <para>Smooth movement based on the object's positions in previous frames.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyInterpolation2D.None"> <summary> <para>Do not apply any smoothing to the object's movement.</para> </summary> </member> <member name="T:UnityEngine.RigidbodySleepMode2D"> <summary> <para>Settings for a Rigidbody2D's initial sleep state.</para> </summary> </member> <member name="F:UnityEngine.RigidbodySleepMode2D.NeverSleep"> <summary> <para>Rigidbody2D never automatically sleeps.</para> </summary> </member> <member name="F:UnityEngine.RigidbodySleepMode2D.StartAsleep"> <summary> <para>Rigidbody2D is initially asleep.</para> </summary> </member> <member name="F:UnityEngine.RigidbodySleepMode2D.StartAwake"> <summary> <para>Rigidbody2D is initially awake.</para> </summary> </member> <member name="T:UnityEngine.RigidbodyType2D"> <summary> <para>The physical behaviour type of the Rigidbody2D.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyType2D.Dynamic"> <summary> <para>Sets the Rigidbody2D to have dynamic behaviour.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyType2D.Kinematic"> <summary> <para>Sets the Rigidbody2D to have kinematic behaviour.</para> </summary> </member> <member name="F:UnityEngine.RigidbodyType2D.Static"> <summary> <para>Sets the Rigidbody2D to have static behaviour.</para> </summary> </member> <member name="T:UnityEngine.RotationDriveMode"> <summary> <para>Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.</para> </summary> </member> <member name="F:UnityEngine.RotationDriveMode.Slerp"> <summary> <para>Use Slerp drive.</para> </summary> </member> <member name="F:UnityEngine.RotationDriveMode.XYAndZ"> <summary> <para>Use XY &amp; Z Drive.</para> </summary> </member> <member name="T:UnityEngine.RPC"> <summary> <para>Attribute for setting up RPC functions.</para> </summary> </member> <member name="T:UnityEngine.RPCMode"> <summary> <para>Option for who will receive an RPC, used by NetworkView.RPC.</para> </summary> </member> <member name="F:UnityEngine.RPCMode.All"> <summary> <para>Sends to everyone.</para> </summary> </member> <member name="F:UnityEngine.RPCMode.AllBuffered"> <summary> <para>Sends to everyone and adds to the buffer.</para> </summary> </member> <member name="F:UnityEngine.RPCMode.Others"> <summary> <para>Sends to everyone except the sender.</para> </summary> </member> <member name="F:UnityEngine.RPCMode.OthersBuffered"> <summary> <para>Sends to everyone except the sender and adds to the buffer.</para> </summary> </member> <member name="F:UnityEngine.RPCMode.Server"> <summary> <para>Sends to the server only.</para> </summary> </member> <member name="T:UnityEngine.RuntimeAnimatorController"> <summary> <para>Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime.</para> </summary> </member> <member name="P:UnityEngine.RuntimeAnimatorController.animationClips"> <summary> <para>Retrieves all AnimationClip used by the controller.</para> </summary> </member> <member name="T:UnityEngine.RuntimeInitializeLoadType"> <summary> <para>Set RuntimeInitializeOnLoadMethod type.</para> </summary> </member> <member name="F:UnityEngine.RuntimeInitializeLoadType.AfterSceneLoad"> <summary> <para>After scene is loaded.</para> </summary> </member> <member name="F:UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad"> <summary> <para>Before scene is loaded.</para> </summary> </member> <member name="T:UnityEngine.RuntimeInitializeOnLoadMethodAttribute"> <summary> <para>Allow a runtime class method to be initialized when a game is loaded at runtime without action from the user.</para> </summary> </member> <member name="P:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.loadType"> <summary> <para>Set RuntimeInitializeOnLoadMethod type.</para> </summary> </member> <member name="M:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.#ctor"> <summary> <para>Creation of the runtime class used when scenes are loaded.</para> </summary> <param name="loadType">Determine whether methods are called before or after the scene is loaded.</param> </member> <member name="M:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.#ctor(UnityEngine.RuntimeInitializeLoadType)"> <summary> <para>Creation of the runtime class used when scenes are loaded.</para> </summary> <param name="loadType">Determine whether methods are called before or after the scene is loaded.</param> </member> <member name="T:UnityEngine.RuntimePlatform"> <summary> <para>The platform application is running. Returned by Application.platform.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.tvOS"> <summary> <para>In the player on the Apple's tvOS.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.Android"> <summary> <para>In the player on Android devices.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.IPhonePlayer"> <summary> <para>In the player on the iPhone.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.LinuxEditor"> <summary> <para>In the Unity editor on Linux.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.LinuxPlayer"> <summary> <para>In the player on Linux.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.OSXDashboardPlayer"> <summary> <para>In the Dashboard widget on macOS.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.OSXEditor"> <summary> <para>In the Unity editor on macOS.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.OSXPlayer"> <summary> <para>In the player on macOS.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.OSXWebPlayer"> <summary> <para>In the web player on macOS.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.PS4"> <summary> <para>In the player on the Playstation 4.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.PSP2"> <summary> <para>In the player on the PS Vita.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.SamsungTVPlayer"> <summary> <para>In the player on Samsung Smart TV.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.Switch"> <summary> <para>In the player on Nintendo Switch.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.TizenPlayer"> <summary> <para>In the player on Tizen.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WebGLPlayer"> <summary> <para>In the player on WebGL?</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WiiU"> <summary> <para>In the player on Wii U.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WindowsEditor"> <summary> <para>In the Unity editor on Windows.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WindowsPlayer"> <summary> <para>In the player on Windows.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WindowsWebPlayer"> <summary> <para>In the web player on Windows.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WSAPlayerARM"> <summary> <para>In the player on Windows Store Apps when CPU architecture is ARM.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WSAPlayerX64"> <summary> <para>In the player on Windows Store Apps when CPU architecture is X64.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.WSAPlayerX86"> <summary> <para>In the player on Windows Store Apps when CPU architecture is X86.</para> </summary> </member> <member name="F:UnityEngine.RuntimePlatform.XboxOne"> <summary> <para>In the player on Xbox One.</para> </summary> </member> <member name="T:UnityEngine.SamsungTV"> <summary> <para>Interface into SamsungTV specific functionality.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.airMouseConnected"> <summary> <para>Returns true if there is an air mouse available.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.gamePadMode"> <summary> <para>Changes the type of input the gamepad produces.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.gestureMode"> <summary> <para>Changes the type of input the gesture camera produces.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.gestureWorking"> <summary> <para>Returns true if the camera sees a hand.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.touchPadMode"> <summary> <para>The type of input the remote's touch pad produces.</para> </summary> </member> <member name="T:UnityEngine.SamsungTV.GamePadMode"> <summary> <para>Types of input the gamepad can produce.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.GamePadMode.Default"> <summary> <para>Joystick style input.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.GamePadMode.Mouse"> <summary> <para>Mouse style input.</para> </summary> </member> <member name="T:UnityEngine.SamsungTV.GestureMode"> <summary> <para>Types of input the gesture camera can produce.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.GestureMode.Joystick"> <summary> <para>Two hands control two joystick axes.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.GestureMode.Mouse"> <summary> <para>Hands control the mouse pointer.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.GestureMode.Off"> <summary> <para>No gesture input from the camera.</para> </summary> </member> <member name="T:UnityEngine.SamsungTV.OpenAPI"> <summary> <para>Access to TV specific information.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.OpenAPI.serverType"> <summary> <para>The server type. Possible values: Developing, Development, Invalid, Operating.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.OpenAPI.timeOnTV"> <summary> <para>Get local time on TV.</para> </summary> </member> <member name="P:UnityEngine.SamsungTV.OpenAPI.uid"> <summary> <para>Get UID from TV.</para> </summary> </member> <member name="M:UnityEngine.SamsungTV.SetSystemLanguage(UnityEngine.SystemLanguage)"> <summary> <para>Set the system language that is returned by Application.SystemLanguage.</para> </summary> <param name="language"></param> </member> <member name="T:UnityEngine.SamsungTV.TouchPadMode"> <summary> <para>Types of input the remote's touchpad can produce.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.TouchPadMode.Dpad"> <summary> <para>Remote dependent. On 2013 TVs dpad directions are determined by swiping in the correlating direction. On 2014 and 2015 TVs the remote has dpad buttons.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.TouchPadMode.Joystick"> <summary> <para>Touchpad works like an analog joystick. Not supported on the 2015 TV as there is no touchpad.</para> </summary> </member> <member name="F:UnityEngine.SamsungTV.TouchPadMode.Mouse"> <summary> <para>Touchpad controls a remote curosr like a laptop's touchpad. This can be replaced by airmouse functionality which is available on 2014 and 2015 TVs.</para> </summary> </member> <member name="T:UnityEngine.ScaleMode"> <summary> <para>Scaling mode to draw textures with.</para> </summary> </member> <member name="F:UnityEngine.ScaleMode.ScaleAndCrop"> <summary> <para>Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped.</para> </summary> </member> <member name="F:UnityEngine.ScaleMode.ScaleToFit"> <summary> <para>Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture.</para> </summary> </member> <member name="F:UnityEngine.ScaleMode.StretchToFill"> <summary> <para>Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture.</para> </summary> </member> <member name="T:UnityEngine.SceneManagement.LoadSceneMode"> <summary> <para>Used when loading a scene in a player.</para> </summary> </member> <member name="F:UnityEngine.SceneManagement.LoadSceneMode.Additive"> <summary> <para>Adds the scene to the current loaded scenes.</para> </summary> </member> <member name="F:UnityEngine.SceneManagement.LoadSceneMode.Single"> <summary> <para>Closes all current loaded scenes and loads a scene.</para> </summary> </member> <member name="T:UnityEngine.SceneManagement.Scene"> <summary> <para>Run-time data structure for *.unity file.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.buildIndex"> <summary> <para>Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.isDirty"> <summary> <para>Returns true if the scene is modifed.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.isLoaded"> <summary> <para>Returns true if the scene is loaded.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.name"> <summary> <para>Returns the name of the scene.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.path"> <summary> <para>Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity".</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.Scene.rootCount"> <summary> <para>The number of root transforms of this scene.</para> </summary> </member> <member name="M:UnityEngine.SceneManagement.Scene.GetRootGameObjects"> <summary> <para>Returns all the root game objects in the scene.</para> </summary> <returns> <para>An array of game objects.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.Scene.GetRootGameObjects(System.Collections.Generic.List`1&lt;UnityEngine.GameObject&gt;)"> <summary> <para>Returns all the root game objects in the scene.</para> </summary> <param name="rootGameObjects">A list which is used to return the root game objects.</param> </member> <member name="M:UnityEngine.SceneManagement.Scene.IsValid"> <summary> <para>Whether this is a valid scene. A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid.</para> </summary> <returns> <para>Whether this is a valid scene.</para> </returns> </member> <member name="?:UnityEngine.SceneManagement.Scene.op_Equal(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)"> <summary> <para>Returns true if the Scenes are equal.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.SceneManagement.Scene.op_NotEqual(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)"> <summary> <para>Returns true if the Scenes are different.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="T:UnityEngine.SceneManagement.SceneManager"> <summary> <para>Scene management at run-time.</para> </summary> </member> <member name="?:UnityEngine.SceneManagement.SceneManager.activeSceneChanged(UnityEngine.Events.UnityAction`2&lt;UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene&gt;)"> <summary> <para>Add a delegate to this to get notifications when the active scene has changed</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.SceneManagement.SceneManager.sceneCount"> <summary> <para>The total number of currently loaded scenes.</para> </summary> </member> <member name="P:UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings"> <summary> <para>Number of scenes in Build Settings.</para> </summary> </member> <member name="?:UnityEngine.SceneManagement.SceneManager.sceneLoaded(UnityEngine.Events.UnityAction`2&lt;UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode&gt;)"> <summary> <para>Add a delegate to this to get notifications when a scene has loaded</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.SceneManagement.SceneManager.sceneUnloaded(UnityEngine.Events.UnityAction`1&lt;UnityEngine.SceneManagement.Scene&gt;)"> <summary> <para>Add a delegate to this to get notifications when a scene has unloaded</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.CreateScene(System.String)"> <summary> <para>Create an empty new scene at runtime with the given name.</para> </summary> <param name="sceneName">The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes.</param> <returns> <para>A reference to the new scene that was created, or an invalid scene if creation failed.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetActiveScene"> <summary> <para>Gets the currently active scene.</para> </summary> <returns> <para>The active scene.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetAllScenes"> <summary> <para>Returns an array of all the scenes currently open in the hierarchy.</para> </summary> <returns> <para>Array of Scenes in the Hierarchy.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneAt(System.Int32)"> <summary> <para>Get the scene at index in the SceneManager's list of added scenes.</para> </summary> <param name="index">Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount.</param> <returns> <para>A reference to the scene at the index specified.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByBuildIndex(System.Int32)"> <summary> <para>Get a scene struct from a build index.</para> </summary> <param name="buildIndex">Build index as shown in the Build Settings window.</param> <returns> <para>A reference to the scene, if valid. If not, an invalid scene is returned.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByName(System.String)"> <summary> <para>Searches through the scenes added to the SceneManager for a scene with the given name.</para> </summary> <param name="name">Name of scene to find.</param> <returns> <para>A reference to the scene, if valid. If not, an invalid scene is returned.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByPath(System.String)"> <summary> <para>Searches all scenes added to the SceneManager for a scene that has the given asset path.</para> </summary> <param name="scenePath">Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity".</param> <returns> <para>A reference to the scene, if valid. If not, an invalid scene is returned.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.Int32,UnityEngine.SceneManagement.LoadSceneMode)"> <summary> <para>Loads the scene by its name or index in Build Settings.</para> </summary> <param name="sceneName">Name or path of the scene to load.</param> <param name="sceneBuildIndex">Index of the scene in the Build Settings to load.</param> <param name="mode">Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode for more information about the options.</param> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.String,UnityEngine.SceneManagement.LoadSceneMode)"> <summary> <para>Loads the scene by its name or index in Build Settings.</para> </summary> <param name="sceneName">Name or path of the scene to load.</param> <param name="sceneBuildIndex">Index of the scene in the Build Settings to load.</param> <param name="mode">Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode for more information about the options.</param> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.String,UnityEngine.SceneManagement.LoadSceneMode)"> <summary> <para>Loads the scene asynchronously in the background.</para> </summary> <param name="sceneName">Name or path of the scene to load.</param> <param name="sceneBuildIndex">Index of the scene in the Build Settings to load.</param> <param name="mode">If LoadSceneMode.Single then all current scenes will be unloaded before loading.</param> <returns> <para>Use the AsyncOperation to determine if the operation has completed.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.Int32,UnityEngine.SceneManagement.LoadSceneMode)"> <summary> <para>Loads the scene asynchronously in the background.</para> </summary> <param name="sceneName">Name or path of the scene to load.</param> <param name="sceneBuildIndex">Index of the scene in the Build Settings to load.</param> <param name="mode">If LoadSceneMode.Single then all current scenes will be unloaded before loading.</param> <returns> <para>Use the AsyncOperation to determine if the operation has completed.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.MergeScenes(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)"> <summary> <para>This will merge the source scene into the destinationScene.</para> </summary> <param name="sourceScene">The scene that will be merged into the destination scene.</param> <param name="destinationScene">Existing scene to merge the source scene into.</param> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(UnityEngine.GameObject,UnityEngine.SceneManagement.Scene)"> <summary> <para>Move a GameObject from its current scene to a new Scene.</para> </summary> <param name="go">GameObject to move.</param> <param name="scene">Scene to move into.</param> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.SetActiveScene(UnityEngine.SceneManagement.Scene)"> <summary> <para>Set the scene to be active.</para> </summary> <param name="scene">The scene to be set.</param> <returns> <para>Returns false if the scene is not loaded yet.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(System.Int32)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in the Build Settings to unload.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Returns true if the scene is unloaded.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(System.String)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in the Build Settings to unload.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Returns true if the scene is unloaded.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(UnityEngine.SceneManagement.Scene)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in the Build Settings to unload.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Returns true if the scene is unloaded.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.Int32)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in BuildSettings.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Use the AsyncOperation to determine if the operation has completed.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.String)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in BuildSettings.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Use the AsyncOperation to determine if the operation has completed.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(UnityEngine.SceneManagement.Scene)"> <summary> <para>Destroys all GameObjects associated with the given scene and removes the scene from the SceneManager.</para> </summary> <param name="sceneBuildIndex">Index of the scene in BuildSettings.</param> <param name="sceneName">Name or path of the scene to unload.</param> <param name="scene">Scene to unload.</param> <returns> <para>Use the AsyncOperation to determine if the operation has completed.</para> </returns> </member> <member name="T:UnityEngine.SceneManagement.SceneUtility"> <summary> <para>Scene and Build Settings related utilities.</para> </summary> </member> <member name="M:UnityEngine.SceneManagement.SceneUtility.GetBuildIndexByScenePath(System.String)"> <summary> <para>Get the build index from a scene path.</para> </summary> <param name="scenePath">Scene path (e.g: "AssetsScenesScene1.unity").</param> <returns> <para>Build index.</para> </returns> </member> <member name="M:UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(System.Int32)"> <summary> <para>Get the scene path from a build index.</para> </summary> <param name="buildIndex"></param> <returns> <para>Scene path (e.g "AssetsScenesScene1.unity").</para> </returns> </member> <member name="T:UnityEngine.Screen"> <summary> <para>Access to display information.</para> </summary> </member> <member name="P:UnityEngine.Screen.autorotateToLandscapeLeft"> <summary> <para>Allow auto-rotation to landscape left?</para> </summary> </member> <member name="P:UnityEngine.Screen.autorotateToLandscapeRight"> <summary> <para>Allow auto-rotation to landscape right?</para> </summary> </member> <member name="P:UnityEngine.Screen.autorotateToPortrait"> <summary> <para>Allow auto-rotation to portrait?</para> </summary> </member> <member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown"> <summary> <para>Allow auto-rotation to portrait, upside down?</para> </summary> </member> <member name="P:UnityEngine.Screen.currentResolution"> <summary> <para>The current screen resolution (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Screen.dpi"> <summary> <para>The current DPI of the screen / device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Screen.fullScreen"> <summary> <para>Is the game running fullscreen?</para> </summary> </member> <member name="P:UnityEngine.Screen.height"> <summary> <para>The current height of the screen window in pixels (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Screen.lockCursor"> <summary> <para>Should the cursor be locked?</para> </summary> </member> <member name="P:UnityEngine.Screen.orientation"> <summary> <para>Specifies logical orientation of the screen.</para> </summary> </member> <member name="P:UnityEngine.Screen.resolutions"> <summary> <para>All fullscreen resolutions supported by the monitor (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Screen.showCursor"> <summary> <para>Should the cursor be visible?</para> </summary> </member> <member name="P:UnityEngine.Screen.sleepTimeout"> <summary> <para>A power saving setting, allowing the screen to dim some time after the last active user interaction.</para> </summary> </member> <member name="P:UnityEngine.Screen.width"> <summary> <para>The current width of the screen window in pixels (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean)"> <summary> <para>Switches the screen resolution.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="fullscreen"></param> <param name="preferredRefreshRate"></param> </member> <member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)"> <summary> <para>Switches the screen resolution.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="fullscreen"></param> <param name="preferredRefreshRate"></param> </member> <member name="T:UnityEngine.ScreenCapture"> <summary> <para>Functionality to take Screenshots.</para> </summary> </member> <member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)"> <summary> <para>Captures a screenshot at path filename as a PNG file.</para> </summary> <param name="filename">Pathname to save the screenshot file to.</param> <param name="superSize">Factor by which to increase resolution.</param> </member> <member name="T:UnityEngine.ScreenOrientation"> <summary> <para>Describes screen orientation.</para> </summary> </member> <member name="F:UnityEngine.ScreenOrientation.AutoRotation"> <summary> <para>Auto-rotates the screen as necessary toward any of the enabled orientations.</para> </summary> </member> <member name="F:UnityEngine.ScreenOrientation.LandscapeLeft"> <summary> <para>Landscape orientation, counter-clockwise from the portrait orientation.</para> </summary> </member> <member name="F:UnityEngine.ScreenOrientation.LandscapeRight"> <summary> <para>Landscape orientation, clockwise from the portrait orientation.</para> </summary> </member> <member name="F:UnityEngine.ScreenOrientation.Portrait"> <summary> <para>Portrait orientation.</para> </summary> </member> <member name="F:UnityEngine.ScreenOrientation.PortraitUpsideDown"> <summary> <para>Portrait orientation, upside down.</para> </summary> </member> <member name="T:UnityEngine.ScriptableObject"> <summary> <para>A class you can derive from if you want to create objects that don't need to be attached to game objects.</para> </summary> </member> <member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)"> <summary> <para>Creates an instance of a scriptable object.</para> </summary> <param name="className">The type of the ScriptableObject to create, as the name of the type.</param> <param name="type">The type of the ScriptableObject to create, as a System.Type instance.</param> <returns> <para>The created ScriptableObject.</para> </returns> </member> <member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)"> <summary> <para>Creates an instance of a scriptable object.</para> </summary> <param name="className">The type of the ScriptableObject to create, as the name of the type.</param> <param name="type">The type of the ScriptableObject to create, as a System.Type instance.</param> <returns> <para>The created ScriptableObject.</para> </returns> </member> <member name="M:UnityEngine.ScriptableObject.CreateInstance"> <summary> <para>Creates an instance of a scriptable object.</para> </summary> <returns> <para>The created ScriptableObject.</para> </returns> </member> <member name="T:UnityEngine.Scripting.PreserveAttribute"> <summary> <para>PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.</para> </summary> </member> <member name="T:UnityEngine.Security"> <summary> <para>Webplayer security related class. Not supported from 5.4.0 onwards.</para> </summary> </member> <member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)"> <summary> <para>Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).</para> </summary> <param name="assemblyData">Assembly to verify.</param> <param name="authorizationKey">Public key used to verify assembly.</param> <returns> <para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para> </returns> </member> <member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])"> <summary> <para>Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).</para> </summary> <param name="assemblyData">Assembly to verify.</param> <param name="authorizationKey">Public key used to verify assembly.</param> <returns> <para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para> </returns> </member> <member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32)"> <summary> <para>Prefetch the webplayer socket security policy from a non-default port number.</para> </summary> <param name="ip">IP address of server.</param> <param name="atPort">Port from where socket policy is read.</param> <param name="timeout">Time to wait for response.</param> </member> <member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)"> <summary> <para>Prefetch the webplayer socket security policy from a non-default port number.</para> </summary> <param name="ip">IP address of server.</param> <param name="atPort">Port from where socket policy is read.</param> <param name="timeout">Time to wait for response.</param> </member> <member name="T:UnityEngine.SelectionBaseAttribute"> <summary> <para>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</para> </summary> </member> <member name="T:UnityEngine.SendMessageOptions"> <summary> <para>Options for how to send a message.</para> </summary> </member> <member name="F:UnityEngine.SendMessageOptions.DontRequireReceiver"> <summary> <para>No receiver is required for SendMessage.</para> </summary> </member> <member name="F:UnityEngine.SendMessageOptions.RequireReceiver"> <summary> <para>A receiver is required for SendMessage.</para> </summary> </member> <member name="T:UnityEngine.Serialization.FormerlySerializedAsAttribute"> <summary> <para>Use this attribute to rename a field without losing its serialized value.</para> </summary> </member> <member name="P:UnityEngine.Serialization.FormerlySerializedAsAttribute.oldName"> <summary> <para>The name of the field before the rename.</para> </summary> </member> <member name="M:UnityEngine.Serialization.FormerlySerializedAsAttribute.#ctor(System.String)"> <summary> <para></para> </summary> <param name="oldName">The name of the field before renaming.</param> </member> <member name="T:UnityEngine.SerializeField"> <summary> <para>Force Unity to serialize a private field.</para> </summary> </member> <member name="T:UnityEngine.Shader"> <summary> <para>Shader scripts used for all rendering.</para> </summary> </member> <member name="P:UnityEngine.Shader.globalMaximumLOD"> <summary> <para>Shader LOD level for all shaders.</para> </summary> </member> <member name="P:UnityEngine.Shader.globalRenderPipeline"> <summary> <para>Render pipeline currently in use.</para> </summary> </member> <member name="P:UnityEngine.Shader.globalShaderHardwareTier"> <summary> <para>Shader hardware tier classification for current device.</para> </summary> </member> <member name="P:UnityEngine.Shader.isSupported"> <summary> <para>Can this shader run on the end-users graphics card? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Shader.maximumLOD"> <summary> <para>Shader LOD level for this shader.</para> </summary> </member> <member name="P:UnityEngine.Shader.renderQueue"> <summary> <para>Render queue of this shader. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.Shader.DisableKeyword(System.String)"> <summary> <para>Unset a global shader keyword.</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Shader.EnableKeyword(System.String)"> <summary> <para>Set a global shader keyword.</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Shader.Find(System.String)"> <summary> <para>Finds a shader with the given name.</para> </summary> <param name="name"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalColor(System.String)"> <summary> <para>Gets a global color property for all shaders previously set using SetGlobalColor.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalColor(System.Int32)"> <summary> <para>Gets a global color property for all shaders previously set using SetGlobalColor.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloat(System.String)"> <summary> <para>Gets a global float property for all shaders previously set using SetGlobalFloat.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloat(System.Int32)"> <summary> <para>Gets a global float property for all shaders previously set using SetGlobalFloat.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.String)"> <summary> <para>Gets a global float array for all shaders previously set using SetGlobalFloatArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.Int32)"> <summary> <para>Gets a global float array for all shaders previously set using SetGlobalFloatArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetches a global float array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Fetches a global float array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalInt(System.String)"> <summary> <para>Gets a global int property for all shaders previously set using SetGlobalInt.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalInt(System.Int32)"> <summary> <para>Gets a global int property for all shaders previously set using SetGlobalInt.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrix(System.String)"> <summary> <para>Gets a global matrix property for all shaders previously set using SetGlobalMatrix.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrix(System.Int32)"> <summary> <para>Gets a global matrix property for all shaders previously set using SetGlobalMatrix.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.String)"> <summary> <para>Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.Int32)"> <summary> <para>Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetches a global matrix array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Fetches a global matrix array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalTexture(System.String)"> <summary> <para>Gets a global texture property for all shaders previously set using SetGlobalTexture.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalTexture(System.Int32)"> <summary> <para>Gets a global texture property for all shaders previously set using SetGlobalTexture.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVector(System.String)"> <summary> <para>Gets a global vector property for all shaders previously set using SetGlobalVector.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVector(System.Int32)"> <summary> <para>Gets a global vector property for all shaders previously set using SetGlobalVector.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.String)"> <summary> <para>Gets a global vector array for all shaders previously set using SetGlobalVectorArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.Int32)"> <summary> <para>Gets a global vector array for all shaders previously set using SetGlobalVectorArray.</para> </summary> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetches a global vector array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Fetches a global vector array into a list.</para> </summary> <param name="values">The list to hold the returned array.</param> <param name="name"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.IsKeywordEnabled(System.String)"> <summary> <para>Is global shader keyword enabled?</para> </summary> <param name="keyword"></param> </member> <member name="M:UnityEngine.Shader.PropertyToID(System.String)"> <summary> <para>Gets unique identifier for a shader property name.</para> </summary> <param name="name">Shader property name.</param> <returns> <para>Unique integer for the name.</para> </returns> </member> <member name="M:UnityEngine.Shader.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)"> <summary> <para>Sets a global compute buffer property for all shaders.</para> </summary> <param name="name"></param> <param name="buffer"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalBuffer(System.Int32,UnityEngine.ComputeBuffer)"> <summary> <para>Sets a global compute buffer property for all shaders.</para> </summary> <param name="name"></param> <param name="buffer"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalColor(System.String,UnityEngine.Color)"> <summary> <para>Sets a global color property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalColor(System.Int32,UnityEngine.Color)"> <summary> <para>Sets a global color property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloat(System.String,System.Single)"> <summary> <para>Sets a global float property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloat(System.Int32,System.Single)"> <summary> <para>Sets a global float property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.String,System.Single[])"> <summary> <para>Sets a global float array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.Int32,System.Single[])"> <summary> <para>Sets a global float array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Sets a global float array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)"> <summary> <para>Sets a global float array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalInt(System.String,System.Int32)"> <summary> <para>Sets a global int property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalInt(System.Int32,System.Int32)"> <summary> <para>Sets a global int property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)"> <summary> <para>Sets a global matrix property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)"> <summary> <para>Sets a global matrix property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.String,UnityEngine.Matrix4x4[])"> <summary> <para>Sets a global matrix array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.Int32,UnityEngine.Matrix4x4[])"> <summary> <para>Sets a global matrix array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Sets a global matrix array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)"> <summary> <para>Sets a global matrix array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalTexture(System.String,UnityEngine.Texture)"> <summary> <para>Sets a global texture property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalTexture(System.Int32,UnityEngine.Texture)"> <summary> <para>Sets a global texture property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVector(System.String,UnityEngine.Vector4)"> <summary> <para>Sets a global vector property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVector(System.Int32,UnityEngine.Vector4)"> <summary> <para>Sets a global vector property for all shaders.</para> </summary> <param name="name"></param> <param name="value"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.String,UnityEngine.Vector4[])"> <summary> <para>Sets a global vector array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.Int32,UnityEngine.Vector4[])"> <summary> <para>Sets a global vector array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Sets a global vector array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)"> <summary> <para>Sets a global vector array property for all shaders.</para> </summary> <param name="name"></param> <param name="values"></param> <param name="nameID"></param> </member> <member name="M:UnityEngine.Shader.WarmupAllShaders"> <summary> <para>Fully load all shaders to prevent future performance hiccups.</para> </summary> </member> <member name="T:UnityEngine.ShaderVariantCollection"> <summary> <para>ShaderVariantCollection records which shader variants are actually used in each shader.</para> </summary> </member> <member name="P:UnityEngine.ShaderVariantCollection.isWarmedUp"> <summary> <para>Is this ShaderVariantCollection already warmed up? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.ShaderVariantCollection.shaderCount"> <summary> <para>Number of shaders in this collection (Read Only).</para> </summary> </member> <member name="P:UnityEngine.ShaderVariantCollection.variantCount"> <summary> <para>Number of total varians in this collection (Read Only).</para> </summary> </member> <member name="M:UnityEngine.ShaderVariantCollection.Add(UnityEngine.ShaderVariantCollection/ShaderVariant)"> <summary> <para>Adds a new shader variant to the collection.</para> </summary> <param name="variant">Shader variant to add.</param> <returns> <para>False if already in the collection.</para> </returns> </member> <member name="M:UnityEngine.ShaderVariantCollection.Clear"> <summary> <para>Remove all shader variants from the collection.</para> </summary> </member> <member name="M:UnityEngine.ShaderVariantCollection.Contains(UnityEngine.ShaderVariantCollection/ShaderVariant)"> <summary> <para>Checks if a shader variant is in the collection.</para> </summary> <param name="variant">Shader variant to check.</param> <returns> <para>True if the variant is in the collection.</para> </returns> </member> <member name="M:UnityEngine.ShaderVariantCollection.#ctor"> <summary> <para>Create a new empty shader variant collection.</para> </summary> </member> <member name="M:UnityEngine.ShaderVariantCollection.Remove(UnityEngine.ShaderVariantCollection/ShaderVariant)"> <summary> <para>Adds shader variant from the collection.</para> </summary> <param name="variant">Shader variant to add.</param> <returns> <para>False if was not in the collection.</para> </returns> </member> <member name="T:UnityEngine.ShaderVariantCollection.ShaderVariant"> <summary> <para>Identifies a specific variant of a shader.</para> </summary> </member> <member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.keywords"> <summary> <para>Array of shader keywords to use in this variant.</para> </summary> </member> <member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.passType"> <summary> <para>Pass type to use in this variant.</para> </summary> </member> <member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.shader"> <summary> <para>Shader to use in this variant.</para> </summary> </member> <member name="M:UnityEngine.ShaderVariantCollection.ShaderVariant.#ctor(UnityEngine.Shader,UnityEngine.Rendering.PassType,System.String[])"> <summary> <para>Creates a ShaderVariant structure.</para> </summary> <param name="shader"></param> <param name="passType"></param> <param name="keywords"></param> </member> <member name="M:UnityEngine.ShaderVariantCollection.WarmUp"> <summary> <para>Fully load shaders in ShaderVariantCollection.</para> </summary> </member> <member name="T:UnityEngine.ShadowmaskMode"> <summary> <para>The rendering mode of Shadowmask.</para> </summary> </member> <member name="F:UnityEngine.ShadowmaskMode.DistanceShadowmask"> <summary> <para>Static shadow casters will be rendered into realtime shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the realtime shadow distance.</para> </summary> </member> <member name="F:UnityEngine.ShadowmaskMode.Shadowmask"> <summary> <para>Static shadow casters won't be rendered into realtime shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes.</para> </summary> </member> <member name="T:UnityEngine.ShadowProjection"> <summary> <para>Shadow projection type for.</para> </summary> </member> <member name="F:UnityEngine.ShadowProjection.CloseFit"> <summary> <para>Close fit shadow maps with linear fadeout.</para> </summary> </member> <member name="F:UnityEngine.ShadowProjection.StableFit"> <summary> <para>Stable shadow maps with spherical fadeout.</para> </summary> </member> <member name="T:UnityEngine.ShadowQuality"> <summary> <para>Determines which type of shadows should be used.</para> </summary> </member> <member name="F:UnityEngine.ShadowQuality.All"> <summary> <para>Hard and Soft Shadows.</para> </summary> </member> <member name="F:UnityEngine.ShadowQuality.Disable"> <summary> <para>Disable Shadows.</para> </summary> </member> <member name="F:UnityEngine.ShadowQuality.HardOnly"> <summary> <para>Hard Shadows Only.</para> </summary> </member> <member name="T:UnityEngine.ShadowResolution"> <summary> <para>Default shadow resolution.</para> </summary> </member> <member name="F:UnityEngine.ShadowResolution.High"> <summary> <para>High shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.ShadowResolution.Low"> <summary> <para>Low shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.ShadowResolution.Medium"> <summary> <para>Medium shadow map resolution.</para> </summary> </member> <member name="F:UnityEngine.ShadowResolution.VeryHigh"> <summary> <para>Very high shadow map resolution.</para> </summary> </member> <member name="T:UnityEngine.SharedBetweenAnimatorsAttribute"> <summary> <para>SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance.</para> </summary> </member> <member name="T:UnityEngine.SkeletonBone"> <summary> <para>Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.</para> </summary> </member> <member name="F:UnityEngine.SkeletonBone.name"> <summary> <para>The name of the Transform mapped to the bone.</para> </summary> </member> <member name="F:UnityEngine.SkeletonBone.position"> <summary> <para>The T-pose position of the bone in local space.</para> </summary> </member> <member name="F:UnityEngine.SkeletonBone.rotation"> <summary> <para>The T-pose rotation of the bone in local space.</para> </summary> </member> <member name="F:UnityEngine.SkeletonBone.scale"> <summary> <para>The T-pose scaling of the bone in local space.</para> </summary> </member> <member name="T:UnityEngine.SkinnedMeshRenderer"> <summary> <para>The Skinned Mesh filter.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.bones"> <summary> <para>The bones used to skin the mesh.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.localBounds"> <summary> <para>AABB of this Skinned Mesh in its local space.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.quality"> <summary> <para>The maximum number of bones affecting a single vertex.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh"> <summary> <para>The mesh used for skinning.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.skinnedMotionVectors"> <summary> <para>Specifies whether skinned motion vectors should be used for this renderer.</para> </summary> </member> <member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen"> <summary> <para>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</para> </summary> </member> <member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)"> <summary> <para>Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.</para> </summary> <param name="mesh">A static mesh that will receive the snapshot of the skinned mesh.</param> </member> <member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)"> <summary> <para>Returns weight of BlendShape on this renderer.</para> </summary> <param name="index"></param> </member> <member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)"> <summary> <para>Sets the weight in percent of a BlendShape on this Renderer.</para> </summary> <param name="index">The index of the BlendShape to modify.</param> <param name="value">The weight in percent for this BlendShape.</param> </member> <member name="T:UnityEngine.SkinQuality"> <summary> <para>The maximum number of bones affecting a single vertex.</para> </summary> </member> <member name="F:UnityEngine.SkinQuality.Auto"> <summary> <para>Chooses the number of bones from the number current QualitySettings. (Default)</para> </summary> </member> <member name="F:UnityEngine.SkinQuality.Bone1"> <summary> <para>Use only 1 bone to deform a single vertex. (The most important bone will be used).</para> </summary> </member> <member name="F:UnityEngine.SkinQuality.Bone2"> <summary> <para>Use 2 bones to deform a single vertex. (The most important bones will be used).</para> </summary> </member> <member name="F:UnityEngine.SkinQuality.Bone4"> <summary> <para>Use 4 bones to deform a single vertex.</para> </summary> </member> <member name="T:UnityEngine.Skybox"> <summary> <para>A script interface for the.</para> </summary> </member> <member name="P:UnityEngine.Skybox.material"> <summary> <para>The material used by the skybox.</para> </summary> </member> <member name="T:UnityEngine.SleepTimeout"> <summary> <para>Constants for special values of Screen.sleepTimeout.</para> </summary> </member> <member name="F:UnityEngine.SleepTimeout.NeverSleep"> <summary> <para>Prevent screen dimming.</para> </summary> </member> <member name="F:UnityEngine.SleepTimeout.SystemSetting"> <summary> <para>Set the sleep timeout to whatever the user has specified in the system settings.</para> </summary> </member> <member name="T:UnityEngine.SliderJoint2D"> <summary> <para>Joint that restricts the motion of a Rigidbody2D object to a single line.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.angle"> <summary> <para>The angle of the line in space (in degrees).</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.autoConfigureAngle"> <summary> <para>Should the angle be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.jointSpeed"> <summary> <para>The current joint speed.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.jointTranslation"> <summary> <para>The current joint translation.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.limits"> <summary> <para>Restrictions on how far the joint can slide in each direction along the line.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.limitState"> <summary> <para>Gets the state of the joint limit.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.motor"> <summary> <para>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.referenceAngle"> <summary> <para>The angle (in degrees) referenced between the two bodies used as the constraint for the joint.</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.useLimits"> <summary> <para>Should motion limits be used?</para> </summary> </member> <member name="P:UnityEngine.SliderJoint2D.useMotor"> <summary> <para>Should a motor force be applied automatically to the Rigidbody2D?</para> </summary> </member> <member name="M:UnityEngine.SliderJoint2D.GetMotorForce(System.Single)"> <summary> <para>Gets the motor force of the joint given the specified timestep.</para> </summary> <param name="timeStep">The time to calculate the motor force for.</param> </member> <member name="T:UnityEngine.Social"> <summary> <para>Generic access to the Social API.</para> </summary> </member> <member name="P:UnityEngine.Social.localUser"> <summary> <para>The local user (potentially not logged in).</para> </summary> </member> <member name="P:UnityEngine.Social.Active"> <summary> <para>This is the currently active social platform. </para> </summary> </member> <member name="M:UnityEngine.Social.CreateAchievement"> <summary> <para>Create an IAchievement instance.</para> </summary> </member> <member name="M:UnityEngine.Social.CreateLeaderboard"> <summary> <para>Create an ILeaderboard instance.</para> </summary> </member> <member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)"> <summary> <para>Loads the achievement descriptions accociated with this application.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)"> <summary> <para>Load the achievements the logged in user has already achieved or reported progress on.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)"> <summary> <para>Load a default set of scores from the given leaderboard.</para> </summary> <param name="leaderboardID"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)"> <summary> <para>Load the user profiles accociated with the given array of user IDs.</para> </summary> <param name="userIDs"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Reports the progress of an achievement.</para> </summary> <param name="achievementID"></param> <param name="progress"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Report a score to a specific leaderboard.</para> </summary> <param name="score"></param> <param name="board"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.Social.ShowAchievementsUI"> <summary> <para>Show a default/system view of the games achievements.</para> </summary> </member> <member name="M:UnityEngine.Social.ShowLeaderboardUI"> <summary> <para>Show a default/system view of the games leaderboards.</para> </summary> </member> <member name="T:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform"> <summary> <para>iOS GameCenter implementation for network services.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ResetAllAchievements(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Reset all the achievements for the local user.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowDefaultAchievementCompletionBanner(System.Boolean)"> <summary> <para>Show the default iOS banner when achievements are completed.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowLeaderboardUI(System.String,UnityEngine.SocialPlatforms.TimeScope)"> <summary> <para>Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected.</para> </summary> <param name="leaderboardID"></param> <param name="timeScope"></param> </member> <member name="?:UnityEngine.SocialPlatforms.IAchievement"> <summary> <para>Information for a user's achievement.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievement.completed"> <summary> <para>Set to true when percentCompleted is 100.0.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievement.hidden"> <summary> <para>This achievement is currently hidden from the user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievement.id"> <summary> <para>The unique identifier of this achievement.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievement.lastReportedDate"> <summary> <para>Set by server when percentCompleted is updated.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievement.percentCompleted"> <summary> <para>Progress for this achievement.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.IAchievement.ReportProgress(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Send notification about progress on this achievement.</para> </summary> <param name="callback"></param> </member> <member name="?:UnityEngine.SocialPlatforms.IAchievementDescription"> <summary> <para>Static data describing an achievement.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.achievedDescription"> <summary> <para>Description when the achivement is completed.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.hidden"> <summary> <para>Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.id"> <summary> <para>Unique identifier for this achievement description.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.image"> <summary> <para>Image representation of the achievement.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.points"> <summary> <para>Point value of this achievement.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.title"> <summary> <para>Human readable title.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.unachievedDescription"> <summary> <para>Description when the achivement has not been completed.</para> </summary> </member> <member name="?:UnityEngine.SocialPlatforms.ILeaderboard"> <summary> <para>The leaderboard contains the scores of all players for a particular game.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.id"> <summary> <para>Unique identifier for this leaderboard.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.loading"> <summary> <para>The leaderboad is in the process of loading scores.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.localUserScore"> <summary> <para>The leaderboard score of the logged in user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.maxRange"> <summary> <para>The total amount of scores the leaderboard contains.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.range"> <summary> <para>The rank range this leaderboard returns.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.scores"> <summary> <para>The leaderboard scores returned by a query.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.timeScope"> <summary> <para>The time period/scope searched by this leaderboard.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.title"> <summary> <para>The human readable title of this leaderboard.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILeaderboard.userScope"> <summary> <para>The users scope searched by this leaderboard.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ILeaderboard.LoadScores(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Load scores according to the filters set on this leaderboard.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ILeaderboard.SetUserFilter(System.String[])"> <summary> <para>Only search for these user IDs.</para> </summary> <param name="userIDs">List of user ids.</param> </member> <member name="?:UnityEngine.SocialPlatforms.ILocalUser"> <summary> <para>Represents the local or currently logged in user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILocalUser.authenticated"> <summary> <para>Checks if the current user has been authenticated.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILocalUser.friends"> <summary> <para>The users friends list.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ILocalUser.underage"> <summary> <para>Is the user underage?</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para> </summary> <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param> </member> <member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`2&lt;System.Boolean,System.String&gt;)"> <summary> <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para> </summary> <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param> </member> <member name="M:UnityEngine.SocialPlatforms.ILocalUser.LoadFriends(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds.</para> </summary> <param name="callback"></param> </member> <member name="?:UnityEngine.SocialPlatforms.IScore"> <summary> <para>A game score.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.date"> <summary> <para>The date the score was achieved.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.formattedValue"> <summary> <para>The correctly formatted value of the score, like X points or X kills.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.leaderboardID"> <summary> <para>The ID of the leaderboard this score belongs to.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.rank"> <summary> <para>The rank or position of the score in the leaderboard. </para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.userID"> <summary> <para>The user who owns this score.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IScore.value"> <summary> <para>The score value achieved.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.IScore.ReportScore(System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>Report this score instance.</para> </summary> <param name="callback"></param> </member> <member name="?:UnityEngine.SocialPlatforms.ISocialPlatform"> <summary> <para>The generic Social API interface which implementations must inherit.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.ISocialPlatform.localUser"> <summary> <para>See Social.localUser.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateAchievement"> <summary> <para>See Social.CreateAchievement..</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateLeaderboard"> <summary> <para>See Social.CreateLeaderboard.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)"> <summary> <para>See Social.LoadAchievementDescriptions.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)"> <summary> <para>See Social.LoadAchievements.</para> </summary> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)"> <summary> <para>See Social.LoadScores.</para> </summary> <param name="leaderboardID"></param> <param name="callback"></param> <param name="board"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(UnityEngine.SocialPlatforms.ILeaderboard,System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>See Social.LoadScores.</para> </summary> <param name="leaderboardID"></param> <param name="callback"></param> <param name="board"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)"> <summary> <para>See Social.LoadUsers.</para> </summary> <param name="userIDs"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>See Social.ReportProgress.</para> </summary> <param name="achievementID"></param> <param name="progress"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)"> <summary> <para>See Social.ReportScore.</para> </summary> <param name="score"></param> <param name="board"></param> <param name="callback"></param> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowAchievementsUI"> <summary> <para>See Social.ShowAchievementsUI.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowLeaderboardUI"> <summary> <para>See Social.ShowLeaderboardUI.</para> </summary> </member> <member name="?:UnityEngine.SocialPlatforms.IUserProfile"> <summary> <para>Represents generic user instances, like friends of the local user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IUserProfile.id"> <summary> <para>This users unique identifier.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IUserProfile.image"> <summary> <para>Avatar image of the user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IUserProfile.isFriend"> <summary> <para>Is this user a friend of the current logged in user?</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IUserProfile.state"> <summary> <para>Presence state of the user.</para> </summary> </member> <member name="P:UnityEngine.SocialPlatforms.IUserProfile.userName"> <summary> <para>This user's username or alias.</para> </summary> </member> <member name="T:UnityEngine.SocialPlatforms.Range"> <summary> <para>The score range a leaderboard query should include.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.Range.count"> <summary> <para>The total amount of scores retreived.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.Range.from"> <summary> <para>The rank of the first score which is returned.</para> </summary> </member> <member name="M:UnityEngine.SocialPlatforms.Range.#ctor(System.Int32,System.Int32)"> <summary> <para>Constructor for a score range, the range starts from a specific value and contains a maxium score count.</para> </summary> <param name="fromValue">The minimum allowed value.</param> <param name="valueCount">The number of possible values.</param> </member> <member name="T:UnityEngine.SocialPlatforms.TimeScope"> <summary> <para>The scope of time searched through when querying the leaderboard.</para> </summary> </member> <member name="T:UnityEngine.SocialPlatforms.UserScope"> <summary> <para>The scope of the users searched through when querying the leaderboard.</para> </summary> </member> <member name="T:UnityEngine.SocialPlatforms.UserState"> <summary> <para>User presence state.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.UserState.Offline"> <summary> <para>The user is offline.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.UserState.Online"> <summary> <para>The user is online.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndAway"> <summary> <para>The user is online but away from their computer.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndBusy"> <summary> <para>The user is online but set their status to busy.</para> </summary> </member> <member name="F:UnityEngine.SocialPlatforms.UserState.Playing"> <summary> <para>The user is playing a game.</para> </summary> </member> <member name="T:UnityEngine.SoftJointLimit"> <summary> <para>The limits defined by the CharacterJoint.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimit.bounciness"> <summary> <para>When the joint hits the limit, it can be made to bounce off it.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimit.contactDistance"> <summary> <para>Determines how far ahead in space the solver can "see" the joint limit.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimit.damper"> <summary> <para>If spring is greater than zero, the limit is soft.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimit.limit"> <summary> <para>The limit position/angle of the joint (in degrees).</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimit.spring"> <summary> <para>If greater than zero, the limit is soft. The spring will pull the joint back.</para> </summary> </member> <member name="T:UnityEngine.SoftJointLimitSpring"> <summary> <para>The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimitSpring.damper"> <summary> <para>The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.</para> </summary> </member> <member name="P:UnityEngine.SoftJointLimitSpring.spring"> <summary> <para>The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.</para> </summary> </member> <member name="T:UnityEngine.SortingLayer"> <summary> <para>SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer.</para> </summary> </member> <member name="P:UnityEngine.SortingLayer.id"> <summary> <para>This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order.</para> </summary> </member> <member name="P:UnityEngine.SortingLayer.layers"> <summary> <para>Returns all the layers defined in this project.</para> </summary> </member> <member name="P:UnityEngine.SortingLayer.name"> <summary> <para>Returns the name of the layer as defined in the TagManager.</para> </summary> </member> <member name="P:UnityEngine.SortingLayer.value"> <summary> <para>This is the relative value that indicates the sort order of this layer relative to the other layers.</para> </summary> </member> <member name="M:UnityEngine.SortingLayer.GetLayerValueFromID(System.Int32)"> <summary> <para>Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order.</para> </summary> <param name="id">The unique value of the sorting layer as returned by any renderer's sortingLayerID property.</param> <returns> <para>The final sorting value of the layer relative to other layers.</para> </returns> </member> <member name="M:UnityEngine.SortingLayer.GetLayerValueFromName(System.String)"> <summary> <para>Returns the final sorting layer value. See Also: GetLayerValueFromID.</para> </summary> <param name="name">The unique value of the sorting layer as returned by any renderer's sortingLayerID property.</param> <returns> <para>The final sorting value of the layer relative to other layers.</para> </returns> </member> <member name="M:UnityEngine.SortingLayer.IDToName(System.Int32)"> <summary> <para>Returns the unique id of the layer. Will return "&lt;unknown layer&gt;" if an invalid id is given.</para> </summary> <param name="id">The unique id of the layer.</param> <returns> <para>The name of the layer with id or "&lt;unknown layer&gt;" for invalid id.</para> </returns> </member> <member name="M:UnityEngine.SortingLayer.IsValid(System.Int32)"> <summary> <para>Returns true if the id provided is a valid layer id.</para> </summary> <param name="id">The unique id of a layer.</param> <returns> <para>True if the id provided is valid and assigned to a layer.</para> </returns> </member> <member name="M:UnityEngine.SortingLayer.NameToID(System.String)"> <summary> <para>Returns the id given the name. Will return 0 if an invalid name was given.</para> </summary> <param name="name">The name of the layer.</param> <returns> <para>The unique id of the layer with name.</para> </returns> </member> <member name="T:UnityEngine.Space"> <summary> <para>The coordinate space in which to operate.</para> </summary> </member> <member name="F:UnityEngine.Space.Self"> <summary> <para>Applies transformation relative to the local coordinate system.</para> </summary> </member> <member name="F:UnityEngine.Space.World"> <summary> <para>Applies transformation relative to the world coordinate system.</para> </summary> </member> <member name="T:UnityEngine.SpaceAttribute"> <summary> <para>Use this PropertyAttribute to add some spacing in the Inspector.</para> </summary> </member> <member name="F:UnityEngine.SpaceAttribute.height"> <summary> <para>The spacing in pixels.</para> </summary> </member> <member name="M:UnityEngine.SpaceAttribute.#ctor(System.Single)"> <summary> <para>Use this DecoratorDrawer to add some spacing in the Inspector.</para> </summary> <param name="height">The spacing in pixels.</param> </member> <member name="T:UnityEngine.SparseTexture"> <summary> <para>Class for handling Sparse Textures.</para> </summary> </member> <member name="P:UnityEngine.SparseTexture.isCreated"> <summary> <para>Is the sparse texture actually created? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SparseTexture.tileHeight"> <summary> <para>Get sparse texture tile height (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SparseTexture.tileWidth"> <summary> <para>Get sparse texture tile width (Read Only).</para> </summary> </member> <member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32)"> <summary> <para>Create a sparse texture.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="format">Texture format.</param> <param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param> <param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param> </member> <member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32,System.Boolean)"> <summary> <para>Create a sparse texture.</para> </summary> <param name="width">Texture width in pixels.</param> <param name="height">Texture height in pixels.</param> <param name="format">Texture format.</param> <param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param> <param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param> </member> <member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)"> <summary> <para>Unload sparse texture tile.</para> </summary> <param name="tileX">Tile X coordinate.</param> <param name="tileY">Tile Y coordinate.</param> <param name="miplevel">Mipmap level of the texture.</param> </member> <member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])"> <summary> <para>Update sparse texture tile with color values.</para> </summary> <param name="tileX">Tile X coordinate.</param> <param name="tileY">Tile Y coordinate.</param> <param name="miplevel">Mipmap level of the texture.</param> <param name="data">Tile color data.</param> </member> <member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])"> <summary> <para>Update sparse texture tile with raw pixel values.</para> </summary> <param name="tileX">Tile X coordinate.</param> <param name="tileY">Tile Y coordinate.</param> <param name="miplevel">Mipmap level of the texture.</param> <param name="data">Tile raw pixel data.</param> </member> <member name="T:UnityEngine.SphereCollider"> <summary> <para>A sphere-shaped primitive collider.</para> </summary> </member> <member name="P:UnityEngine.SphereCollider.center"> <summary> <para>The center of the sphere in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.SphereCollider.radius"> <summary> <para>The radius of the sphere measured in the object's local space.</para> </summary> </member> <member name="T:UnityEngine.SplatPrototype"> <summary> <para>A Splat prototype is just a texture that is used by the TerrainData.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.metallic"> <summary> <para>The metallic value of the splat layer.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.normalMap"> <summary> <para>Normal map of the splat applied to the Terrain.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.smoothness"> <summary> <para>The smoothness value of the splat layer when the main texture has no alpha channel.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.texture"> <summary> <para>Texture of the splat applied to the Terrain.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.tileOffset"> <summary> <para>Offset of the tile texture of the SplatPrototype.</para> </summary> </member> <member name="P:UnityEngine.SplatPrototype.tileSize"> <summary> <para>Size of the tile used in the texture of the SplatPrototype.</para> </summary> </member> <member name="T:UnityEngine.SpringJoint"> <summary> <para>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint.damper"> <summary> <para>The damper force used to dampen the spring force.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint.maxDistance"> <summary> <para>The maximum distance between the bodies relative to their initial distance.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint.minDistance"> <summary> <para>The minimum distance between the bodies relative to their initial distance.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint.spring"> <summary> <para>The spring force used to keep the two objects together.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint.tolerance"> <summary> <para>The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance.</para> </summary> </member> <member name="T:UnityEngine.SpringJoint2D"> <summary> <para>Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint2D.autoConfigureDistance"> <summary> <para>Should the distance be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.SpringJoint2D.dampingRatio"> <summary> <para>The amount by which the spring force is reduced in proportion to the movement speed.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint2D.distance"> <summary> <para>The distance the spring will try to keep between the two objects.</para> </summary> </member> <member name="P:UnityEngine.SpringJoint2D.frequency"> <summary> <para>The frequency at which the spring oscillates around the distance distance between the objects.</para> </summary> </member> <member name="T:UnityEngine.Sprite"> <summary> <para>Represents a Sprite object for use in 2D gameplay.</para> </summary> </member> <member name="P:UnityEngine.Sprite.associatedAlphaSplitTexture"> <summary> <para>Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression.</para> </summary> </member> <member name="P:UnityEngine.Sprite.border"> <summary> <para>Returns the border sizes of the sprite.</para> </summary> </member> <member name="P:UnityEngine.Sprite.bounds"> <summary> <para>Bounds of the Sprite, specified by its center and extents in world space units.</para> </summary> </member> <member name="P:UnityEngine.Sprite.packed"> <summary> <para>Returns true if this Sprite is packed in an atlas.</para> </summary> </member> <member name="P:UnityEngine.Sprite.packingMode"> <summary> <para>If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.</para> </summary> </member> <member name="P:UnityEngine.Sprite.packingRotation"> <summary> <para>If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.</para> </summary> </member> <member name="P:UnityEngine.Sprite.pivot"> <summary> <para>Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.</para> </summary> </member> <member name="P:UnityEngine.Sprite.pixelsPerUnit"> <summary> <para>The number of pixels in the sprite that correspond to one unit in world space. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Sprite.rect"> <summary> <para>Location of the Sprite on the original Texture, specified in pixels.</para> </summary> </member> <member name="P:UnityEngine.Sprite.texture"> <summary> <para>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</para> </summary> </member> <member name="P:UnityEngine.Sprite.textureRect"> <summary> <para>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</para> </summary> </member> <member name="P:UnityEngine.Sprite.textureRectOffset"> <summary> <para>Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.</para> </summary> </member> <member name="P:UnityEngine.Sprite.triangles"> <summary> <para>Returns a copy of the array containing sprite mesh triangles.</para> </summary> </member> <member name="P:UnityEngine.Sprite.uv"> <summary> <para>The base texture coordinates of the sprite mesh.</para> </summary> </member> <member name="P:UnityEngine.Sprite.vertices"> <summary> <para>Returns a copy of the array containing sprite mesh vertex positions.</para> </summary> </member> <member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4)"> <summary> <para>Create a new Sprite object.</para> </summary> <param name="texture">Texture from which to obtain the sprite graphic.</param> <param name="rect">Rectangular section of the texture to use for the sprite.</param> <param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param> <param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param> <param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param> <param name="meshType">Controls the type of mesh generated for the sprite.</param> <param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param> </member> <member name="M:UnityEngine.Sprite.OverrideGeometry(UnityEngine.Vector2[],System.UInt16[])"> <summary> <para>Sets up new Sprite geometry.</para> </summary> <param name="vertices">Array of vertex positions in Sprite Rect space.</param> <param name="triangles">Array of sprite mesh triangle indices.</param> </member> <member name="T:UnityEngine.SpriteAlignment"> <summary> <para>How a Sprite's graphic rectangle is aligned with its pivot point.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.BottomCenter"> <summary> <para>Pivot is at the center of the bottom edge of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.BottomLeft"> <summary> <para>Pivot is at the bottom left corner of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.BottomRight"> <summary> <para>Pivot is at the bottom right corner of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.Center"> <summary> <para>Pivot is at the center of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.Custom"> <summary> <para>Pivot is at a custom position within the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.LeftCenter"> <summary> <para>Pivot is at the center of the left edge of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.RightCenter"> <summary> <para>Pivot is at the center of the right edge of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.TopCenter"> <summary> <para>Pivot is at the center of the top edge of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.TopLeft"> <summary> <para>Pivot is at the top left corner of the graphic rectangle.</para> </summary> </member> <member name="F:UnityEngine.SpriteAlignment.TopRight"> <summary> <para>Pivot is at the top right corner of the graphic rectangle.</para> </summary> </member> <member name="T:UnityEngine.SpriteDrawMode"> <summary> <para>SpriteRenderer draw mode.</para> </summary> </member> <member name="F:UnityEngine.SpriteDrawMode.Simple"> <summary> <para>Displays the full sprite.</para> </summary> </member> <member name="F:UnityEngine.SpriteDrawMode.Sliced"> <summary> <para>The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale.</para> </summary> </member> <member name="F:UnityEngine.SpriteDrawMode.Tiled"> <summary> <para>The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile.</para> </summary> </member> <member name="T:UnityEngine.SpriteMask"> <summary> <para>A component for masking Sprites and Particles.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.alphaCutoff"> <summary> <para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.backSortingLayerID"> <summary> <para>Unique ID of the sorting layer defining the end of the custom range.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.backSortingOrder"> <summary> <para>Order within the back sorting layer defining the end of the custom range.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.frontSortingLayerID"> <summary> <para>Unique ID of the sorting layer defining the start of the custom range.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.frontSortingOrder"> <summary> <para>Order within the front sorting layer defining the start of the custom range.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.isCustomRangeActive"> <summary> <para>Mask sprites from front to back sorting values only.</para> </summary> </member> <member name="P:UnityEngine.SpriteMask.sprite"> <summary> <para>The Sprite used to define the mask.</para> </summary> </member> <member name="T:UnityEngine.SpriteMaskInteraction"> <summary> <para>This enum controls the mode under which the sprite will interact with the masking system.</para> </summary> </member> <member name="F:UnityEngine.SpriteMaskInteraction.None"> <summary> <para>The sprite will not interact with the masking system.</para> </summary> </member> <member name="F:UnityEngine.SpriteMaskInteraction.VisibleInsideMask"> <summary> <para>The sprite will be visible only in areas where a mask is present.</para> </summary> </member> <member name="F:UnityEngine.SpriteMaskInteraction.VisibleOutsideMask"> <summary> <para>The sprite will be visible only in areas where no mask is present.</para> </summary> </member> <member name="T:UnityEngine.SpriteMeshType"> <summary> <para>Defines the type of mesh generated for a sprite.</para> </summary> </member> <member name="F:UnityEngine.SpriteMeshType.FullRect"> <summary> <para>Rectangle mesh equal to the user specified sprite size.</para> </summary> </member> <member name="F:UnityEngine.SpriteMeshType.Tight"> <summary> <para>Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible.</para> </summary> </member> <member name="T:UnityEngine.SpritePackingMode"> <summary> <para>Sprite packing modes for the Sprite Packer.</para> </summary> </member> <member name="F:UnityEngine.SpritePackingMode.Rectangle"> <summary> <para>Alpha-cropped ractangle packing.</para> </summary> </member> <member name="F:UnityEngine.SpritePackingMode.Tight"> <summary> <para>Tight mesh based packing.</para> </summary> </member> <member name="T:UnityEngine.SpritePackingRotation"> <summary> <para>Sprite rotation modes for the Sprite Packer.</para> </summary> </member> <member name="F:UnityEngine.SpritePackingRotation.Any"> <summary> <para>Any rotation.</para> </summary> </member> <member name="F:UnityEngine.SpritePackingRotation.None"> <summary> <para>No rotation.</para> </summary> </member> <member name="T:UnityEngine.SpriteRenderer"> <summary> <para>Renders a Sprite for 2D graphics.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.adaptiveModeThreshold"> <summary> <para>The current threshold for Sprite Renderer tiling.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.color"> <summary> <para>Rendering color for the Sprite graphic.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.drawMode"> <summary> <para>The current draw mode of the Sprite Renderer.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.flipX"> <summary> <para>Flips the sprite on the X axis.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.flipY"> <summary> <para>Flips the sprite on the Y axis.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.maskInteraction"> <summary> <para>Specifies how the sprite interacts with the masks.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.size"> <summary> <para>Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.NineSlice.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.sprite"> <summary> <para>The Sprite to render.</para> </summary> </member> <member name="P:UnityEngine.SpriteRenderer.tileMode"> <summary> <para>The current tile mode of the Sprite Renderer.</para> </summary> </member> <member name="T:UnityEngine.Sprites.DataUtility"> <summary> <para>Helper utilities for accessing Sprite data.</para> </summary> </member> <member name="M:UnityEngine.Sprites.DataUtility.GetInnerUV(UnityEngine.Sprite)"> <summary> <para>Inner UV's of the Sprite.</para> </summary> <param name="sprite"></param> </member> <member name="M:UnityEngine.Sprites.DataUtility.GetMinSize(UnityEngine.Sprite)"> <summary> <para>Minimum width and height of the Sprite.</para> </summary> <param name="sprite"></param> </member> <member name="M:UnityEngine.Sprites.DataUtility.GetOuterUV(UnityEngine.Sprite)"> <summary> <para>Outer UV's of the Sprite.</para> </summary> <param name="sprite"></param> </member> <member name="M:UnityEngine.Sprites.DataUtility.GetPadding(UnityEngine.Sprite)"> <summary> <para>Return the padding on the sprite.</para> </summary> <param name="sprite"></param> </member> <member name="T:UnityEngine.SpriteTileMode"> <summary> <para>Tiling mode for SpriteRenderer.tileMode.</para> </summary> </member> <member name="F:UnityEngine.SpriteTileMode.Adaptive"> <summary> <para>Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold.</para> </summary> </member> <member name="F:UnityEngine.SpriteTileMode.Continuous"> <summary> <para>Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode.</para> </summary> </member> <member name="T:UnityEngine.StackTraceLogType"> <summary> <para>Stack trace logging options.</para> </summary> </member> <member name="F:UnityEngine.StackTraceLogType.Full"> <summary> <para>Native and managed stack trace will be logged.</para> </summary> </member> <member name="F:UnityEngine.StackTraceLogType.None"> <summary> <para>No stack trace will be outputed to log.</para> </summary> </member> <member name="F:UnityEngine.StackTraceLogType.ScriptOnly"> <summary> <para>Only managed stack trace will be outputed.</para> </summary> </member> <member name="T:UnityEngine.StateMachineBehaviour"> <summary> <para>StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.</para> </summary> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateEnter"> <summary> <para>Called on the first Update frame when a statemachine evaluate this state.</para> </summary> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateExit"> <summary> <para>Called on the last update frame when a statemachine evaluate this state.</para> </summary> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateIK"> <summary> <para>Called right after MonoBehaviour.OnAnimatorIK.</para> </summary> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineEnter(UnityEngine.Animator,System.Int32)"> <summary> <para>Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.</para> </summary> <param name="animator">The Animator playing this state machine.</param> <param name="stateMachinePathHash">The full path hash for this state machine.</param> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineExit(UnityEngine.Animator,System.Int32)"> <summary> <para>Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.</para> </summary> <param name="animator">The Animator playing this state machine.</param> <param name="stateMachinePathHash">The full path hash for this state machine.</param> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateMove"> <summary> <para>Called right after MonoBehaviour.OnAnimatorMove.</para> </summary> </member> <member name="M:UnityEngine.StateMachineBehaviour.OnStateUpdate"> <summary> <para>Called at each Update frame except for the first and last frame.</para> </summary> </member> <member name="T:UnityEngine.StaticBatchingUtility"> <summary> <para>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</para> </summary> </member> <member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)"> <summary> <para>StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching.</para> </summary> <param name="staticBatchRoot"></param> </member> <member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)"> <summary> <para>StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent.</para> </summary> <param name="gos"></param> <param name="staticBatchRoot"></param> </member> <member name="T:UnityEngine.StereoTargetEyeMask"> <summary> <para>Enum values for the Camera's targetEye property.</para> </summary> </member> <member name="F:UnityEngine.StereoTargetEyeMask.Both"> <summary> <para>Render both eyes to the HMD.</para> </summary> </member> <member name="F:UnityEngine.StereoTargetEyeMask.Left"> <summary> <para>Render only the Left eye to the HMD.</para> </summary> </member> <member name="F:UnityEngine.StereoTargetEyeMask.None"> <summary> <para>Do not render either eye to the HMD.</para> </summary> </member> <member name="F:UnityEngine.StereoTargetEyeMask.Right"> <summary> <para>Render only the right eye to the HMD.</para> </summary> </member> <member name="T:UnityEngine.SurfaceEffector2D"> <summary> <para>Applies tangent forces along the surfaces of colliders.</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.forceScale"> <summary> <para>The scale of the impulse force applied while attempting to reach the surface speed.</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.speed"> <summary> <para>The speed to be maintained along the surface.</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.speedVariation"> <summary> <para>The speed variation (from zero to the variation) added to base speed to be applied.</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.useBounce"> <summary> <para>Should bounce be used for any contact with the surface?</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.useContactForce"> <summary> <para>Should the impulse force but applied to the contact point?</para> </summary> </member> <member name="P:UnityEngine.SurfaceEffector2D.useFriction"> <summary> <para>Should friction be used for any contact with the surface?</para> </summary> </member> <member name="T:UnityEngine.SystemInfo"> <summary> <para>Access system and hardware information.</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.batteryLevel"> <summary> <para>The current battery level (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.batteryStatus"> <summary> <para>Returns the current status of the device's battery (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.copyTextureSupport"> <summary> <para>Support for various Graphics.CopyTexture cases (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.deviceModel"> <summary> <para>The model of the device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.deviceName"> <summary> <para>The user defined name of the device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.deviceType"> <summary> <para>Returns the kind of device the application is running on (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier"> <summary> <para>A unique device identifier. It is guaranteed to be unique for every device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceID"> <summary> <para>The identifier code of the graphics device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceName"> <summary> <para>The name of the graphics device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceType"> <summary> <para>The graphics API type used by the graphics device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor"> <summary> <para>The vendor of the graphics device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID"> <summary> <para>The identifier code of the graphics device vendor (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion"> <summary> <para>The graphics API type and driver version used by the graphics device (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsMemorySize"> <summary> <para>Amount of video memory present (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsMultiThreaded"> <summary> <para>Is graphics device using multi-threaded rendering (Read Only)?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsShaderLevel"> <summary> <para>Graphics device shader capability level (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.graphicsUVStartsAtTop"> <summary> <para>Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.maxCubemapSize"> <summary> <para>Maximum Cubemap texture size (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.maxTextureSize"> <summary> <para>Maximum texture size (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.npotSupport"> <summary> <para>What NPOT (non-power of two size) texture support does the GPU provide? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.operatingSystem"> <summary> <para>Operating system name with version (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.operatingSystemFamily"> <summary> <para>Returns the operating system family the game is running on (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.processorCount"> <summary> <para>Number of processors present (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.processorFrequency"> <summary> <para>Processor frequency in MHz (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.processorType"> <summary> <para>Processor name (Read Only).</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount"> <summary> <para>How many simultaneous render targets (MRTs) are supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supports2DArrayTextures"> <summary> <para>Are 2D Array textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supports3DRenderTextures"> <summary> <para>Are 3D (volume) RenderTextures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supports3DTextures"> <summary> <para>Are 3D (volume) textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsAccelerometer"> <summary> <para>Is an accelerometer available on the device?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsAudio"> <summary> <para>Is there an Audio device available for playback?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsComputeShaders"> <summary> <para>Are compute shaders supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsCubemapArrayTextures"> <summary> <para>Are Cubemap Array textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsGyroscope"> <summary> <para>Is a gyroscope available on the device?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsImageEffects"> <summary> <para>Are image effects supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsInstancing"> <summary> <para>Is GPU draw call instancing supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsLocationService"> <summary> <para>Is the device capable of reporting its location?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsMotionVectors"> <summary> <para>Whether motion vectors are supported on this platform.</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsRawShadowDepthSampling"> <summary> <para>Is sampling raw depth from shadowmaps supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsRenderTextures"> <summary> <para>Are render textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap"> <summary> <para>Are cubemap render textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsShadows"> <summary> <para>Are built-in shadows supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsSparseTextures"> <summary> <para>Are sparse textures supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsStencil"> <summary> <para>Is the stencil buffer supported? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.supportsVibration"> <summary> <para>Is the device capable of providing the user haptic feedback by vibration?</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.systemMemorySize"> <summary> <para>Amount of system memory present (Read Only).</para> </summary> </member> <member name="F:UnityEngine.SystemInfo.unsupportedIdentifier"> <summary> <para>Value returned by SystemInfo string properties which are not supported on the current platform.</para> </summary> </member> <member name="P:UnityEngine.SystemInfo.usesReversedZBuffer"> <summary> <para>This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)</para> </summary> </member> <member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)"> <summary> <para>Is render texture format supported?</para> </summary> <param name="format">The format to look up.</param> <returns> <para>True if the format is supported.</para> </returns> </member> <member name="M:UnityEngine.SystemInfo.SupportsTextureFormat(UnityEngine.TextureFormat)"> <summary> <para>Is texture format supported on this device?</para> </summary> <param name="format">The TextureFormat format to look up.</param> <returns> <para>True if the format is supported.</para> </returns> </member> <member name="T:UnityEngine.SystemLanguage"> <summary> <para>The language the user's operating system is running in. Returned by Application.systemLanguage.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Afrikaans"> <summary> <para>Afrikaans.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Arabic"> <summary> <para>Arabic.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Basque"> <summary> <para>Basque.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Belarusian"> <summary> <para>Belarusian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Bulgarian"> <summary> <para>Bulgarian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Catalan"> <summary> <para>Catalan.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Chinese"> <summary> <para>Chinese.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.ChineseSimplified"> <summary> <para>ChineseSimplified.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.ChineseTraditional"> <summary> <para>ChineseTraditional.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Czech"> <summary> <para>Czech.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Danish"> <summary> <para>Danish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Dutch"> <summary> <para>Dutch.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.English"> <summary> <para>English.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Estonian"> <summary> <para>Estonian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Faroese"> <summary> <para>Faroese.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Finnish"> <summary> <para>Finnish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.French"> <summary> <para>French.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.German"> <summary> <para>German.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Greek"> <summary> <para>Greek.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Hebrew"> <summary> <para>Hebrew.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Hungarian"> <summary> <para>Hungarian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Icelandic"> <summary> <para>Icelandic.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Indonesian"> <summary> <para>Indonesian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Italian"> <summary> <para>Italian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Japanese"> <summary> <para>Japanese.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Korean"> <summary> <para>Korean.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Latvian"> <summary> <para>Latvian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Lithuanian"> <summary> <para>Lithuanian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Norwegian"> <summary> <para>Norwegian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Polish"> <summary> <para>Polish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Portuguese"> <summary> <para>Portuguese.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Romanian"> <summary> <para>Romanian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Russian"> <summary> <para>Russian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.SerboCroatian"> <summary> <para>Serbo-Croatian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Slovak"> <summary> <para>Slovak.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Slovenian"> <summary> <para>Slovenian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Spanish"> <summary> <para>Spanish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Swedish"> <summary> <para>Swedish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Thai"> <summary> <para>Thai.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Turkish"> <summary> <para>Turkish.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Ukrainian"> <summary> <para>Ukrainian.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Unknown"> <summary> <para>Unknown.</para> </summary> </member> <member name="F:UnityEngine.SystemLanguage.Vietnamese"> <summary> <para>Vietnamese.</para> </summary> </member> <member name="T:UnityEngine.TargetJoint2D"> <summary> <para>The joint attempts to move a Rigidbody2D to a specific target position.</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.anchor"> <summary> <para>The local-space anchor on the rigid-body the joint is attached to.</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.autoConfigureTarget"> <summary> <para>Should the target be calculated automatically?</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.dampingRatio"> <summary> <para>The amount by which the target spring force is reduced in proportion to the movement speed.</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.frequency"> <summary> <para>The frequency at which the target spring oscillates around the target position.</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.maxForce"> <summary> <para>The maximum force that can be generated when trying to maintain the target joint constraint.</para> </summary> </member> <member name="P:UnityEngine.TargetJoint2D.target"> <summary> <para>The world-space position that the joint will attempt to move the body to.</para> </summary> </member> <member name="T:UnityEngine.Terrain"> <summary> <para>The Terrain component renders the terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.activeTerrain"> <summary> <para>The active terrain. This is a convenience function to get to the main terrain in the scene.</para> </summary> </member> <member name="P:UnityEngine.Terrain.activeTerrains"> <summary> <para>The active terrains in the scene.</para> </summary> </member> <member name="P:UnityEngine.Terrain.bakeLightProbesForTrees"> <summary> <para>Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.</para> </summary> </member> <member name="P:UnityEngine.Terrain.basemapDistance"> <summary> <para>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</para> </summary> </member> <member name="P:UnityEngine.Terrain.castShadows"> <summary> <para>Should terrain cast shadows?.</para> </summary> </member> <member name="P:UnityEngine.Terrain.collectDetailPatches"> <summary> <para>Collect detail patches from memory.</para> </summary> </member> <member name="P:UnityEngine.Terrain.detailObjectDensity"> <summary> <para>Density of detail objects.</para> </summary> </member> <member name="P:UnityEngine.Terrain.detailObjectDistance"> <summary> <para>Detail objects will be displayed up to this distance.</para> </summary> </member> <member name="P:UnityEngine.Terrain.drawHeightmap"> <summary> <para>Specify if terrain heightmap should be drawn.</para> </summary> </member> <member name="P:UnityEngine.Terrain.drawTreesAndFoliage"> <summary> <para>Specify if terrain trees and details should be drawn.</para> </summary> </member> <member name="P:UnityEngine.Terrain.editorRenderFlags"> <summary> <para>Controls what part of the terrain should be rendered.</para> </summary> </member> <member name="P:UnityEngine.Terrain.heightmapMaximumLOD"> <summary> <para>Lets you essentially lower the heightmap resolution used for rendering.</para> </summary> </member> <member name="P:UnityEngine.Terrain.heightmapPixelError"> <summary> <para>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</para> </summary> </member> <member name="P:UnityEngine.Terrain.legacyShininess"> <summary> <para>The shininess value of the terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.legacySpecular"> <summary> <para>The specular color of the terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.lightmapIndex"> <summary> <para>The index of the baked lightmap applied to this terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.lightmapScaleOffset"> <summary> <para>The UV scale &amp; offset used for a baked lightmap.</para> </summary> </member> <member name="P:UnityEngine.Terrain.materialTemplate"> <summary> <para>The custom material used to render the terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.materialType"> <summary> <para>The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType.</para> </summary> </member> <member name="P:UnityEngine.Terrain.patchBoundsMultiplier"> <summary> <para>Set the terrain bounding box scale.</para> </summary> </member> <member name="P:UnityEngine.Terrain.realtimeLightmapIndex"> <summary> <para>The index of the realtime lightmap applied to this terrain.</para> </summary> </member> <member name="P:UnityEngine.Terrain.realtimeLightmapScaleOffset"> <summary> <para>The UV scale &amp; offset used for a realtime lightmap.</para> </summary> </member> <member name="P:UnityEngine.Terrain.reflectionProbeUsage"> <summary> <para>How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage.</para> </summary> </member> <member name="P:UnityEngine.Terrain.terrainData"> <summary> <para>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</para> </summary> </member> <member name="P:UnityEngine.Terrain.treeBillboardDistance"> <summary> <para>Distance from the camera where trees will be rendered as billboards only.</para> </summary> </member> <member name="P:UnityEngine.Terrain.treeCrossFadeLength"> <summary> <para>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</para> </summary> </member> <member name="P:UnityEngine.Terrain.treeDistance"> <summary> <para>The maximum distance at which trees are rendered.</para> </summary> </member> <member name="P:UnityEngine.Terrain.treeLODBiasMultiplier"> <summary> <para>The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).</para> </summary> </member> <member name="P:UnityEngine.Terrain.treeMaximumFullLODCount"> <summary> <para>Maximum number of trees rendered at full LOD.</para> </summary> </member> <member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)"> <summary> <para>Adds a tree instance to the terrain.</para> </summary> <param name="instance"></param> </member> <member name="M:UnityEngine.Terrain.ApplyDelayedHeightmapModification"> <summary> <para>Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.</para> </summary> </member> <member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)"> <summary> <para>Creates a Terrain including collider from TerrainData.</para> </summary> <param name="assignTerrain"></param> </member> <member name="M:UnityEngine.Terrain.Flush"> <summary> <para>Flushes any change done in the terrain so it takes effect.</para> </summary> </member> <member name="M:UnityEngine.Terrain.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)"> <summary> <para>Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.</para> </summary> <param name="result">[in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo.</param> </member> <member name="M:UnityEngine.Terrain.GetPosition"> <summary> <para>Get the position of the terrain.</para> </summary> </member> <member name="M:UnityEngine.Terrain.GetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)"> <summary> <para>Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.</para> </summary> <param name="dest"></param> </member> <member name="T:UnityEngine.Terrain.MaterialType"> <summary> <para>The type of the material used to render a terrain object. Could be one of the built-in types or custom.</para> </summary> </member> <member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacyDiffuse"> <summary> <para>A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support.</para> </summary> </member> <member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacySpecular"> <summary> <para>A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support.</para> </summary> </member> <member name="F:UnityEngine.Terrain.MaterialType.BuiltInStandard"> <summary> <para>A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal.</para> </summary> </member> <member name="F:UnityEngine.Terrain.MaterialType.Custom"> <summary> <para>Use a custom material given by Terrain.materialTemplate.</para> </summary> </member> <member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)"> <summary> <para>Samples the height at the given position defined in world space, relative to the terrain space.</para> </summary> <param name="worldPosition"></param> </member> <member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)"> <summary> <para>Lets you setup the connection between neighboring Terrains.</para> </summary> <param name="left"></param> <param name="top"></param> <param name="right"></param> <param name="bottom"></param> </member> <member name="M:UnityEngine.Terrain.SetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)"> <summary> <para>Set the additional material properties when rendering the terrain heightmap using the splat material.</para> </summary> <param name="properties"></param> </member> <member name="T:UnityEngine.TerrainChangedFlags"> <summary> <para>Indicate the types of changes to the terrain in OnTerrainChanged callback.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.DelayedHeightmapUpdate"> <summary> <para>Indicates a change to the heightmap data without computing LOD.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.FlushEverythingImmediately"> <summary> <para>Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.Heightmap"> <summary> <para>Indicates a change to the heightmap data.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.RemoveDirtyDetailsImmediately"> <summary> <para>Indicates a change to the detail data.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.TreeInstances"> <summary> <para>Indicates a change to the tree data.</para> </summary> </member> <member name="F:UnityEngine.TerrainChangedFlags.WillBeDestroyed"> <summary> <para>Indicates that the TerrainData object is about to be destroyed.</para> </summary> </member> <member name="T:UnityEngine.TerrainCollider"> <summary> <para>A heightmap based collider.</para> </summary> </member> <member name="P:UnityEngine.TerrainCollider.terrainData"> <summary> <para>The terrain that stores the heightmap.</para> </summary> </member> <member name="T:UnityEngine.TerrainData"> <summary> <para>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.alphamapHeight"> <summary> <para>Height of the alpha map.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.alphamapLayers"> <summary> <para>Number of alpha map layers.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.alphamapResolution"> <summary> <para>Resolution of the alpha map.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.alphamapTextures"> <summary> <para>Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.alphamapWidth"> <summary> <para>Width of the alpha map.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.baseMapResolution"> <summary> <para>Resolution of the base map used for rendering far patches on the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.bounds"> <summary> <para>The local bounding box of the TerrainData object.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.detailHeight"> <summary> <para>Detail height of the TerrainData.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.detailPrototypes"> <summary> <para>Contains the detail texture/meshes that the terrain has.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.detailResolution"> <summary> <para>Detail Resolution of the TerrainData.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.detailWidth"> <summary> <para>Detail width of the TerrainData.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.heightmapHeight"> <summary> <para>Height of the terrain in samples (Read Only).</para> </summary> </member> <member name="P:UnityEngine.TerrainData.heightmapResolution"> <summary> <para>Resolution of the heightmap.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.heightmapScale"> <summary> <para>The size of each heightmap sample.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.heightmapWidth"> <summary> <para>Width of the terrain in samples (Read Only).</para> </summary> </member> <member name="P:UnityEngine.TerrainData.size"> <summary> <para>The total size in world units of the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.splatPrototypes"> <summary> <para>Splat texture used by the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.thickness"> <summary> <para>The thickness of the terrain used for collision detection.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.treeInstanceCount"> <summary> <para>Returns the number of tree instances.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.treeInstances"> <summary> <para>Contains the current trees placed in the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.treePrototypes"> <summary> <para>The list of tree prototypes this are the ones available in the inspector.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.wavingGrassAmount"> <summary> <para>Amount of waving grass in the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.wavingGrassSpeed"> <summary> <para>Speed of the waving grass.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.wavingGrassStrength"> <summary> <para>Strength of the waving grass in the terrain.</para> </summary> </member> <member name="P:UnityEngine.TerrainData.wavingGrassTint"> <summary> <para>Color of the waving grass that the terrain has.</para> </summary> </member> <member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Returns the alpha map at a position x, y given a width and height.</para> </summary> <param name="x">The x offset to read from.</param> <param name="y">The y offset to read from.</param> <param name="width">The width of the alpha map area to read.</param> <param name="height">The height of the alpha map area to read.</param> <returns> <para>A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate.</para> </returns> </member> <member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Returns a 2D array of the detail object density in the specific location.</para> </summary> <param name="xBase"></param> <param name="yBase"></param> <param name="width"></param> <param name="height"></param> <param name="layer"></param> </member> <member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)"> <summary> <para>Gets the height at a certain point x,y.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Get an array of heightmap samples.</para> </summary> <param name="xBase">First x index of heightmap samples to retrieve.</param> <param name="yBase">First y index of heightmap samples to retrieve.</param> <param name="width">Number of samples to retrieve along the heightmap's x axis.</param> <param name="height">Number of samples to retrieve along the heightmap's y axis.</param> </member> <member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)"> <summary> <para>Gets an interpolated height at a point x,y.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)"> <summary> <para>Get an interpolated normal at a given location.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)"> <summary> <para>Gets the gradient of the terrain at point (x,y).</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Returns an array of all supported detail layer indices in the area.</para> </summary> <param name="xBase"></param> <param name="yBase"></param> <param name="totalWidth"></param> <param name="totalHeight"></param> </member> <member name="M:UnityEngine.TerrainData.GetTreeInstance(System.Int32)"> <summary> <para>Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.</para> </summary> <param name="index">The index of the tree instance.</param> </member> <member name="M:UnityEngine.TerrainData.RefreshPrototypes"> <summary> <para>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</para> </summary> </member> <member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])"> <summary> <para>Assign all splat values in the given map area.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="map"></param> </member> <member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])"> <summary> <para>Sets the detail layer density map.</para> </summary> <param name="xBase"></param> <param name="yBase"></param> <param name="layer"></param> <param name="details"></param> </member> <member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)"> <summary> <para>Set the resolution of the detail map.</para> </summary> <param name="detailResolution">Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting.</param> <param name="resolutionPerPatch">Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.</param> </member> <member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])"> <summary> <para>Set an array of heightmap samples.</para> </summary> <param name="xBase">First x index of heightmap samples to set.</param> <param name="yBase">First y index of heightmap samples to set.</param> <param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param> </member> <member name="M:UnityEngine.TerrainData.SetHeightsDelayLOD(System.Int32,System.Int32,System.Single[,])"> <summary> <para>Set an array of heightmap samples.</para> </summary> <param name="xBase">First x index of heightmap samples to set.</param> <param name="yBase">First y index of heightmap samples to set.</param> <param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param> </member> <member name="M:UnityEngine.TerrainData.SetTreeInstance(System.Int32,UnityEngine.TreeInstance)"> <summary> <para>Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.</para> </summary> <param name="index">The index of the tree instance.</param> <param name="instance">The new TreeInstance value.</param> </member> <member name="T:UnityEngine.TerrainExtensions"> <summary> <para>Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para> </summary> </member> <member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain)"> <summary> <para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para> </summary> <param name="terrain"></param> <param name="x"></param> <param name="y"></param> <param name="width"></param> <param name="height"></param> </member> <member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para> </summary> <param name="terrain"></param> <param name="x"></param> <param name="y"></param> <param name="width"></param> <param name="height"></param> </member> <member name="T:UnityEngine.TerrainRenderFlags"> <summary> <para>Enum provding terrain rendering options.</para> </summary> </member> <member name="F:UnityEngine.TerrainRenderFlags.all"> <summary> <para>Render all options.</para> </summary> </member> <member name="F:UnityEngine.TerrainRenderFlags.details"> <summary> <para>Render terrain details.</para> </summary> </member> <member name="F:UnityEngine.TerrainRenderFlags.heightmap"> <summary> <para>Render heightmap.</para> </summary> </member> <member name="F:UnityEngine.TerrainRenderFlags.trees"> <summary> <para>Render trees.</para> </summary> </member> <member name="T:UnityEngine.TextAlignment"> <summary> <para>How multiline text should be aligned.</para> </summary> </member> <member name="F:UnityEngine.TextAlignment.Center"> <summary> <para>Text lines are centered.</para> </summary> </member> <member name="F:UnityEngine.TextAlignment.Left"> <summary> <para>Text lines are aligned on the left side.</para> </summary> </member> <member name="F:UnityEngine.TextAlignment.Right"> <summary> <para>Text lines are aligned on the right side.</para> </summary> </member> <member name="T:UnityEngine.TextAnchor"> <summary> <para>Where the anchor of the text is placed.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.LowerCenter"> <summary> <para>Text is anchored in lower side, centered horizontally.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.LowerLeft"> <summary> <para>Text is anchored in lower left corner.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.LowerRight"> <summary> <para>Text is anchored in lower right corner.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.MiddleCenter"> <summary> <para>Text is centered both horizontally and vertically.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.MiddleLeft"> <summary> <para>Text is anchored in left side, centered vertically.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.MiddleRight"> <summary> <para>Text is anchored in right side, centered vertically.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.UpperCenter"> <summary> <para>Text is anchored in upper side, centered horizontally.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.UpperLeft"> <summary> <para>Text is anchored in upper left corner.</para> </summary> </member> <member name="F:UnityEngine.TextAnchor.UpperRight"> <summary> <para>Text is anchored in upper right corner.</para> </summary> </member> <member name="T:UnityEngine.TextAreaAttribute"> <summary> <para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para> </summary> </member> <member name="F:UnityEngine.TextAreaAttribute.maxLines"> <summary> <para>The maximum amount of lines the text area can show before it starts using a scrollbar.</para> </summary> </member> <member name="F:UnityEngine.TextAreaAttribute.minLines"> <summary> <para>The minimum amount of lines the text area will use.</para> </summary> </member> <member name="M:UnityEngine.TextAreaAttribute.#ctor"> <summary> <para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para> </summary> <param name="minLines">The minimum amount of lines the text area will use.</param> <param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param> </member> <member name="M:UnityEngine.TextAreaAttribute.#ctor(System.Int32,System.Int32)"> <summary> <para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para> </summary> <param name="minLines">The minimum amount of lines the text area will use.</param> <param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param> </member> <member name="T:UnityEngine.TextAsset"> <summary> <para>Text file assets.</para> </summary> </member> <member name="P:UnityEngine.TextAsset.bytes"> <summary> <para>The raw bytes of the text asset. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.TextAsset.text"> <summary> <para>The text contents of the .txt file as a string. (Read Only)</para> </summary> </member> <member name="T:UnityEngine.TextClipping"> <summary> <para>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</para> </summary> </member> <member name="F:UnityEngine.TextClipping.Clip"> <summary> <para>Text gets clipped to be inside the element.</para> </summary> </member> <member name="F:UnityEngine.TextClipping.Overflow"> <summary> <para>Text flows freely outside the element.</para> </summary> </member> <member name="T:UnityEngine.TextGenerationSettings"> <summary> <para>A struct that stores the settings for TextGeneration.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.alignByGeometry"> <summary> <para>Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.color"> <summary> <para>The base color for the text generation.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.font"> <summary> <para>Font to use for generation.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.fontSize"> <summary> <para>Font size.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.fontStyle"> <summary> <para>Font style.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.generateOutOfBounds"> <summary> <para>Continue to generate characters even if the text runs out of bounds.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.generationExtents"> <summary> <para>Extents that the generator will attempt to fit the text in.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.horizontalOverflow"> <summary> <para>What happens to text when it reaches the horizontal generation bounds.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.lineSpacing"> <summary> <para>The line spacing multiplier.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.pivot"> <summary> <para>Generated vertices are offset by the pivot.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.resizeTextForBestFit"> <summary> <para>Should the text be resized to fit the configured bounds?</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.resizeTextMaxSize"> <summary> <para>Maximum size for resized text.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.resizeTextMinSize"> <summary> <para>Minimum size for resized text.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.richText"> <summary> <para>Allow rich text markup in generation.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.scaleFactor"> <summary> <para>A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.textAnchor"> <summary> <para>How is the generated text anchored.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.updateBounds"> <summary> <para>Should the text generator update the bounds from the generated text.</para> </summary> </member> <member name="F:UnityEngine.TextGenerationSettings.verticalOverflow"> <summary> <para>What happens to text when it reaches the bottom generation bounds.</para> </summary> </member> <member name="T:UnityEngine.TextGenerator"> <summary> <para>Class that can be used to generate text for rendering.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.characterCount"> <summary> <para>The number of characters that have been generated.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.characterCountVisible"> <summary> <para>The number of characters that have been generated and are included in the visible lines.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.characters"> <summary> <para>Array of generated characters.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.fontSizeUsedForBestFit"> <summary> <para>The size of the font that was found if using best fit mode.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.lineCount"> <summary> <para>Number of text lines generated.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.lines"> <summary> <para>Information about each generated text line.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.rectExtents"> <summary> <para>Extents of the generated text in rect format.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.vertexCount"> <summary> <para>Number of vertices generated.</para> </summary> </member> <member name="P:UnityEngine.TextGenerator.verts"> <summary> <para>Array of generated vertices.</para> </summary> </member> <member name="M:UnityEngine.TextGenerator.#ctor"> <summary> <para>Create a TextGenerator.</para> </summary> <param name="initialCapacity"></param> </member> <member name="M:UnityEngine.TextGenerator.#ctor(System.Int32)"> <summary> <para>Create a TextGenerator.</para> </summary> <param name="initialCapacity"></param> </member> <member name="M:UnityEngine.TextGenerator.GetCharacters(System.Collections.Generic.List`1&lt;UnityEngine.UICharInfo&gt;)"> <summary> <para>Populate the given List with UICharInfo.</para> </summary> <param name="characters">List to populate.</param> </member> <member name="M:UnityEngine.TextGenerator.GetCharactersArray"> <summary> <para>Returns the current UICharInfo.</para> </summary> <returns> <para>Character information.</para> </returns> </member> <member name="M:UnityEngine.TextGenerator.GetLines(System.Collections.Generic.List`1&lt;UnityEngine.UILineInfo&gt;)"> <summary> <para>Populate the given list with UILineInfo.</para> </summary> <param name="lines">List to populate.</param> </member> <member name="M:UnityEngine.TextGenerator.GetLinesArray"> <summary> <para>Returns the current UILineInfo.</para> </summary> <returns> <para>Line information.</para> </returns> </member> <member name="M:UnityEngine.TextGenerator.GetPreferredHeight(System.String,UnityEngine.TextGenerationSettings)"> <summary> <para>Given a string and settings, returns the preferred height for a container that would hold this text.</para> </summary> <param name="str">Generation text.</param> <param name="settings">Settings for generation.</param> <returns> <para>Preferred height.</para> </returns> </member> <member name="M:UnityEngine.TextGenerator.GetPreferredWidth(System.String,UnityEngine.TextGenerationSettings)"> <summary> <para>Given a string and settings, returns the preferred width for a container that would hold this text.</para> </summary> <param name="str">Generation text.</param> <param name="settings">Settings for generation.</param> <returns> <para>Preferred width.</para> </returns> </member> <member name="M:UnityEngine.TextGenerator.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)"> <summary> <para>Populate the given list with generated Vertices.</para> </summary> <param name="vertices">List to populate.</param> </member> <member name="M:UnityEngine.TextGenerator.GetVerticesArray"> <summary> <para>Returns the current UILineInfo.</para> </summary> <returns> <para>Vertices.</para> </returns> </member> <member name="M:UnityEngine.TextGenerator.Invalidate"> <summary> <para>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</para> </summary> </member> <member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)"> <summary> <para>Will generate the vertices and other data for the given string with the given settings.</para> </summary> <param name="str">String to generate.</param> <param name="settings">Settings.</param> </member> <member name="M:UnityEngine.TextGenerator.PopulateWithErrors(System.String,UnityEngine.TextGenerationSettings,UnityEngine.GameObject)"> <summary> <para>Will generate the vertices and other data for the given string with the given settings.</para> </summary> <param name="str">String to generate.</param> <param name="settings">Generation settings.</param> <param name="context">The object used as context of the error log message, if necessary.</param> <returns> <para>True if the generation is a success, false otherwise.</para> </returns> </member> <member name="T:UnityEngine.TextMesh"> <summary> <para>A script interface for the.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.alignment"> <summary> <para>How lines of text are aligned (Left, Right, Center).</para> </summary> </member> <member name="P:UnityEngine.TextMesh.anchor"> <summary> <para>Which point of the text shares the position of the Transform.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.characterSize"> <summary> <para>The size of each character (This scales the whole text).</para> </summary> </member> <member name="P:UnityEngine.TextMesh.color"> <summary> <para>The color used to render the text.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.font"> <summary> <para>The Font used.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.fontSize"> <summary> <para>The font size to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.TextMesh.fontStyle"> <summary> <para>The font style to use (for dynamic fonts).</para> </summary> </member> <member name="P:UnityEngine.TextMesh.lineSpacing"> <summary> <para>How much space will be in-between lines of text.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.offsetZ"> <summary> <para>How far should the text be offset from the transform.position.z when drawing.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.richText"> <summary> <para>Enable HTML-style tags for Text Formatting Markup.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.tabSize"> <summary> <para>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</para> </summary> </member> <member name="P:UnityEngine.TextMesh.text"> <summary> <para>The text that is displayed.</para> </summary> </member> <member name="T:UnityEngine.Texture"> <summary> <para>Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.</para> </summary> </member> <member name="P:UnityEngine.Texture.anisoLevel"> <summary> <para>Anisotropic filtering level of the texture.</para> </summary> </member> <member name="P:UnityEngine.Texture.dimension"> <summary> <para>Dimensionality (type) of the texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Texture.filterMode"> <summary> <para>Filtering mode of the texture.</para> </summary> </member> <member name="P:UnityEngine.Texture.height"> <summary> <para>Height of the texture in pixels. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Texture.mipMapBias"> <summary> <para>Mip map bias of the texture.</para> </summary> </member> <member name="P:UnityEngine.Texture.width"> <summary> <para>Width of the texture in pixels. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Texture.wrapMode"> <summary> <para>Texture coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEngine.Texture.wrapModeU"> <summary> <para>Texture U coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEngine.Texture.wrapModeV"> <summary> <para>Texture V coordinate wrapping mode.</para> </summary> </member> <member name="P:UnityEngine.Texture.wrapModeW"> <summary> <para>Texture W coordinate wrapping mode for Texture3D.</para> </summary> </member> <member name="M:UnityEngine.Texture.GetNativeTexturePtr"> <summary> <para>Retrieve a native (underlying graphics API) pointer to the texture resource.</para> </summary> <returns> <para>Pointer to an underlying graphics API texture resource.</para> </returns> </member> <member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)"> <summary> <para>Sets Anisotropic limits.</para> </summary> <param name="forcedMin"></param> <param name="globalMax"></param> </member> <member name="T:UnityEngine.Texture2D"> <summary> <para>Class for texture handling.</para> </summary> </member> <member name="P:UnityEngine.Texture2D.blackTexture"> <summary> <para>Get a small texture with all black pixels.</para> </summary> </member> <member name="P:UnityEngine.Texture2D.format"> <summary> <para>The format of the pixel data in the texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Texture2D.mipmapCount"> <summary> <para>How many mipmap levels are in this texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Texture2D.whiteTexture"> <summary> <para>Get a small texture with all white pixels.</para> </summary> </member> <member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)"> <summary> <para>Actually apply all previous SetPixel and SetPixels changes.</para> </summary> <param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param> <param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param> </member> <member name="M:UnityEngine.Texture2D.Compress(System.Boolean)"> <summary> <para>Compress texture into DXT format.</para> </summary> <param name="highQuality"></param> </member> <member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)"> <summary> <para>Creates Unity Texture out of externally created native texture object.</para> </summary> <param name="nativeTex">Native 2D texture object.</param> <param name="width">Width of texture in pixels.</param> <param name="height">Height of texture in pixels.</param> <param name="format">Format of underlying texture object.</param> <param name="mipmap">Does the texture have mipmaps?</param> <param name="linear">Is texture using linear color space?</param> </member> <member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32)"> <summary> <para>Create a new empty texture.</para> </summary> <param name="width"></param> <param name="height"></param> </member> <member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Create a new empty texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="mipmap"></param> </member> <member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)"> <summary> <para>Create a new empty texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="mipmap"></param> <param name="linear"></param> </member> <member name="T:UnityEngine.Texture2D.EXRFlags"> <summary> <para>Flags used to control the encoding to an EXR file.</para> </summary> </member> <member name="F:UnityEngine.Texture2D.EXRFlags.CompressPIZ"> <summary> <para>This texture will use Wavelet compression. This is best used for grainy images.</para> </summary> </member> <member name="F:UnityEngine.Texture2D.EXRFlags.CompressRLE"> <summary> <para>The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression).</para> </summary> </member> <member name="F:UnityEngine.Texture2D.EXRFlags.CompressZIP"> <summary> <para>The texture will use the EXR ZIP compression format.</para> </summary> </member> <member name="F:UnityEngine.Texture2D.EXRFlags.None"> <summary> <para>No flag. This will result in an uncompressed 16-bit float EXR file.</para> </summary> </member> <member name="F:UnityEngine.Texture2D.EXRFlags.OutputAsFloat"> <summary> <para>The texture will be exported as a 32-bit float EXR file (default is 16-bit).</para> </summary> </member> <member name="M:UnityEngine.Texture2D.GenerateAtlas"> <summary> <para>Packs a set of rectangles into a square atlas, with optional padding between rectangles.</para> </summary> <param name="sizes">An array of rectangle dimensions.</param> <param name="padding">Amount of padding to insert between adjacent rectangles in the atlas.</param> <param name="atlasSize">The size of the atlas.</param> <returns> <para>If the function succeeds, this will contain the packed rectangles. Otherwise, the return value is null.</para> </returns> </member> <member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)"> <summary> <para>Returns pixel color at coordinates (x, y).</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)"> <summary> <para>Returns filtered pixel color at normalized coordinates (u, v).</para> </summary> <param name="u"></param> <param name="v"></param> </member> <member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)"> <summary> <para>Get the pixel colors from the texture.</para> </summary> <param name="miplevel">The mipmap level to fetch the pixels from. Defaults to zero.</param> <returns> <para>The array of all pixels in the mipmap level of the texture.</para> </returns> </member> <member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Get a block of pixel colors.</para> </summary> <param name="x">The x position of the pixel array to fetch.</param> <param name="y">The y position of the pixel array to fetch.</param> <param name="blockWidth">The width length of the pixel array to fetch.</param> <param name="blockHeight">The height length of the pixel array to fetch.</param> <param name="miplevel">The mipmap level to fetch the pixels. Defaults to zero, and is optional.</param> <returns> <para>The array of pixels in the texture that have been selected.</para> </returns> </member> <member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)"> <summary> <para>Get a block of pixel colors in Color32 format.</para> </summary> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture2D.GetRawTextureData"> <summary> <para>Get raw data from a texture.</para> </summary> <returns> <para>Raw texture data as a byte array.</para> </returns> </member> <member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])"> <summary> <para>Fills texture pixels with raw preformatted data.</para> </summary> <param name="data">Byte array to initialize texture pixels with.</param> <param name="size">Size of data in bytes.</param> </member> <member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.IntPtr,System.Int32)"> <summary> <para>Fills texture pixels with raw preformatted data.</para> </summary> <param name="data">Byte array to initialize texture pixels with.</param> <param name="size">Size of data in bytes.</param> </member> <member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)"> <summary> <para>Packs multiple Textures into a texture atlas.</para> </summary> <param name="textures">Array of textures to pack into the atlas.</param> <param name="padding">Padding in pixels between the packed textures.</param> <param name="maximumAtlasSize">Maximum size of the resulting texture.</param> <param name="makeNoLongerReadable">Should the texture be marked as no longer readable?</param> <returns> <para>An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.</para> </returns> </member> <member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)"> <summary> <para>Read pixels from screen into the saved texture data.</para> </summary> <param name="source">Rectangular region of the view to read from. Pixels are read from current render target.</param> <param name="destX">Horizontal pixel position in the texture to place the pixels that are read.</param> <param name="destY">Vertical pixel position in the texture to place the pixels that are read.</param> <param name="recalculateMipMaps">Should the texture's mipmaps be recalculated after reading?</param> </member> <member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Resizes the texture.</para> </summary> <param name="width"></param> <param name="height"></param> <param name="format"></param> <param name="hasMipMap"></param> </member> <member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)"> <summary> <para>Resizes the texture.</para> </summary> <param name="width"></param> <param name="height"></param> </member> <member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)"> <summary> <para>Sets pixel color at coordinates (x,y).</para> </summary> <param name="x"></param> <param name="y"></param> <param name="color"></param> </member> <member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)"> <summary> <para>Set a block of pixel colors.</para> </summary> <param name="colors">The array of pixel colours to assign (a 2D image flattened to a 1D array).</param> <param name="miplevel">The mip level of the texture to write to.</param> </member> <member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)"> <summary> <para>Set a block of pixel colors.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="blockWidth"></param> <param name="blockHeight"></param> <param name="colors"></param> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)"> <summary> <para>Set a block of pixel colors.</para> </summary> <param name="colors"></param> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture2D.SetPixels32(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color32[],System.Int32)"> <summary> <para>Set a block of pixel colors.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="blockWidth"></param> <param name="blockHeight"></param> <param name="colors"></param> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)"> <summary> <para>Updates Unity texture to use different native texture object.</para> </summary> <param name="nativeTex">Native 2D texture object.</param> </member> <member name="T:UnityEngine.Texture2DArray"> <summary> <para>Class for handling 2D texture arrays.</para> </summary> </member> <member name="P:UnityEngine.Texture2DArray.depth"> <summary> <para>Number of elements in a texture array (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Texture2DArray.format"> <summary> <para>Texture format (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Texture2DArray.Apply(System.Boolean,System.Boolean)"> <summary> <para>Actually apply all previous SetPixels changes.</para> </summary> <param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param> <param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param> </member> <member name="M:UnityEngine.Texture2DArray.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Create a new texture array.</para> </summary> <param name="width">Width of texture array in pixels.</param> <param name="height">Height of texture array in pixels.</param> <param name="depth">Number of elements in the texture array.</param> <param name="format">Format of the texture.</param> <param name="mipmap">Should mipmaps be created?</param> <param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param> </member> <member name="M:UnityEngine.Texture2DArray.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)"> <summary> <para>Create a new texture array.</para> </summary> <param name="width">Width of texture array in pixels.</param> <param name="height">Height of texture array in pixels.</param> <param name="depth">Number of elements in the texture array.</param> <param name="format">Format of the texture.</param> <param name="mipmap">Should mipmaps be created?</param> <param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param> </member> <member name="M:UnityEngine.Texture2DArray.GetPixels(System.Int32,System.Int32)"> <summary> <para>Returns pixel colors of a single array slice.</para> </summary> <param name="arrayElement">Array slice to read pixels from.</param> <param name="miplevel">Mipmap level to read pixels from.</param> <returns> <para>Array of pixel colors.</para> </returns> </member> <member name="M:UnityEngine.Texture2DArray.GetPixels32(System.Int32,System.Int32)"> <summary> <para>Returns pixel colors of a single array slice.</para> </summary> <param name="arrayElement">Array slice to read pixels from.</param> <param name="miplevel">Mipmap level to read pixels from.</param> <returns> <para>Array of pixel colors in low precision (8 bits/channel) format.</para> </returns> </member> <member name="M:UnityEngine.Texture2DArray.SetPixels(UnityEngine.Color[],System.Int32,System.Int32)"> <summary> <para>Set pixel colors for the whole mip level.</para> </summary> <param name="colors">An array of pixel colors.</param> <param name="arrayElement">The texture array element index.</param> <param name="miplevel">The mip level.</param> </member> <member name="M:UnityEngine.Texture2DArray.SetPixels32(UnityEngine.Color32[],System.Int32,System.Int32)"> <summary> <para>Set pixel colors for the whole mip level.</para> </summary> <param name="colors">An array of pixel colors.</param> <param name="arrayElement">The texture array element index.</param> <param name="miplevel">The mip level.</param> </member> <member name="T:UnityEngine.Texture3D"> <summary> <para>Class for handling 3D Textures, Use this to create.</para> </summary> </member> <member name="P:UnityEngine.Texture3D.depth"> <summary> <para>The depth of the texture (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Texture3D.format"> <summary> <para>The format of the pixel data in the texture (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Texture3D.Apply(System.Boolean,System.Boolean)"> <summary> <para>Actually apply all previous SetPixels changes.</para> </summary> <param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param> <param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param> </member> <member name="M:UnityEngine.Texture3D.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)"> <summary> <para>Create a new empty 3D Texture.</para> </summary> <param name="width">Width of texture in pixels.</param> <param name="height">Height of texture in pixels.</param> <param name="depth">Depth of texture in pixels.</param> <param name="format">Texture data format.</param> <param name="mipmap">Should the texture have mipmaps?</param> </member> <member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)"> <summary> <para>Returns an array of pixel colors representing one mip level of the 3D texture.</para> </summary> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture3D.GetPixels32(System.Int32)"> <summary> <para>Returns an array of pixel colors representing one mip level of the 3D texture.</para> </summary> <param name="miplevel"></param> </member> <member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)"> <summary> <para>Sets pixel colors of a 3D texture.</para> </summary> <param name="colors">The colors to set the pixels to.</param> <param name="miplevel">The mipmap level to be affected by the new colors.</param> </member> <member name="M:UnityEngine.Texture3D.SetPixels32(UnityEngine.Color32[],System.Int32)"> <summary> <para>Sets pixel colors of a 3D texture.</para> </summary> <param name="colors">The colors to set the pixels to.</param> <param name="miplevel">The mipmap level to be affected by the new colors.</param> </member> <member name="T:UnityEngine.TextureCompressionQuality"> <summary> <para>Compression Quality.</para> </summary> </member> <member name="F:UnityEngine.TextureCompressionQuality.Best"> <summary> <para>Best compression.</para> </summary> </member> <member name="F:UnityEngine.TextureCompressionQuality.Fast"> <summary> <para>Fast compression.</para> </summary> </member> <member name="F:UnityEngine.TextureCompressionQuality.Normal"> <summary> <para>Normal compression (default).</para> </summary> </member> <member name="T:UnityEngine.TextureFormat"> <summary> <para>Format used when creating textures from scripts.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.Alpha8"> <summary> <para>Alpha-only texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ARGB32"> <summary> <para>Color with alpha texture format, 8-bits per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ARGB4444"> <summary> <para>A 16 bits/pixel texture format. Texture stores color with an alpha channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_10x10"> <summary> <para>ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_12x12"> <summary> <para>ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_4x4"> <summary> <para>ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_5x5"> <summary> <para>ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_6x6"> <summary> <para>ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGB_8x8"> <summary> <para>ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_10x10"> <summary> <para>ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_12x12"> <summary> <para>ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_4x4"> <summary> <para>ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_5x5"> <summary> <para>ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_6x6"> <summary> <para>ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ASTC_RGBA_8x8"> <summary> <para>ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ATC_RGB4"> <summary> <para>ATC (ATITC) 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ATC_RGBA8"> <summary> <para>ATC (ATITC) 8 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.BC4"> <summary> <para>Compressed one channel (R) texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.BC5"> <summary> <para>Compressed two-channel (RG) texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.BC6H"> <summary> <para>HDR compressed color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.BC7"> <summary> <para>High quality compressed color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.BGRA32"> <summary> <para>Color with alpha texture format, 8-bits per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.DXT1"> <summary> <para>Compressed color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.DXT1Crunched"> <summary> <para>Compressed color texture format with Crunch compression for small storage sizes.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.DXT5"> <summary> <para>Compressed color with alpha channel texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.DXT5Crunched"> <summary> <para>Compressed color with alpha channel texture format with Crunch compression for small storage sizes.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.EAC_R"> <summary> <para>ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.EAC_R_SIGNED"> <summary> <para>ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.EAC_RG"> <summary> <para>ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.EAC_RG_SIGNED"> <summary> <para>ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC_RGB4"> <summary> <para>ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC_RGB4_3DS"> <summary> <para>ETC 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC_RGBA8_3DS"> <summary> <para>ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC2_RGB"> <summary> <para>ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC2_RGBA1"> <summary> <para>ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.ETC2_RGBA8"> <summary> <para>ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.PVRTC_RGB2"> <summary> <para>PowerVR (iOS) 2 bits/pixel compressed color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.PVRTC_RGB4"> <summary> <para>PowerVR (iOS) 4 bits/pixel compressed color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.PVRTC_RGBA2"> <summary> <para>PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.PVRTC_RGBA4"> <summary> <para>PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.R16"> <summary> <para>A 16 bit color texture format that only has a red channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.R8"> <summary> <para>Scalar (R) render texture format, 8 bit fixed point.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RFloat"> <summary> <para>Scalar (R) texture format, 32 bit floating point.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RG16"> <summary> <para>Two color (RG) texture format, 8-bits per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGB24"> <summary> <para>Color texture format, 8-bits per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGB565"> <summary> <para>A 16 bit color texture format.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGB9e5Float"> <summary> <para>RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGBA32"> <summary> <para>Color with alpha texture format, 8-bits per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGBA4444"> <summary> <para>Color and alpha texture format, 4 bit per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGBAFloat"> <summary> <para>RGB color and alpha texture format, 32-bit floats per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGBAHalf"> <summary> <para>RGB color and alpha texture format, 16 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGFloat"> <summary> <para>Two color (RG) texture format, 32 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RGHalf"> <summary> <para>Two color (RG) texture format, 16 bit floating point per channel.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.RHalf"> <summary> <para>Scalar (R) texture format, 16 bit floating point.</para> </summary> </member> <member name="F:UnityEngine.TextureFormat.YUY2"> <summary> <para>A format that uses the YUV color space and is often used for video encoding or playback.</para> </summary> </member> <member name="T:UnityEngine.TextureWrapMode"> <summary> <para>Wrap mode for textures.</para> </summary> </member> <member name="F:UnityEngine.TextureWrapMode.Clamp"> <summary> <para>Clamps the texture to the last pixel at the edge.</para> </summary> </member> <member name="F:UnityEngine.TextureWrapMode.Mirror"> <summary> <para>Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary.</para> </summary> </member> <member name="F:UnityEngine.TextureWrapMode.MirrorOnce"> <summary> <para>Mirrors the texture once, then clamps to edge pixels.</para> </summary> </member> <member name="F:UnityEngine.TextureWrapMode.Repeat"> <summary> <para>Tiles the texture, creating a repeating pattern.</para> </summary> </member> <member name="T:UnityEngine.ThreadPriority"> <summary> <para>Priority of a thread.</para> </summary> </member> <member name="F:UnityEngine.ThreadPriority.BelowNormal"> <summary> <para>Below normal thread priority.</para> </summary> </member> <member name="F:UnityEngine.ThreadPriority.High"> <summary> <para>Highest thread priority.</para> </summary> </member> <member name="F:UnityEngine.ThreadPriority.Low"> <summary> <para>Lowest thread priority.</para> </summary> </member> <member name="F:UnityEngine.ThreadPriority.Normal"> <summary> <para>Normal thread priority.</para> </summary> </member> <member name="T:UnityEngine.Time"> <summary> <para>The interface to get time information from Unity.</para> </summary> </member> <member name="P:UnityEngine.Time.captureFramerate"> <summary> <para>Slows game playback time to allow screenshots to be saved between frames.</para> </summary> </member> <member name="P:UnityEngine.Time.deltaTime"> <summary> <para>The time in seconds it took to complete the last frame (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.fixedDeltaTime"> <summary> <para>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed.</para> </summary> </member> <member name="P:UnityEngine.Time.fixedTime"> <summary> <para>The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</para> </summary> </member> <member name="P:UnityEngine.Time.fixedUnscaledDeltaTime"> <summary> <para>The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.fixedUnscaledTime"> <summary> <para>The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</para> </summary> </member> <member name="P:UnityEngine.Time.frameCount"> <summary> <para>The total number of frames that have passed (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.inFixedTimeStep"> <summary> <para>Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false.</para> </summary> </member> <member name="P:UnityEngine.Time.maximumDeltaTime"> <summary> <para>The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate).</para> </summary> </member> <member name="P:UnityEngine.Time.maximumParticleDeltaTime"> <summary> <para>The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.</para> </summary> </member> <member name="P:UnityEngine.Time.realtimeSinceStartup"> <summary> <para>The real time in seconds since the game started (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.smoothDeltaTime"> <summary> <para>A smoothed out Time.deltaTime (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.time"> <summary> <para>The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</para> </summary> </member> <member name="P:UnityEngine.Time.timeScale"> <summary> <para>The scale at which the time is passing. This can be used for slow motion effects.</para> </summary> </member> <member name="P:UnityEngine.Time.timeSinceLevelLoad"> <summary> <para>The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.</para> </summary> </member> <member name="P:UnityEngine.Time.unscaledDeltaTime"> <summary> <para>The timeScale-independent interval in seconds from the last frame to the current one (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Time.unscaledTime"> <summary> <para>The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game.</para> </summary> </member> <member name="T:UnityEngine.Tizen.Window"> <summary> <para>Interface into Tizen specific functionality.</para> </summary> </member> <member name="P:UnityEngine.Tizen.Window.evasGL"> <summary> <para>Get pointer to the Tizen EvasGL object..</para> </summary> </member> <member name="P:UnityEngine.Tizen.Window.windowHandle"> <summary> <para>Get pointer to the native window handle.</para> </summary> </member> <member name="T:UnityEngine.TizenActivityIndicatorStyle"> <summary> <para>Enumerator list of different activity indicators your game can show when loading.</para> </summary> </member> <member name="F:UnityEngine.TizenActivityIndicatorStyle.DontShow"> <summary> <para>Sets your game not to show any indicator while loading.</para> </summary> </member> <member name="F:UnityEngine.TizenActivityIndicatorStyle.InversedLarge"> <summary> <para>The loading indicator size is large and rotates counterclockwise (progress_large and inverted).</para> </summary> </member> <member name="F:UnityEngine.TizenActivityIndicatorStyle.InversedSmall"> <summary> <para>The loading indicator size is small and rotates counterclockwise (process_small and inverted).</para> </summary> </member> <member name="F:UnityEngine.TizenActivityIndicatorStyle.Large"> <summary> <para>The loading indicator size is large and rotates clockwise (progress_large).</para> </summary> </member> <member name="F:UnityEngine.TizenActivityIndicatorStyle.Small"> <summary> <para>The loading indicator size is small and rotates clockwise (process_small).</para> </summary> </member> <member name="T:UnityEngine.TooltipAttribute"> <summary> <para>Specify a tooltip for a field in the Inspector window.</para> </summary> </member> <member name="F:UnityEngine.TooltipAttribute.tooltip"> <summary> <para>The tooltip text.</para> </summary> </member> <member name="M:UnityEngine.TooltipAttribute.#ctor(System.String)"> <summary> <para>Specify a tooltip for a field.</para> </summary> <param name="tooltip">The tooltip text.</param> </member> <member name="T:UnityEngine.Touch"> <summary> <para>Structure describing the status of a finger touching the screen.</para> </summary> </member> <member name="P:UnityEngine.Touch.altitudeAngle"> <summary> <para>Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular.</para> </summary> </member> <member name="P:UnityEngine.Touch.azimuthAngle"> <summary> <para>Value of 0 radians indicates that the stylus is pointed along the x-axis of the device.</para> </summary> </member> <member name="P:UnityEngine.Touch.deltaPosition"> <summary> <para>The position delta since last change.</para> </summary> </member> <member name="P:UnityEngine.Touch.deltaTime"> <summary> <para>Amount of time that has passed since the last recorded change in Touch values.</para> </summary> </member> <member name="P:UnityEngine.Touch.fingerId"> <summary> <para>The unique index for the touch.</para> </summary> </member> <member name="P:UnityEngine.Touch.maximumPossiblePressure"> <summary> <para>The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</para> </summary> </member> <member name="P:UnityEngine.Touch.phase"> <summary> <para>Describes the phase of the touch.</para> </summary> </member> <member name="P:UnityEngine.Touch.position"> <summary> <para>The position of the touch in pixel coordinates.</para> </summary> </member> <member name="P:UnityEngine.Touch.pressure"> <summary> <para>The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</para> </summary> </member> <member name="P:UnityEngine.Touch.radius"> <summary> <para>An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size.</para> </summary> </member> <member name="P:UnityEngine.Touch.radiusVariance"> <summary> <para>The amount that the radius varies by for a touch.</para> </summary> </member> <member name="P:UnityEngine.Touch.rawPosition"> <summary> <para>The raw position used for the touch.</para> </summary> </member> <member name="P:UnityEngine.Touch.tapCount"> <summary> <para>Number of taps.</para> </summary> </member> <member name="P:UnityEngine.Touch.type"> <summary> <para>A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.</para> </summary> </member> <member name="T:UnityEngine.TouchPhase"> <summary> <para>Describes phase of a finger touch.</para> </summary> </member> <member name="F:UnityEngine.TouchPhase.Began"> <summary> <para>A finger touched the screen.</para> </summary> </member> <member name="F:UnityEngine.TouchPhase.Canceled"> <summary> <para>The system cancelled tracking for the touch.</para> </summary> </member> <member name="F:UnityEngine.TouchPhase.Ended"> <summary> <para>A finger was lifted from the screen. This is the final phase of a touch.</para> </summary> </member> <member name="F:UnityEngine.TouchPhase.Moved"> <summary> <para>A finger moved on the screen.</para> </summary> </member> <member name="F:UnityEngine.TouchPhase.Stationary"> <summary> <para>A finger is touching the screen but hasn't moved.</para> </summary> </member> <member name="T:UnityEngine.TouchScreenKeyboard"> <summary> <para>Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.active"> <summary> <para>Is the keyboard visible or sliding into the position on the screen?</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.area"> <summary> <para>Returns portion of the screen which is covered by the keyboard.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.canGetSelection"> <summary> <para>Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.done"> <summary> <para>Specifies if input process was finished. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.hideInput"> <summary> <para>Will text input field above the keyboard be hidden when the keyboard is on screen?</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.isSupported"> <summary> <para>Is touch screen keyboard supported.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.selection"> <summary> <para>Returns the character range of the selected text within the string currently being edited. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.targetDisplay"> <summary> <para>Specified on which display the software keyboard will appear.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.text"> <summary> <para>Returns the text displayed by the input field of the keyboard.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.type"> <summary> <para>Returns the TouchScreenKeyboardType of the keyboard.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.visible"> <summary> <para>Returns true whenever any keyboard is completely visible on the screen.</para> </summary> </member> <member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled"> <summary> <para>Specifies if input process was canceled. (Read Only)</para> </summary> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)"> <summary> <para>Opens the native keyboard provided by OS on the screen.</para> </summary> <param name="text">Text to edit.</param> <param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param> <param name="autocorrection">Is autocorrection applied?</param> <param name="multiline">Can more than one line of text be entered?</param> <param name="secure">Is the text masked (for passwords, etc)?</param> <param name="alert">Is the keyboard opened in alert mode?</param> <param name="textPlaceholder">Text to be used if no other text is present.</param> </member> <member name="T:UnityEngine.TouchScreenKeyboardType"> <summary> <para>Enumeration of the different types of supported touchscreen keyboards.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.ASCIICapable"> <summary> <para>Keyboard with standard ASCII keys.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.Default"> <summary> <para>The default keyboard layout of the target platform.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.EmailAddress"> <summary> <para>Keyboard with additional keys suitable for typing email addresses.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.NamePhonePad"> <summary> <para>Keyboard with alphanumeric keys.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.NintendoNetworkAccount"> <summary> <para>Keyboard with the Nintendo Network Account key layout (only available on the Wii U).</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.NumberPad"> <summary> <para>Keyboard with standard numeric keys.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.NumbersAndPunctuation"> <summary> <para>Keyboard with numbers and punctuation mark keys.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.PhonePad"> <summary> <para>Keyboard with a layout suitable for typing telephone numbers.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.Search"> <summary> <para>Keyboard with the "." key beside the space key, suitable for typing search terms.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.Social"> <summary> <para>Keyboard with symbol keys often used on social media, such as Twitter.</para> </summary> </member> <member name="F:UnityEngine.TouchScreenKeyboardType.URL"> <summary> <para>Keyboard with keys for URL entry.</para> </summary> </member> <member name="T:UnityEngine.TouchType"> <summary> <para>Describes whether a touch is direct, indirect (or remote), or from a stylus.</para> </summary> </member> <member name="F:UnityEngine.TouchType.Direct"> <summary> <para>A direct touch on a device.</para> </summary> </member> <member name="F:UnityEngine.TouchType.Indirect"> <summary> <para>An Indirect, or remote, touch on a device.</para> </summary> </member> <member name="F:UnityEngine.TouchType.Stylus"> <summary> <para>A touch from a stylus on a device.</para> </summary> </member> <member name="T:UnityEngine.TrailRenderer"> <summary> <para>The trail renderer is used to make trails behind objects in the scene as they move about.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.alignment"> <summary> <para>Select whether the trail will face the camera, or the orientation of the Transform Component.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.autodestruct"> <summary> <para>Does the GameObject of this trail renderer auto destructs?</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.colorGradient"> <summary> <para>Set the color gradient describing the color of the trail at various points along its length.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.endColor"> <summary> <para>Set the color at the end of the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.endWidth"> <summary> <para>The width of the trail at the end of the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.generateLightingData"> <summary> <para>Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.minVertexDistance"> <summary> <para>Set the minimum distance the trail can travel before a new vertex is added to it.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.numCapVertices"> <summary> <para>Set this to a value greater than 0, to get rounded corners on each end of the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.numCornerVertices"> <summary> <para>Set this to a value greater than 0, to get rounded corners between each segment of the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.numPositions"> <summary> <para>Get the number of line segments in the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.positionCount"> <summary> <para>Get the number of line segments in the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.startColor"> <summary> <para>Set the color at the start of the trail.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.startWidth"> <summary> <para>The width of the trail at the spawning point.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.textureMode"> <summary> <para>Choose whether the U coordinate of the trail texture is tiled or stretched.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.time"> <summary> <para>How long does the trail take to fade out.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.widthCurve"> <summary> <para>Set the curve describing the width of the trail at various points along its length.</para> </summary> </member> <member name="P:UnityEngine.TrailRenderer.widthMultiplier"> <summary> <para>Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.</para> </summary> </member> <member name="M:UnityEngine.TrailRenderer.Clear"> <summary> <para>Removes all points from the TrailRenderer. Useful for restarting a trail from a new position.</para> </summary> </member> <member name="M:UnityEngine.TrailRenderer.GetPosition(System.Int32)"> <summary> <para>Get the position of a vertex in the trail.</para> </summary> <param name="index">The index of the position to retrieve.</param> <returns> <para>The position at the specified index in the array.</para> </returns> </member> <member name="M:UnityEngine.TrailRenderer.GetPositions(UnityEngine.Vector3[])"> <summary> <para>Get the positions of all vertices in the trail.</para> </summary> <param name="positions">The array of positions to retrieve.</param> <returns> <para>How many positions were actually stored in the output array.</para> </returns> </member> <member name="T:UnityEngine.Transform"> <summary> <para>Position, rotation and scale of an object.</para> </summary> </member> <member name="P:UnityEngine.Transform.childCount"> <summary> <para>The number of children the Transform has.</para> </summary> </member> <member name="P:UnityEngine.Transform.eulerAngles"> <summary> <para>The rotation as Euler angles in degrees.</para> </summary> </member> <member name="P:UnityEngine.Transform.forward"> <summary> <para>The blue axis of the transform in world space.</para> </summary> </member> <member name="P:UnityEngine.Transform.hasChanged"> <summary> <para>Has the transform changed since the last time the flag was set to 'false'?</para> </summary> </member> <member name="P:UnityEngine.Transform.hierarchyCapacity"> <summary> <para>The transform capacity of the transform's hierarchy data structure.</para> </summary> </member> <member name="P:UnityEngine.Transform.hierarchyCount"> <summary> <para>The number of transforms in the transform's hierarchy data structure.</para> </summary> </member> <member name="P:UnityEngine.Transform.localEulerAngles"> <summary> <para>The rotation as Euler angles in degrees relative to the parent transform's rotation.</para> </summary> </member> <member name="P:UnityEngine.Transform.localPosition"> <summary> <para>Position of the transform relative to the parent transform.</para> </summary> </member> <member name="P:UnityEngine.Transform.localRotation"> <summary> <para>The rotation of the transform relative to the parent transform's rotation.</para> </summary> </member> <member name="P:UnityEngine.Transform.localScale"> <summary> <para>The scale of the transform relative to the parent.</para> </summary> </member> <member name="P:UnityEngine.Transform.localToWorldMatrix"> <summary> <para>Matrix that transforms a point from local space into world space (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Transform.lossyScale"> <summary> <para>The global scale of the object (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Transform.parent"> <summary> <para>The parent of the transform.</para> </summary> </member> <member name="P:UnityEngine.Transform.position"> <summary> <para>The position of the transform in world space.</para> </summary> </member> <member name="P:UnityEngine.Transform.right"> <summary> <para>The red axis of the transform in world space.</para> </summary> </member> <member name="P:UnityEngine.Transform.root"> <summary> <para>Returns the topmost transform in the hierarchy.</para> </summary> </member> <member name="P:UnityEngine.Transform.rotation"> <summary> <para>The rotation of the transform in world space stored as a Quaternion.</para> </summary> </member> <member name="P:UnityEngine.Transform.up"> <summary> <para>The green axis of the transform in world space.</para> </summary> </member> <member name="P:UnityEngine.Transform.worldToLocalMatrix"> <summary> <para>Matrix that transforms a point from world space into local space (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Transform.DetachChildren"> <summary> <para>Unparents all children.</para> </summary> </member> <member name="M:UnityEngine.Transform.Find(System.String)"> <summary> <para>Finds a child by name and returns it.</para> </summary> <param name="name">Name of child to be found.</param> </member> <member name="M:UnityEngine.Transform.GetChild(System.Int32)"> <summary> <para>Returns a transform child by index.</para> </summary> <param name="index">Index of the child transform to return. Must be smaller than Transform.childCount.</param> <returns> <para>Transform child by index.</para> </returns> </member> <member name="M:UnityEngine.Transform.GetSiblingIndex"> <summary> <para>Gets the sibling index.</para> </summary> </member> <member name="M:UnityEngine.Transform.InverseTransformDirection(UnityEngine.Vector3)"> <summary> <para>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</para> </summary> <param name="direction"></param> </member> <member name="M:UnityEngine.Transform.InverseTransformDirection(System.Single,System.Single,System.Single)"> <summary> <para>Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.InverseTransformPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from world space to local space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Transform.InverseTransformPoint(System.Single,System.Single,System.Single)"> <summary> <para>Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.InverseTransformVector(UnityEngine.Vector3)"> <summary> <para>Transforms a vector from world space to local space. The opposite of Transform.TransformVector.</para> </summary> <param name="vector"></param> </member> <member name="M:UnityEngine.Transform.InverseTransformVector(System.Single,System.Single,System.Single)"> <summary> <para>Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.IsChildOf(UnityEngine.Transform)"> <summary> <para>Is this transform a child of parent?</para> </summary> <param name="parent"></param> </member> <member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform)"> <summary> <para>Rotates the transform so the forward vector points at target's current position.</para> </summary> <param name="target">Object to point towards.</param> <param name="worldUp">Vector specifying the upward direction.</param> </member> <member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform,UnityEngine.Vector3)"> <summary> <para>Rotates the transform so the forward vector points at target's current position.</para> </summary> <param name="target">Object to point towards.</param> <param name="worldUp">Vector specifying the upward direction.</param> </member> <member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3)"> <summary> <para>Rotates the transform so the forward vector points at worldPosition.</para> </summary> <param name="worldPosition">Point to look at.</param> <param name="worldUp">Vector specifying the upward direction.</param> </member> <member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Rotates the transform so the forward vector points at worldPosition.</para> </summary> <param name="worldPosition">Point to look at.</param> <param name="worldUp">Vector specifying the upward direction.</param> </member> <member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,UnityEngine.Space)"> <summary> <para>Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).</para> </summary> <param name="eulerAngles">Rotation to apply.</param> <param name="relativeTo">Rotation is local to object or World.</param> </member> <member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single,UnityEngine.Space)"> <summary> <para>Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).</para> </summary> <param name="xAngle">Degrees to rotate around the X axis.</param> <param name="yAngle">Degrees to rotate around the Y axis.</param> <param name="zAngle">Degrees to rotate around the Z axis.</param> <param name="relativeTo">Rotation is local to object or World.</param> </member> <member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single,UnityEngine.Space)"> <summary> <para>Rotates the object around axis by angle degrees.</para> </summary> <param name="axis">Axis to apply rotation to.</param> <param name="angle">Degrees to rotation to apply.</param> <param name="relativeTo">Rotation is local to object or World.</param> </member> <member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Rotates the transform about axis passing through point in world coordinates by angle degrees.</para> </summary> <param name="point"></param> <param name="axis"></param> <param name="angle"></param> </member> <member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,System.Single)"> <summary> <para></para> </summary> <param name="axis"></param> <param name="angle"></param> </member> <member name="M:UnityEngine.Transform.SetAsFirstSibling"> <summary> <para>Move the transform to the start of the local transform list.</para> </summary> </member> <member name="M:UnityEngine.Transform.SetAsLastSibling"> <summary> <para>Move the transform to the end of the local transform list.</para> </summary> </member> <member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform)"> <summary> <para>Set the parent of the transform.</para> </summary> <param name="parent">The parent Transform to use.</param> <param name="worldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before.</param> </member> <member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform,System.Boolean)"> <summary> <para>Set the parent of the transform.</para> </summary> <param name="parent">The parent Transform to use.</param> <param name="worldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before.</param> </member> <member name="M:UnityEngine.Transform.SetPositionAndRotation(UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>Sets the world space position and rotation of the Transform component.</para> </summary> <param name="position"></param> <param name="rotation"></param> </member> <member name="M:UnityEngine.Transform.SetSiblingIndex(System.Int32)"> <summary> <para>Sets the sibling index.</para> </summary> <param name="index">Index to set.</param> </member> <member name="M:UnityEngine.Transform.TransformDirection(UnityEngine.Vector3)"> <summary> <para>Transforms direction from local space to world space.</para> </summary> <param name="direction"></param> </member> <member name="M:UnityEngine.Transform.TransformDirection(System.Single,System.Single,System.Single)"> <summary> <para>Transforms direction x, y, z from local space to world space.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.TransformPoint(UnityEngine.Vector3)"> <summary> <para>Transforms position from local space to world space.</para> </summary> <param name="position"></param> </member> <member name="M:UnityEngine.Transform.TransformPoint(System.Single,System.Single,System.Single)"> <summary> <para>Transforms the position x, y, z from local space to world space.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.TransformVector(UnityEngine.Vector3)"> <summary> <para>Transforms vector from local space to world space.</para> </summary> <param name="vector"></param> </member> <member name="M:UnityEngine.Transform.TransformVector(System.Single,System.Single,System.Single)"> <summary> <para>Transforms vector x, y, z from local space to world space.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3)"> <summary> <para>Moves the transform in the direction and distance of translation.</para> </summary> <param name="translation"></param> <param name="relativeTo"></param> </member> <member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Space)"> <summary> <para>Moves the transform in the direction and distance of translation.</para> </summary> <param name="translation"></param> <param name="relativeTo"></param> </member> <member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single)"> <summary> <para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> <param name="relativeTo"></param> </member> <member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Space)"> <summary> <para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> <param name="relativeTo"></param> </member> <member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Transform)"> <summary> <para>Moves the transform in the direction and distance of translation.</para> </summary> <param name="translation"></param> <param name="relativeTo"></param> </member> <member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Transform)"> <summary> <para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> <param name="relativeTo"></param> </member> <member name="T:UnityEngine.TransparencySortMode"> <summary> <para>Transparent object sorting mode of a Camera.</para> </summary> </member> <member name="F:UnityEngine.TransparencySortMode.CustomAxis"> <summary> <para>Sort objects based on distance along a custom axis.</para> </summary> </member> <member name="F:UnityEngine.TransparencySortMode.Default"> <summary> <para>Default transparency sorting mode.</para> </summary> </member> <member name="F:UnityEngine.TransparencySortMode.Orthographic"> <summary> <para>Orthographic transparency sorting mode.</para> </summary> </member> <member name="F:UnityEngine.TransparencySortMode.Perspective"> <summary> <para>Perspective transparency sorting mode.</para> </summary> </member> <member name="T:UnityEngine.Tree"> <summary> <para>Tree Component for the tree creator.</para> </summary> </member> <member name="P:UnityEngine.Tree.data"> <summary> <para>Data asociated to the Tree.</para> </summary> </member> <member name="P:UnityEngine.Tree.hasSpeedTreeWind"> <summary> <para>Tells if there is wind data exported from SpeedTree are saved on this component.</para> </summary> </member> <member name="T:UnityEngine.TreeInstance"> <summary> <para>Contains information about a tree placed in the Terrain game object.</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.color"> <summary> <para>Color of this instance.</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.heightScale"> <summary> <para>Height scale of this instance (compared to the prototype's size).</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.lightmapColor"> <summary> <para>Lightmap color calculated for this instance.</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.position"> <summary> <para>Position of the tree.</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.prototypeIndex"> <summary> <para>Index of this instance in the TerrainData.treePrototypes array.</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.rotation"> <summary> <para>Read-only. Rotation of the tree on X-Z plane (in radians).</para> </summary> </member> <member name="F:UnityEngine.TreeInstance.widthScale"> <summary> <para>Width scale of this instance (compared to the prototype's size).</para> </summary> </member> <member name="T:UnityEngine.TreePrototype"> <summary> <para>Simple class that contains a pointer to a tree prototype.</para> </summary> </member> <member name="P:UnityEngine.TreePrototype.bendFactor"> <summary> <para>Bend factor of the tree prototype.</para> </summary> </member> <member name="P:UnityEngine.TreePrototype.prefab"> <summary> <para>Retrieves the actual GameObect used by the tree.</para> </summary> </member> <member name="T:UnityEngine.U2D.SpriteAtlas"> <summary> <para>Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.</para> </summary> </member> <member name="P:UnityEngine.U2D.SpriteAtlas.isVariant"> <summary> <para>Return true if this SpriteAtlas is a variant.</para> </summary> </member> <member name="P:UnityEngine.U2D.SpriteAtlas.spriteCount"> <summary> <para>Get the total number of Sprite packed into this atlas.</para> </summary> </member> <member name="P:UnityEngine.U2D.SpriteAtlas.tag"> <summary> <para>Get the tag of this SpriteAtlas.</para> </summary> </member> <member name="M:UnityEngine.U2D.SpriteAtlas.GetSprite(System.String)"> <summary> <para>Clone the first Sprite in this atlas that matches the name packed in this atlas and return it.</para> </summary> <param name="name">The name of the Sprite.</param> </member> <member name="M:UnityEngine.U2D.SpriteAtlas.GetSprites(UnityEngine.Sprite[])"> <summary> <para>Clone all the Sprite in this atlas and fill them into the supplied array.</para> </summary> <param name="sprites">Array of Sprite that will be filled.</param> <returns> <para>The size of the returned array.</para> </returns> </member> <member name="M:UnityEngine.U2D.SpriteAtlas.GetSprites(UnityEngine.Sprite[],System.String)"> <summary> <para>Clone all the Sprite matching the name in this atlas and fill them into the supplied array.</para> </summary> <param name="sprites">Array of Sprite that will be filled.</param> <param name="name">The name of the Sprite.</param> </member> <member name="T:UnityEngine.U2D.SpriteAtlasManager"> <summary> <para>Manages SpriteAtlas during runtime.</para> </summary> </member> <member name="?:UnityEngine.U2D.SpriteAtlasManager.atlasRequested(UnityEngine.U2D.SpriteAtlasManager/RequestAtlasCallback)"> <summary> <para>Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.U2D.SpriteAtlasManager.RequestAtlasCallback"> <summary> <para>Delegate type for atlas request callback.</para> </summary> <param name="tag">Tag of SpriteAtlas that needs to be provided by user.</param> <param name="action">An Action that takes user loaded SpriteAtlas.</param> </member> <member name="T:UnityEngine.UICharInfo"> <summary> <para>Class that specifies some information about a renderable character.</para> </summary> </member> <member name="F:UnityEngine.UICharInfo.charWidth"> <summary> <para>Character width.</para> </summary> </member> <member name="F:UnityEngine.UICharInfo.cursorPos"> <summary> <para>Position of the character cursor in local (text generated) space.</para> </summary> </member> <member name="T:UnityEngine.UILineInfo"> <summary> <para>Information about a generated line of text.</para> </summary> </member> <member name="F:UnityEngine.UILineInfo.height"> <summary> <para>Height of the line.</para> </summary> </member> <member name="F:UnityEngine.UILineInfo.leading"> <summary> <para>Space in pixels between this line and the next line.</para> </summary> </member> <member name="F:UnityEngine.UILineInfo.startCharIdx"> <summary> <para>Index of the first character in the line.</para> </summary> </member> <member name="F:UnityEngine.UILineInfo.topY"> <summary> <para>The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField.</para> </summary> </member> <member name="T:UnityEngine.UIVertex"> <summary> <para>Vertex class used by a Canvas for managing vertices.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.color"> <summary> <para>Vertex color.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.normal"> <summary> <para>Normal.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.position"> <summary> <para>Vertex position.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.simpleVert"> <summary> <para>Simple UIVertex with sensible settings for use in the UI system.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.tangent"> <summary> <para>Tangent.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.uv0"> <summary> <para>The first texture coordinate set of the mesh. Used by UI elements by default.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.uv1"> <summary> <para>The second texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.uv2"> <summary> <para>The Third texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="F:UnityEngine.UIVertex.uv3"> <summary> <para>The forth texture coordinate set of the mesh, if present.</para> </summary> </member> <member name="T:UnityEngine.UnityAPICompatibilityVersionAttribute"> <summary> <para>Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.</para> </summary> </member> <member name="P:UnityEngine.UnityAPICompatibilityVersionAttribute.version"> <summary> <para>Version of Unity API.</para> </summary> </member> <member name="M:UnityEngine.UnityAPICompatibilityVersionAttribute.#ctor(System.String)"> <summary> <para>Initializes a new instance of UnityAPICompatibilityVersionAttribute.</para> </summary> <param name="version">Unity version that this assembly with compatible with.</param> </member> <member name="T:UnityEngine.UserAuthorization"> <summary> <para>Constants to pass to Application.RequestUserAuthorization.</para> </summary> </member> <member name="F:UnityEngine.UserAuthorization.Microphone"> <summary> <para>Request permission to use any audio input sources attached to the computer.</para> </summary> </member> <member name="F:UnityEngine.UserAuthorization.WebCam"> <summary> <para>Request permission to use any video input sources attached to the computer.</para> </summary> </member> <member name="T:UnityEngine.Vector2"> <summary> <para>Representation of 2D vectors and points.</para> </summary> </member> <member name="P:UnityEngine.Vector2.down"> <summary> <para>Shorthand for writing Vector2(0, -1).</para> </summary> </member> <member name="P:UnityEngine.Vector2.left"> <summary> <para>Shorthand for writing Vector2(-1, 0).</para> </summary> </member> <member name="P:UnityEngine.Vector2.magnitude"> <summary> <para>Returns the length of this vector (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector2.negativeInfinity"> <summary> <para>Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector2.normalized"> <summary> <para>Returns this vector with a magnitude of 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector2.one"> <summary> <para>Shorthand for writing Vector2(1, 1).</para> </summary> </member> <member name="P:UnityEngine.Vector2.positiveInfinity"> <summary> <para>Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector2.right"> <summary> <para>Shorthand for writing Vector2(1, 0).</para> </summary> </member> <member name="P:UnityEngine.Vector2.sqrMagnitude"> <summary> <para>Returns the squared length of this vector (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector2.up"> <summary> <para>Shorthand for writing Vector2(0, 1).</para> </summary> </member> <member name="F:UnityEngine.Vector2.x"> <summary> <para>X component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector2.y"> <summary> <para>Y component of the vector.</para> </summary> </member> <member name="P:UnityEngine.Vector2.zero"> <summary> <para>Shorthand for writing Vector2(0, 0).</para> </summary> </member> <member name="M:UnityEngine.Vector2.Angle(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns the unsigned angle in degrees between from and to.</para> </summary> <param name="from">The vector from which the angular difference is measured.</param> <param name="to">The vector to which the angular difference is measured.</param> </member> <member name="M:UnityEngine.Vector2.ClampMagnitude(UnityEngine.Vector2,System.Single)"> <summary> <para>Returns a copy of vector with its magnitude clamped to maxLength.</para> </summary> <param name="vector"></param> <param name="maxLength"></param> </member> <member name="M:UnityEngine.Vector2.#ctor(System.Single,System.Single)"> <summary> <para>Constructs a new vector with given x, y components.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Vector2.Distance(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns the distance between a and b.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector2.Dot(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Dot Product of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector2.Equals(System.Object)"> <summary> <para>Returns true if the given vector is exactly equal to this vector.</para> </summary> <param name="other"></param> </member> <member name="?:UnityEngine.Vector2.implop_Vector2(Vector3)(UnityEngine.Vector3)"> <summary> <para>Converts a Vector3 to a Vector2.</para> </summary> <param name="v"></param> </member> <member name="?:UnityEngine.Vector2.implop_Vector3(Vector2)(UnityEngine.Vector2)"> <summary> <para>Converts a Vector2 to a Vector3.</para> </summary> <param name="v"></param> </member> <member name="M:UnityEngine.Vector2.Lerp(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)"> <summary> <para>Linearly interpolates between vectors a and b by t.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector2.LerpUnclamped(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)"> <summary> <para>Linearly interpolates between vectors a and b by t.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector2.Max(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns a vector that is made from the largest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector2.Min(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns a vector that is made from the smallest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector2.MoveTowards(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)"> <summary> <para>Moves a point current towards target.</para> </summary> <param name="current"></param> <param name="target"></param> <param name="maxDistanceDelta"></param> </member> <member name="M:UnityEngine.Vector2.Normalize"> <summary> <para>Makes this vector have a magnitude of 1.</para> </summary> </member> <member name="?:UnityEngine.Vector2.op_Divide(UnityEngine.Vector2,System.Single)"> <summary> <para>Divides a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector2.op_Equal(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns true if two vectors are approximately equal.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Subtracts one vector from another.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2)"> <summary> <para>Negates a vector.</para> </summary> <param name="a"></param> </member> <member name="?:UnityEngine.Vector2.op_Multiply(UnityEngine.Vector2,System.Single)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector2.op_Multiply(System.Single,UnityEngine.Vector2)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="d"></param> <param name="a"></param> </member> <member name="?:UnityEngine.Vector2.op_Plus(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Adds two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector2.Reflect(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Reflects a vector off the vector defined by a normal.</para> </summary> <param name="inDirection"></param> <param name="inNormal"></param> </member> <member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Multiplies two vectors component-wise.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2)"> <summary> <para>Multiplies every component of this vector by the same component of scale.</para> </summary> <param name="scale"></param> </member> <member name="M:UnityEngine.Vector2.Set(System.Single,System.Single)"> <summary> <para>Set x and y components of an existing Vector2.</para> </summary> <param name="newX"></param> <param name="newY"></param> </member> <member name="M:UnityEngine.Vector2.SignedAngle(UnityEngine.Vector2,UnityEngine.Vector2)"> <summary> <para>Returns the signed angle in degrees between from and to.</para> </summary> <param name="from">The vector from which the angular difference is measured.</param> <param name="to">The vector to which the angular difference is measured.</param> </member> <member name="M:UnityEngine.Vector2.SmoothDamp"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Vector2.SmoothDamp"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&amp;,System.Single,System.Single,System.Single)"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="P:UnityEngine.Vector2.this"> <summary> <para>Access the x or y component using [0] or [1] respectively.</para> </summary> </member> <member name="M:UnityEngine.Vector2.ToString"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Vector2.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.Vector3"> <summary> <para>Representation of 3D vectors and points.</para> </summary> </member> <member name="P:UnityEngine.Vector3.back"> <summary> <para>Shorthand for writing Vector3(0, 0, -1).</para> </summary> </member> <member name="P:UnityEngine.Vector3.down"> <summary> <para>Shorthand for writing Vector3(0, -1, 0).</para> </summary> </member> <member name="P:UnityEngine.Vector3.forward"> <summary> <para>Shorthand for writing Vector3(0, 0, 1).</para> </summary> </member> <member name="P:UnityEngine.Vector3.left"> <summary> <para>Shorthand for writing Vector3(-1, 0, 0).</para> </summary> </member> <member name="P:UnityEngine.Vector3.magnitude"> <summary> <para>Returns the length of this vector (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector3.negativeInfinity"> <summary> <para>Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector3.normalized"> <summary> <para>Returns this vector with a magnitude of 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector3.one"> <summary> <para>Shorthand for writing Vector3(1, 1, 1).</para> </summary> </member> <member name="P:UnityEngine.Vector3.positiveInfinity"> <summary> <para>Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector3.right"> <summary> <para>Shorthand for writing Vector3(1, 0, 0).</para> </summary> </member> <member name="P:UnityEngine.Vector3.sqrMagnitude"> <summary> <para>Returns the squared length of this vector (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector3.up"> <summary> <para>Shorthand for writing Vector3(0, 1, 0).</para> </summary> </member> <member name="F:UnityEngine.Vector3.x"> <summary> <para>X component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector3.y"> <summary> <para>Y component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector3.z"> <summary> <para>Z component of the vector.</para> </summary> </member> <member name="P:UnityEngine.Vector3.zero"> <summary> <para>Shorthand for writing Vector3(0, 0, 0).</para> </summary> </member> <member name="M:UnityEngine.Vector3.Angle(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns the angle in degrees between from and to.</para> </summary> <param name="from">The vector from which the angular difference is measured.</param> <param name="to">The vector to which the angular difference is measured.</param> </member> <member name="M:UnityEngine.Vector3.ClampMagnitude(UnityEngine.Vector3,System.Single)"> <summary> <para>Returns a copy of vector with its magnitude clamped to maxLength.</para> </summary> <param name="vector"></param> <param name="maxLength"></param> </member> <member name="M:UnityEngine.Vector3.Cross(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Cross Product of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single,System.Single)"> <summary> <para>Creates a new vector with given x, y, z components.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single)"> <summary> <para>Creates a new vector with given x, y components and sets z to zero.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Vector3.Distance(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns the distance between a and b.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector3.Dot(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Dot Product of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector3.Equals(System.Object)"> <summary> <para>Returns true if the given vector is exactly equal to this vector.</para> </summary> <param name="other"></param> </member> <member name="M:UnityEngine.Vector3.Lerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Linearly interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector3.LerpUnclamped(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Linearly interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector3.Max(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns a vector that is made from the largest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector3.Min(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns a vector that is made from the smallest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector3.MoveTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Moves a point current in a straight line towards a target point.</para> </summary> <param name="current"></param> <param name="target"></param> <param name="maxDistanceDelta"></param> </member> <member name="M:UnityEngine.Vector3.Normalize(UnityEngine.Vector3)"> <summary> <para></para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.Vector3.Normalize"> <summary> <para>Makes this vector have a magnitude of 1.</para> </summary> </member> <member name="?:UnityEngine.Vector3.op_Divide(UnityEngine.Vector3,System.Single)"> <summary> <para>Divides a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector3.op_Equal(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns true if two vectors are approximately equal.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Subtracts one vector from another.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3)"> <summary> <para>Negates a vector.</para> </summary> <param name="a"></param> </member> <member name="?:UnityEngine.Vector3.op_Multiply(UnityEngine.Vector3,System.Single)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector3.op_Multiply(System.Single,UnityEngine.Vector3)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="d"></param> <param name="a"></param> </member> <member name="?:UnityEngine.Vector3.op_NotEqual(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns true if vectors different.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Vector3.op_Plus(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Adds two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)"> <summary> <para>Makes vectors normalized and orthogonal to each other.</para> </summary> <param name="normal"></param> <param name="tangent"></param> </member> <member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)"> <summary> <para>Makes vectors normalized and orthogonal to each other.</para> </summary> <param name="normal"></param> <param name="tangent"></param> <param name="binormal"></param> </member> <member name="M:UnityEngine.Vector3.Project(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Projects a vector onto another vector.</para> </summary> <param name="vector"></param> <param name="onNormal"></param> </member> <member name="M:UnityEngine.Vector3.ProjectOnPlane(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Projects a vector onto a plane defined by a normal orthogonal to the plane.</para> </summary> <param name="vector"></param> <param name="planeNormal"></param> </member> <member name="M:UnityEngine.Vector3.Reflect(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Reflects a vector off the plane defined by a normal.</para> </summary> <param name="inDirection"></param> <param name="inNormal"></param> </member> <member name="M:UnityEngine.Vector3.RotateTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)"> <summary> <para>Rotates a vector current towards target.</para> </summary> <param name="current"></param> <param name="target"></param> <param name="maxRadiansDelta"></param> <param name="maxMagnitudeDelta"></param> </member> <member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Multiplies two vectors component-wise.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3)"> <summary> <para>Multiplies every component of this vector by the same component of scale.</para> </summary> <param name="scale"></param> </member> <member name="M:UnityEngine.Vector3.Set(System.Single,System.Single,System.Single)"> <summary> <para>Set x, y and z components of an existing Vector3.</para> </summary> <param name="newX"></param> <param name="newY"></param> <param name="newZ"></param> </member> <member name="M:UnityEngine.Vector3.SignedAngle(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Returns the signed angle in degrees between from and to.</para> </summary> <param name="from">The vector from which the angular difference is measured.</param> <param name="to">The vector to which the angular difference is measured.</param> <param name="axis">A vector around which the other vectors are rotated.</param> </member> <member name="M:UnityEngine.Vector3.Slerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Spherically interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector3.SlerpUnclamped(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> <summary> <para>Spherically interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single)"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single,System.Single)"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single,System.Single,System.Single)"> <summary> <para>Gradually changes a vector towards a desired goal over time.</para> </summary> <param name="current">The current position.</param> <param name="target">The position we are trying to reach.</param> <param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param> <param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param> <param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param> <param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param> </member> <member name="P:UnityEngine.Vector3.this"> <summary> <para>Access the x, y, z components using [0], [1], [2] respectively.</para> </summary> </member> <member name="M:UnityEngine.Vector3.ToString"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Vector3.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.Vector4"> <summary> <para>Representation of four-dimensional vectors.</para> </summary> </member> <member name="P:UnityEngine.Vector4.magnitude"> <summary> <para>Returns the length of this vector (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector4.negativeInfinity"> <summary> <para>Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector4.normalized"> <summary> <para>Returns this vector with a magnitude of 1 (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Vector4.one"> <summary> <para>Shorthand for writing Vector4(1,1,1,1).</para> </summary> </member> <member name="P:UnityEngine.Vector4.positiveInfinity"> <summary> <para>Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).</para> </summary> </member> <member name="P:UnityEngine.Vector4.sqrMagnitude"> <summary> <para>Returns the squared length of this vector (Read Only).</para> </summary> </member> <member name="F:UnityEngine.Vector4.w"> <summary> <para>W component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector4.x"> <summary> <para>X component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector4.y"> <summary> <para>Y component of the vector.</para> </summary> </member> <member name="F:UnityEngine.Vector4.z"> <summary> <para>Z component of the vector.</para> </summary> </member> <member name="P:UnityEngine.Vector4.zero"> <summary> <para>Shorthand for writing Vector4(0,0,0,0).</para> </summary> </member> <member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Creates a new vector with given x, y, z, w components.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> <param name="w"></param> </member> <member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single)"> <summary> <para>Creates a new vector with given x, y, z components and sets w to zero.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="z"></param> </member> <member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single)"> <summary> <para>Creates a new vector with given x, y components and sets z and w to zero.</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Returns the distance between a and b.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Dot Product of two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector4.Equals(System.Object)"> <summary> <para>Returns true if the given vector is exactly equal to this vector.</para> </summary> <param name="other"></param> </member> <member name="?:UnityEngine.Vector4.implop_Vector2(Vector4)(UnityEngine.Vector4)"> <summary> <para>Converts a Vector4 to a Vector2.</para> </summary> <param name="v"></param> </member> <member name="?:UnityEngine.Vector4.implop_Vector3(Vector4)(UnityEngine.Vector4)"> <summary> <para>Converts a Vector4 to a Vector3.</para> </summary> <param name="v"></param> </member> <member name="?:UnityEngine.Vector4.implop_Vector4(Vector2)(UnityEngine.Vector2)"> <summary> <para>Converts a Vector2 to a Vector4.</para> </summary> <param name="v"></param> </member> <member name="?:UnityEngine.Vector4.implop_Vector4(Vector3)(UnityEngine.Vector3)"> <summary> <para>Converts a Vector3 to a Vector4.</para> </summary> <param name="v"></param> </member> <member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)"> <summary> <para>Linearly interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector4.LerpUnclamped(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)"> <summary> <para>Linearly interpolates between two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> <param name="t"></param> </member> <member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Returns a vector that is made from the largest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Returns a vector that is made from the smallest components of two vectors.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)"> <summary> <para>Moves a point current towards target.</para> </summary> <param name="current"></param> <param name="target"></param> <param name="maxDistanceDelta"></param> </member> <member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)"> <summary> <para></para> </summary> <param name="a"></param> </member> <member name="M:UnityEngine.Vector4.Normalize"> <summary> <para>Makes this vector have a magnitude of 1.</para> </summary> </member> <member name="?:UnityEngine.Vector4.op_Divide(UnityEngine.Vector4,System.Single)"> <summary> <para>Divides a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector4.op_Equal(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Returns true if two vectors are approximately equal.</para> </summary> <param name="lhs"></param> <param name="rhs"></param> </member> <member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Subtracts one vector from another.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4)"> <summary> <para>Negates a vector.</para> </summary> <param name="a"></param> </member> <member name="?:UnityEngine.Vector4.op_Multiply(UnityEngine.Vector4,System.Single)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="a"></param> <param name="d"></param> </member> <member name="?:UnityEngine.Vector4.op_Multiply(System.Single,UnityEngine.Vector4)"> <summary> <para>Multiplies a vector by a number.</para> </summary> <param name="d"></param> <param name="a"></param> </member> <member name="?:UnityEngine.Vector4.op_Plus(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Adds two vectors.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Projects a vector onto another vector.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)"> <summary> <para>Multiplies two vectors component-wise.</para> </summary> <param name="a"></param> <param name="b"></param> </member> <member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)"> <summary> <para>Multiplies every component of this vector by the same component of scale.</para> </summary> <param name="scale"></param> </member> <member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)"> <summary> <para>Set x, y, z and w components of an existing Vector4.</para> </summary> <param name="newX"></param> <param name="newY"></param> <param name="newZ"></param> <param name="newW"></param> </member> <member name="P:UnityEngine.Vector4.this"> <summary> <para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para> </summary> </member> <member name="M:UnityEngine.Vector4.ToString"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="M:UnityEngine.Vector4.ToString(System.String)"> <summary> <para>Returns a nicely formatted string for this vector.</para> </summary> <param name="format"></param> </member> <member name="T:UnityEngine.VerticalWrapMode"> <summary> <para>Wrapping modes for text that reaches the vertical boundary.</para> </summary> </member> <member name="F:UnityEngine.VerticalWrapMode.Overflow"> <summary> <para>Text well continue to generate when reaching vertical boundary.</para> </summary> </member> <member name="F:UnityEngine.VerticalWrapMode.Truncate"> <summary> <para>Text will be clipped when reaching the vertical boundary.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoAspectRatio"> <summary> <para>Methods used to fit a video in the target area.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.FitHorizontally"> <summary> <para>Resize proportionally so that width fits the target area, cropping or adding black bars above and below if needed.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.FitInside"> <summary> <para>Resize proportionally so that content fits the target area, adding black bars if needed.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.FitOutside"> <summary> <para>Resize proportionally so that content fits the target area, cropping if needed.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.FitVertically"> <summary> <para>Resize proportionally so that height fits the target area, cropping or adding black bars on each side if needed.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.NoScaling"> <summary> <para>Preserve the pixel size without adjusting for target area.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAspectRatio.Stretch"> <summary> <para>Resize non-proportionally to fit the target area.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoAudioOutputMode"> <summary> <para>Places where the audio embedded in a video can be sent.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAudioOutputMode.AudioSource"> <summary> <para>Send the embedded audio into a specified AudioSource.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAudioOutputMode.Direct"> <summary> <para>Send the embedded audio direct to the platform's audio hardware.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoAudioOutputMode.None"> <summary> <para>Disable the embedded audio.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoClip"> <summary> <para>A container for video data.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.audioTrackCount"> <summary> <para>Number of audio tracks in the clip.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.frameCount"> <summary> <para>The length of the VideoClip in frames. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.frameRate"> <summary> <para>The frame rate of the clip in frames/second. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.height"> <summary> <para>The height of the images in the video clip in pixels. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.length"> <summary> <para>The length of the video clip in seconds. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.originalPath"> <summary> <para>The video clip path in the project's assets. (Read Only).</para> </summary> </member> <member name="P:UnityEngine.Video.VideoClip.width"> <summary> <para>The width of the images in the video clip in pixels. (Read Only).</para> </summary> </member> <member name="M:UnityEngine.Video.VideoClip.GetAudioChannelCount(System.UInt16)"> <summary> <para>The number of channels in the audio track. E.g. 2 for a stereo track.</para> </summary> <param name="audioTrackIdx">Index of the audio queried audio track.</param> <returns> <para>The number of channels.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoClip.GetAudioLanguage(System.UInt16)"> <summary> <para>Get the audio track language. Can be unknown.</para> </summary> <param name="audioTrackIdx">Index of the audio queried audio track.</param> <returns> <para>The abbreviated name of the language.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoClip.GetAudioSampleRate(System.UInt16)"> <summary> <para>Get the audio track sampling rate in Hertz.</para> </summary> <param name="audioTrackIdx">Index of the audio queried audio track.</param> <returns> <para>The sampling rate in Hertz.</para> </returns> </member> <member name="T:UnityEngine.Video.VideoPlayer"> <summary> <para>Plays video content onto a target.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.aspectRatio"> <summary> <para>Defines how the video content will be stretched to fill the target area.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.audioOutputMode"> <summary> <para>Destination for the audio embedded in the video.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.audioTrackCount"> <summary> <para>Number of audio tracks found in the data source currently configured.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canSetDirectAudioVolume"> <summary> <para>Whether direct-output volume controls are supported for the current platform and video format. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canSetPlaybackSpeed"> <summary> <para>Whether the playback speed can be changed. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canSetSkipOnDrop"> <summary> <para>Determines whether the VideoPlayer skips frames to catch up with current time. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canSetTime"> <summary> <para>Whether current time can be changed using the time or timeFrames property. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canSetTimeSource"> <summary> <para>Whether the time source followed by the VideoPlayer can be changed. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.canStep"> <summary> <para>Returns true if the VideoPlayer can step forward through the video content. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.clip"> <summary> <para>The clip being played by the VideoPlayer.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.clockResyncOccurred(UnityEngine.Video.VideoPlayer/TimeEventHandler)"> <summary> <para>Invoked when the VideoPlayer's clock is synced back to its Video.VideoTimeReference.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.controlledAudioTrackCount"> <summary> <para>Number of audio tracks that this VideoPlayer will take control of. The other ones will be silenced. A maximum of 64 tracks are allowed. The actual number of audio tracks cannot be known in advance when playing URLs, which is why this value is independent of the Video.VideoPlayer.audioTrackCount property.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.controlledAudioTrackMaxCount"> <summary> <para>Maximum number of audio tracks that can be controlled.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.errorReceived(UnityEngine.Video.VideoPlayer/ErrorEventHandler)"> <summary> <para>Errors such as HTTP connection problems are reported through this callback.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.externalReferenceTime"> <summary> <para>Reference time of the external clock the Video.VideoPlayer uses to correct its drift.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.frame"> <summary> <para>The frame index currently being displayed by the VideoPlayer.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.frameCount"> <summary> <para>Number of frames in the current video content.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.frameDropped(UnityEngine.Video.VideoPlayer/EventHandler)"> <summary> <para>[NOT YET IMPLEMENTED] Invoked when the video decoder does not produce a frame as per the time source during playback.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.frameRate"> <summary> <para>The frame rate of the clip or URL in frames/second. (Read Only).</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.frameReady(UnityEngine.Video.VideoPlayer/FrameReadyEventHandler)"> <summary> <para>Invoked when a new frame is ready.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.isLooping"> <summary> <para>Determines whether the VideoPlayer restarts from the beginning when it reaches the end of the clip.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.isPlaying"> <summary> <para>Whether content is being played. (Read Only)</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.isPrepared"> <summary> <para>Whether the VideoPlayer has successfully prepared the content to be played. (Read Only)</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.loopPointReached(UnityEngine.Video.VideoPlayer/EventHandler)"> <summary> <para>Invoked when the VideoPlayer reaches the end of the content to play.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.playbackSpeed"> <summary> <para>Factor by which the basic playback rate will be multiplied.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.playOnAwake"> <summary> <para>Whether the content will start playing back as soon as the component awakes.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.prepareCompleted(UnityEngine.Video.VideoPlayer/EventHandler)"> <summary> <para>Invoked when the VideoPlayer preparation is complete.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.renderMode"> <summary> <para>Where the video content will be drawn.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.seekCompleted(UnityEngine.Video.VideoPlayer/EventHandler)"> <summary> <para>Invoke after a seek operation completes.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.sendFrameReadyEvents"> <summary> <para>Enables the frameReady events.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.skipOnDrop"> <summary> <para>Whether the VideoPlayer is allowed to skip frames to catch up with current time.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.source"> <summary> <para>The source that the VideoPlayer uses for playback.</para> </summary> </member> <member name="?:UnityEngine.Video.VideoPlayer.started(UnityEngine.Video.VideoPlayer/EventHandler)"> <summary> <para>Invoked immediately after Play is called.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Video.VideoPlayer.targetCamera"> <summary> <para>Camera component to draw to when Video.VideoPlayer.renderMode is set to either Video.VideoTarget.CameraBackPlane or Video.VideoTarget.CameraFrontPlane.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.targetCameraAlpha"> <summary> <para>Overall transparency level of the target camera plane video.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.targetMaterialProperty"> <summary> <para>Material texture property which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.targetMaterialRenderer"> <summary> <para>Renderer which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.targetTexture"> <summary> <para>RenderTexture to draw to when Video.VideoPlayer.renderMode is set to Video.VideoTarget.RenderTexture. For optimal performance, the dimensions of the RenderTexture should match those of the video media exactly.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.texture"> <summary> <para>Internal texture in which video content is placed.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.time"> <summary> <para>The VideoPlayer current time in seconds.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.timeReference"> <summary> <para>The clock that the Video.VideoPlayer observes to detect and correct drift.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.timeSource"> <summary> <para>[NOT YET IMPLEMENTED] The source used used by the VideoPlayer to derive its current time.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.url"> <summary> <para>The file or HTTP URL that the VideoPlayer will read content from.</para> </summary> </member> <member name="P:UnityEngine.Video.VideoPlayer.waitForFirstFrame"> <summary> <para>Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when Video.VideoPlayer.playOnAwake is on.</para> </summary> </member> <member name="M:UnityEngine.Video.VideoPlayer.EnableAudioTrack(System.UInt16,System.Boolean)"> <summary> <para>Enable/disable audio track decoding. Only effective when the VideoPlayer is not currently playing.</para> </summary> <param name="trackIndex">Index of the audio track to enable/disable.</param> <param name="enabled">True for enabling the track. False for disabling the track.</param> </member> <member name="T:UnityEngine.Video.VideoPlayer.ErrorEventHandler"> <summary> <para>Delegate type for VideoPlayer events that contain an error message.</para> </summary> <param name="source">The VideoPlayer that is emitting the event.</param> <param name="message">Message describing the error just encountered.</param> </member> <member name="T:UnityEngine.Video.VideoPlayer.EventHandler"> <summary> <para>Delegate type for all parameter-less events emitted by VideoPlayers.</para> </summary> <param name="source">The VideoPlayer that is emitting the event.</param> </member> <member name="T:UnityEngine.Video.VideoPlayer.FrameReadyEventHandler"> <summary> <para>Delegate type for VideoPlayer events that carry a frame number.</para> </summary> <param name="source">The VideoPlayer that is emitting the event.</param> <param name="frameNum">The frame the VideoPlayer is now at.</param> <param name="frameIdx"></param> </member> <member name="M:UnityEngine.Video.VideoPlayer.GetAudioChannelCount(System.UInt16)"> <summary> <para>The number of audio channels in the specified audio track.</para> </summary> <param name="trackIndex">Index for the audio track being queried.</param> <returns> <para>Number of audio channels.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoPlayer.GetAudioLanguageCode(System.UInt16)"> <summary> <para>Returns the language code, if any, for the specified track.</para> </summary> <param name="trackIndex">Index of the audio track to query.</param> <returns> <para>Language code.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoPlayer.GetDirectAudioMute(System.UInt16)"> <summary> <para>Get the direct-output audio mute status for the specified track.</para> </summary> <param name="trackIndex"></param> </member> <member name="M:UnityEngine.Video.VideoPlayer.GetDirectAudioVolume(System.UInt16)"> <summary> <para>Return the direct-output volume for specified track.</para> </summary> <param name="trackIndex">Track index for which the volume is queried.</param> <returns> <para>Volume, between 0 and 1.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoPlayer.GetTargetAudioSource(System.UInt16)"> <summary> <para>Gets the AudioSource that will receive audio samples for the specified track if Video.VideoPlayer.audioOutputMode is set to Video.VideoAudioOutputMode.AudioSource.</para> </summary> <param name="trackIndex">Index of the audio track for which the AudioSource is wanted.</param> <returns> <para>The source associated with the audio track.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoPlayer.IsAudioTrackEnabled(System.UInt16)"> <summary> <para>Returns whether decoding for the specified audio track is enabled. See Video.VideoPlayer.EnableAudioTrack for distinction with mute.</para> </summary> <param name="trackIndex">Index of the audio track being queried.</param> <returns> <para>True if decoding for the specified audio track is enabled.</para> </returns> </member> <member name="M:UnityEngine.Video.VideoPlayer.Pause"> <summary> <para>Pauses the playback and leaves the current time intact.</para> </summary> </member> <member name="M:UnityEngine.Video.VideoPlayer.Play"> <summary> <para>Starts playback.</para> </summary> </member> <member name="M:UnityEngine.Video.VideoPlayer.Prepare"> <summary> <para>Initiates playback engine prepration.</para> </summary> </member> <member name="M:UnityEngine.Video.VideoPlayer.SetDirectAudioMute(System.UInt16,System.Boolean)"> <summary> <para>Set the direct-output audio mute status for the specified track.</para> </summary> <param name="trackIndex">Track index for which the mute is set.</param> <param name="mute">Mute on/off.</param> </member> <member name="M:UnityEngine.Video.VideoPlayer.SetDirectAudioVolume(System.UInt16,System.Single)"> <summary> <para>Set the direct-output audio volume for the specified track.</para> </summary> <param name="trackIndex">Track index for which the volume is set.</param> <param name="volume">New volume, between 0 and 1.</param> </member> <member name="M:UnityEngine.Video.VideoPlayer.SetTargetAudioSource(System.UInt16,UnityEngine.AudioSource)"> <summary> <para>Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode.</para> </summary> <param name="trackIndex">Index of the audio track to associate with the specified AudioSource.</param> <param name="source">AudioSource to associate with the audio track.</param> </member> <member name="M:UnityEngine.Video.VideoPlayer.StepForward"> <summary> <para>Advances the current time by one frame immediately.</para> </summary> </member> <member name="M:UnityEngine.Video.VideoPlayer.Stop"> <summary> <para>Pauses the playback and sets the current time to 0.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoPlayer.TimeEventHandler"> <summary> <para>Delegate type for VideoPlayer events that carry a time position.</para> </summary> <param name="source">The VideoPlayer that is emitting the event.</param> <param name="seconds">Time position.</param> </member> <member name="T:UnityEngine.Video.VideoRenderMode"> <summary> <para>Type of destination for the images read by a VideoPlayer.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoRenderMode.APIOnly"> <summary> <para>Don't draw the video content anywhere, but still make it available via the VideoPlayer's texture property in the API.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoRenderMode.CameraFarPlane"> <summary> <para>Draw video content behind a camera's scene.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoRenderMode.CameraNearPlane"> <summary> <para>Draw video content in front of a camera's scene.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoRenderMode.MaterialOverride"> <summary> <para>Draw the video content into a user-specified property of the current GameObject's material.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoRenderMode.RenderTexture"> <summary> <para>Draw video content into a RenderTexture.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoSource"> <summary> <para>Source of the video content for a VideoPlayer.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoSource.Url"> <summary> <para>Use the current URL as the video content source.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoSource.VideoClip"> <summary> <para>Use the current clip as the video content source.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoTimeReference"> <summary> <para>The clock that the Video.VideoPlayer observes to detect and correct drift.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoTimeReference.ExternalTime"> <summary> <para>External reference clock the Video.VideoPlayer observes to detect and correct drift.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoTimeReference.Freerun"> <summary> <para>Disables the drift detection.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoTimeReference.InternalTime"> <summary> <para>Internal reference clock the Video.VideoPlayer observes to detect and correct drift.</para> </summary> </member> <member name="T:UnityEngine.Video.VideoTimeSource"> <summary> <para>Time source followed by the Video.VideoPlayer when reading content.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoTimeSource.AudioDSPTimeSource"> <summary> <para>The audio hardware clock.</para> </summary> </member> <member name="F:UnityEngine.Video.VideoTimeSource.GameTimeSource"> <summary> <para>The unscaled game time as defined by Time.realtimeSinceStartup.</para> </summary> </member> <member name="T:UnityEngine.VR.InputTracking"> <summary> <para>A collection of methods and properties for interacting with the VR tracking system.</para> </summary> </member> <member name="P:UnityEngine.VR.InputTracking.disablePositionalTracking"> <summary> <para>Disables positional tracking in VR. This takes effect the next time the head pose is sampled. If set to true the camera only tracks headset rotation state.</para> </summary> </member> <member name="?:UnityEngine.VR.InputTracking.nodeAdded(System.Action`1&lt;UnityEngine.VR.VRNodeState&gt;)"> <summary> <para>Called when a tracked node is added to the underlying VR/AR system.</para> </summary> <param name="nodeState">Describes the node that has been added.</param> <param name="value"></param> </member> <member name="?:UnityEngine.VR.InputTracking.nodeRemoved(System.Action`1&lt;UnityEngine.VR.VRNodeState&gt;)"> <summary> <para>Called when a tracked node is removed from the underlying VR/AR system.</para> </summary> <param name="nodeState">Describes the node that has been removed.</param> <param name="value"></param> </member> <member name="?:UnityEngine.VR.InputTracking.trackingAcquired(System.Action`1&lt;UnityEngine.VR.VRNodeState&gt;)"> <summary> <para>Called when a tracked node begins reporting tracking information.</para> </summary> <param name="nodeState">Describes the node that has begun being tracked.</param> <param name="value"></param> </member> <member name="?:UnityEngine.VR.InputTracking.trackingLost(System.Action`1&lt;UnityEngine.VR.VRNodeState&gt;)"> <summary> <para>Called when a tracked node stops reporting tracking information.</para> </summary> <param name="nodeState">Describes the node that has lost tracking.</param> <param name="value"></param> </member> <member name="M:UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode)"> <summary> <para>Gets the position of a specific node.</para> </summary> <param name="node">Specifies which node's position should be returned.</param> <returns> <para>The position of the node in its local tracking space.</para> </returns> </member> <member name="M:UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode)"> <summary> <para>Gets the rotation of a specific node.</para> </summary> <param name="node">Specifies which node's rotation should be returned.</param> <returns> <para>The rotation of the node in its local tracking space.</para> </returns> </member> <member name="M:UnityEngine.VR.InputTracking.GetNodeName(System.UInt64)"> <summary> <para>Accepts the unique identifier for a tracked node and returns a friendly name for it.</para> </summary> <param name="uniqueID">The unique identifier for the Node index.</param> <returns> <para>The name of the tracked node if the given 64-bit identifier maps to a currently tracked node. Empty string otherwise.</para> </returns> </member> <member name="M:UnityEngine.VR.InputTracking.GetNodeStates"> <summary> <para>Describes all presently connected VR nodes and provides available tracking state.</para> </summary> <param name="nodeStates">A list that is populated with VR.VRNodeState objects.</param> </member> <member name="M:UnityEngine.VR.InputTracking.Recenter"> <summary> <para>Center tracking to the current position and orientation of the HMD.</para> </summary> </member> <member name="T:UnityEngine.VR.TrackingSpaceType"> <summary> <para>Represents the size of physical space available for VR.</para> </summary> </member> <member name="F:UnityEngine.VR.TrackingSpaceType.RoomScale"> <summary> <para>Represents a space large enough for free movement.</para> </summary> </member> <member name="F:UnityEngine.VR.TrackingSpaceType.Stationary"> <summary> <para>Represents a small space where movement may be constrained or positional tracking is unavailable.</para> </summary> </member> <member name="T:UnityEngine.VR.VRDevice"> <summary> <para>Contains all functionality related to a VR device.</para> </summary> </member> <member name="P:UnityEngine.VR.VRDevice.family"> <summary> <para>The name of the family of the loaded VR device.</para> </summary> </member> <member name="P:UnityEngine.VR.VRDevice.isPresent"> <summary> <para>Successfully detected a VR device in working order.</para> </summary> </member> <member name="P:UnityEngine.VR.VRDevice.model"> <summary> <para>Specific model of loaded VR device.</para> </summary> </member> <member name="P:UnityEngine.VR.VRDevice.refreshRate"> <summary> <para>Refresh rate of the display in Hertz.</para> </summary> </member> <member name="M:UnityEngine.VR.VRDevice.DisableAutoVRCameraTracking"> <summary> <para>Sets whether the camera passed in the first parameter is controlled implicitly by the VR Device</para> </summary> <param name="Camera">The camera that we wish to change behavior on</param> <param name="Disabled">True if the camera's transform is set externally. False if the camera is to be driven implicitly by VRDevice, </param> <returns> <para>Nothing.</para> </returns> </member> <member name="M:UnityEngine.VR.VRDevice.GetNativePtr"> <summary> <para>This method returns an IntPtr representing the native pointer to the VR device if one is available, otherwise the value will be IntPtr.Zero.</para> </summary> <returns> <para>The native pointer to the VR device.</para> </returns> </member> <member name="M:UnityEngine.VR.VRDevice.GetTrackingSpaceType"> <summary> <para>Returns the device's current TrackingSpaceType. This value determines how the camera is positioned relative to its starting position. For more, see the section "Understanding the camera" in.</para> </summary> <returns> <para>The device's current TrackingSpaceType.</para> </returns> </member> <member name="M:UnityEngine.VR.VRDevice.SetTrackingSpaceType(UnityEngine.VR.TrackingSpaceType)"> <summary> <para>Sets the device's current TrackingSpaceType. Returns true on success. Returns false if the given TrackingSpaceType is not supported or the device fails to switch.</para> </summary> <param name="TrackingSpaceType">The TrackingSpaceType the device should switch to.</param> <param name="trackingSpaceType"></param> <returns> <para>True on success. False if the given TrackingSpaceType is not supported or the device fails to switch.</para> </returns> </member> <member name="T:UnityEngine.VR.VRDeviceType"> <summary> <para>Supported VR devices.</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.Morpheus"> <summary> <para>Sony's Project Morpheus VR device for Playstation 4. (Obsolete please use VRDeviceType.PlayStationVR instead).</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.None"> <summary> <para>No VR Device.</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.Oculus"> <summary> <para>Oculus family of VR devices.</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.PlayStationVR"> <summary> <para>Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.Split"> <summary> <para>Split screen stereo 3D (the left and right cameras are rendered side by side).</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.Stereo"> <summary> <para>Stereo 3D via D3D11 or OpenGL.</para> </summary> </member> <member name="F:UnityEngine.VR.VRDeviceType.Unknown"> <summary> <para>This value is returned when running on a device that does not have its own value in this VRDeviceType enum. To find out the device name, you can use VRSettings.loadedDeviceName.</para> </summary> </member> <member name="T:UnityEngine.VR.VRNode"> <summary> <para>Enumeration of tracked VR nodes which can be updated by VR input.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.CenterEye"> <summary> <para>Node representing a point between the left and right eyes.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.GameController"> <summary> <para>Represents a tracked game Controller not associated with a specific hand.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.HardwareTracker"> <summary> <para>Represents a physical device that provides tracking data for objects to which it is attached.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.Head"> <summary> <para>Node representing the user's head.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.LeftEye"> <summary> <para>Node representing the left eye.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.LeftHand"> <summary> <para>Node representing the left hand.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.RightEye"> <summary> <para>Node representing the right eye.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.RightHand"> <summary> <para>Node representing the right hand.</para> </summary> </member> <member name="F:UnityEngine.VR.VRNode.TrackingReference"> <summary> <para>Represents a stationary physical device that can be used as a point of reference in the tracked area.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.acceleration"> <summary> <para>Sets the vector representing the current acceleration of the tracked node.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.nodeType"> <summary> <para>The type of the tracked node as specified in VR.VRNode.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.position"> <summary> <para>Sets the vector representing the current position of the tracked node.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.rotation"> <summary> <para>Sets the quaternion representing the current rotation of the tracked node.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.tracked"> <summary> <para> Set to true if the node is presently being tracked by the underlying VRAR system, and false if the node is not presently being tracked by the underlying VRAR system.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.uniqueID"> <summary> <para>The unique identifier of the tracked node.</para> </summary> </member> <member name="P:UnityEngine.VR.VRNodeState.velocity"> <summary> <para>Sets the vector representing the current velocity of the tracked node.</para> </summary> </member> <member name="M:UnityEngine.VR.VRNodeState.TryGetAcceleration"> <summary> <para>Attempt to retrieve a vector representing the current acceleration of the tracked node.</para> </summary> <returns> <para>True if the acceleration was set in the output parameter. False if the acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked.</para> </returns> </member> <member name="M:UnityEngine.VR.VRNodeState.TryGetPosition"> <summary> <para>Attempt to retrieve a vector representing the current position of the tracked node.</para> </summary> <returns> <para>True if the position was set in the output parameter. False if the position is not available due to limitations of the underlying platform or if the node is not presently tracked.</para> </returns> </member> <member name="M:UnityEngine.VR.VRNodeState.TryGetRotation"> <summary> <para>Attempt to retrieve a quaternion representing the current rotation of the tracked node.</para> </summary> <returns> <para>True if the rotation was set in the output parameter. False if the rotation is not available due to limitations of the underlying platform or if the node is not presently tracked.</para> </returns> </member> <member name="M:UnityEngine.VR.VRNodeState.TryGetVelocity"> <summary> <para>Attempt to retrieve a vector representing the current velocity of the tracked node.</para> </summary> <returns> <para>True if the velocity was set in the output parameter. False if the velocity is not available due to limitations of the underlying platform or if the node is not presently tracked.</para> </returns> </member> <member name="T:UnityEngine.VR.VRSettings"> <summary> <para>Global VR related settings.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.enabled"> <summary> <para>Globally enables or disables VR for the application.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.eyeTextureHeight"> <summary> <para>The current height of an eye texture for the loaded device.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.eyeTextureWidth"> <summary> <para>The current width of an eye texture for the loaded device.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.isDeviceActive"> <summary> <para>Read-only value that can be used to determine if the VR device is active.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.loadedDevice"> <summary> <para>Type of VR device that is currently in use.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.loadedDeviceName"> <summary> <para>Type of VR device that is currently loaded.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.occlusionMaskScale"> <summary> <para>A scale applied to the standard occulsion mask for each platform.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.renderScale"> <summary> <para>Controls the texel:pixel ratio before lens correction, trading performance for sharpness.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.renderViewportScale"> <summary> <para>Controls the texel:pixel ratio before lens correction, trading performance for sharpness.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.showDeviceView"> <summary> <para>Mirror what is shown on the device to the main display, if possible.</para> </summary> </member> <member name="P:UnityEngine.VR.VRSettings.supportedDevices"> <summary> <para>Returns a list of supported VR devices that were included at build time.</para> </summary> </member> <member name="M:UnityEngine.VR.VRSettings.LoadDeviceByName(System.String)"> <summary> <para>Loads the requested device at the beginning of the next frame.</para> </summary> <param name="deviceName">Name of the device from VRSettings.supportedDevices.</param> <param name="prioritizedDeviceNameList">Prioritized list of device names from VRSettings.supportedDevices.</param> </member> <member name="M:UnityEngine.VR.VRSettings.LoadDeviceByName(System.String[])"> <summary> <para>Loads the requested device at the beginning of the next frame.</para> </summary> <param name="deviceName">Name of the device from VRSettings.supportedDevices.</param> <param name="prioritizedDeviceNameList">Prioritized list of device names from VRSettings.supportedDevices.</param> </member> <member name="T:UnityEngine.VR.VRStats"> <summary> <para>Timing and other statistics from the VR subsystem.</para> </summary> </member> <member name="P:UnityEngine.VR.VRStats.gpuTimeLastFrame"> <summary> <para>Total GPU time utilized last frame as measured by the VR subsystem.</para> </summary> </member> <member name="M:UnityEngine.VR.VRStats.TryGetDroppedFrameCount(System.Int32&amp;)"> <summary> <para>Retrieves the number of dropped frames reported by the VR SDK.</para> </summary> <param name="droppedFrameCount">Outputs the number of frames dropped since the last update.</param> <returns> <para>True if the dropped frame count is available, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.VR.VRStats.TryGetFramePresentCount(System.Int32&amp;)"> <summary> <para>Retrieves the number of times the current frame has been drawn to the device as reported by the VR SDK.</para> </summary> <param name="framePresentCount">Outputs the number of times the current frame has been presented.</param> <returns> <para>True if the frame present count is available, false otherwise.</para> </returns> </member> <member name="M:UnityEngine.VR.VRStats.TryGetGPUTimeLastFrame(System.Single&amp;)"> <summary> <para>Retrieves the time spent by the GPU last frame, in seconds, as reported by the VR SDK.</para> </summary> <param name="gpuTimeLastFrame">Outputs the time spent by the GPU last frame.</param> <returns> <para>True if the GPU time spent last frame is available, false otherwise.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.HolographicSettings"> <summary> <para>The Holographic Settings contain functions which effect the performance and presentation of Holograms on Windows Holographic platforms.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.HolographicSettings.ActivateLatentFramePresentation(System.Boolean)"> <summary> <para>Option to allow developers to achieve higher framerate at the cost of high latency. By default this option is off.</para> </summary> <param name="activated">True to enable or false to disable Low Latent Frame Presentation.</param> </member> <member name="P:UnityEngine.VR.WSA.HolographicSettings.IsLatentFramePresentation"> <summary> <para>Returns true if Holographic rendering is currently running with Latent Frame Presentation. Default value is false.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.HolographicSettings.SetFocusPointForFrame(UnityEngine.Vector3)"> <summary> <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para> </summary> <param name="position">The position of the focal point in the scene, relative to the camera.</param> <param name="normal">Surface normal of the plane being viewed at the focal point.</param> <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param> </member> <member name="M:UnityEngine.VR.WSA.HolographicSettings.SetFocusPointForFrame(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para> </summary> <param name="position">The position of the focal point in the scene, relative to the camera.</param> <param name="normal">Surface normal of the plane being viewed at the focal point.</param> <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param> </member> <member name="M:UnityEngine.VR.WSA.HolographicSettings.SetFocusPointForFrame(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para> </summary> <param name="position">The position of the focal point in the scene, relative to the camera.</param> <param name="normal">Surface normal of the plane being viewed at the focal point.</param> <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer"> <summary> <para>Manager class with API for recognizing user gestures.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.CancelGestures"> <summary> <para>Cancels any pending gesture events. Additionally this will call StopCapturingGestures.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.#ctor"> <summary> <para>Create a GestureRecognizer.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.Dispose"> <summary> <para>Disposes the resources used by gesture recognizer.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.GestureErrorDelegate"> <summary> <para>Callback indicating an error or warning occurred.</para> </summary> <param name="error">A readable error string (when possible).</param> <param name="hresult">The HRESULT code from the platform.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.GestureErrorEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/GestureErrorDelegate)"> <summary> <para>Fired when a warning or error is emitted by the GestureRecognizer.</para> </summary> <param name="value">Delegate to be triggered to report warnings and errors.</param> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.GetRecognizableGestures"> <summary> <para>Retrieve a mask of the currently enabled gestures.</para> </summary> <returns> <para>A mask indicating which Gestures are currently recognizable.</para> </returns> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldCanceledEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/HoldCanceledEventDelegate)"> <summary> <para>Fired when the user does a cancel event either using their hands or in speech.</para> </summary> <param name="value">Delegate to be triggered when a cancel event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldCanceledEventDelegate"> <summary> <para>Callback indicating a cancel event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldCompletedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/HoldCompletedEventDelegate)"> <summary> <para>Fired when users complete a hold gesture.</para> </summary> <param name="value">Delegate to be triggered when the user completes a hold gesture.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldCompletedEventDelegate"> <summary> <para>Callback indicating a hold completed event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldStartedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/HoldStartedEventDelegate)"> <summary> <para>Fired when users start a hold gesture.</para> </summary> <param name="value">The delegate to be triggered when a user starts a hold gesture.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.HoldStartedEventDelegate"> <summary> <para>Callback indicating a hold started event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.IsCapturingGestures"> <summary> <para>Used to query if the GestureRecognizer is currently receiving Gesture events.</para> </summary> <returns> <para>True if the GestureRecognizer is receiving events or false otherwise.</para> </returns> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationCanceledEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/ManipulationCanceledEventDelegate)"> <summary> <para>Fires when a Manipulation gesture is canceled.</para> </summary> <param name="value">Delegate to be triggered when a cancel event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationCanceledEventDelegate"> <summary> <para>Callback indicating a cancel event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="cumulativeDelta">Total distance moved since the beginning of the manipulation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationCompletedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/ManipulationCompletedEventDelegate)"> <summary> <para>Fires when a Manipulation gesture is completed.</para> </summary> <param name="value">Delegate to be triggered when a completed event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationCompletedEventDelegate"> <summary> <para>Callback indicating a completed event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="cumulativeDelta">Total distance moved since the beginning of the manipulation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationStartedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/ManipulationStartedEventDelegate)"> <summary> <para>Fires when an interaction becomes a Manipulation gesture.</para> </summary> <param name="value">Delegate to be triggered when a started event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationStartedEventDelegate"> <summary> <para>Callback indicating a started event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="cumulativeDelta">Total distance moved since the beginning of the manipulation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationUpdatedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/ManipulationUpdatedEventDelegate)"> <summary> <para>Fires when a Manipulation gesture is updated due to hand movement.</para> </summary> <param name="value">Delegate to be triggered when a updated event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.ManipulationUpdatedEventDelegate"> <summary> <para>Callback indicating a updated event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="cumulativeDelta">Total distance moved since the beginning of the manipulation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationCanceledEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/NavigationCanceledEventDelegate)"> <summary> <para>Fires when a Navigation gesture is canceled.</para> </summary> <param name="value">Delegate to be triggered when a cancel event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationCanceledEventDelegate"> <summary> <para>Callback indicating a cancel event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="normalizedOffset">The last known normalized offset of the input within the unit cube for the navigation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationCompletedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/NavigationCompletedEventDelegate)"> <summary> <para>Fires when a Navigation gesture is completed.</para> </summary> <param name="value">Delegate to be triggered when a complete event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationCompletedEventDelegate"> <summary> <para>Callback indicating a completed event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="normalizedOffset">The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationStartedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/NavigationStartedEventDelegate)"> <summary> <para>Fires when an interaction becomes a Navigation gesture.</para> </summary> <param name="value">Delegate to be triggered when a started event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationStartedEventDelegate"> <summary> <para>Callback indicating a started event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="normalizedOffset">The normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationUpdatedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/NavigationUpdatedEventDelegate)"> <summary> <para>Fires when a Navigation gesture is updated due to hand or controller movement.</para> </summary> <param name="value">Delegate to be triggered when a update event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.NavigationUpdatedEventDelegate"> <summary> <para>Callback indicating a update event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="normalizedOffset">The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture.</param> <param name="headRay">Ray (with normalized direction) from user at the time this gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.RecognitionEndedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/RecognitionEndedEventDelegate)"> <summary> <para>Fires when recognition of gestures is done, either due to completion of a gesture or cancellation.</para> </summary> <param name="value">Delegate to be triggered when an end event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.RecognitionEndedEventDelegate"> <summary> <para>Callback indicating the gesture event has completed.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="headRay">Ray (with normalized direction) from user at the time a gesture began.</param> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.RecognitionStartedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/RecognitionStartedEventDelegate)"> <summary> <para>Fires when recognition of gestures begins.</para> </summary> <param name="value">Delegate to be triggered when a start event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.RecognitionStartedEventDelegate"> <summary> <para>Callback indicating the gesture event has started.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="headRay">Ray (with normalized direction) from user at the time a gesture began.</param> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.SetRecognizableGestures(UnityEngine.VR.WSA.Input.GestureSettings)"> <summary> <para>Set the recognizable gestures to the ones specified in newMaskValues and return the old settings.</para> </summary> <param name="newMaskValue">A mask indicating which gestures are now recognizable.</param> <returns> <para>The previous value.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.StartCapturingGestures"> <summary> <para>Call to begin receiving gesture events on this recognizer. No events will be received until this method is called.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.GestureRecognizer.StopCapturingGestures"> <summary> <para>Call to stop receiving gesture events on this recognizer.</para> </summary> </member> <member name="?:UnityEngine.VR.WSA.Input.GestureRecognizer.TappedEvent(UnityEngine.VR.WSA.Input.GestureRecognizer/TappedEventDelegate)"> <summary> <para>Occurs when a Tap gesture is recognized.</para> </summary> <param name="value">Delegate to be triggered when a tap event is triggered.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureRecognizer.TappedEventDelegate"> <summary> <para>Callback indicating a tap event.</para> </summary> <param name="source">Indicates which input medium triggered this event.</param> <param name="tapCount">The count of taps (1 for single tap, 2 for double tap).</param> <param name="headRay">Ray (with normalized direction) from user at the time this event interaction began.</param> </member> <member name="T:UnityEngine.VR.WSA.Input.GestureSettings"> <summary> <para>This enumeration represents the set of gestures that may be recognized by GestureRecognizer.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.DoubleTap"> <summary> <para>Enable support for the double-tap gesture.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.Hold"> <summary> <para>Enable support for the hold gesture.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.ManipulationTranslate"> <summary> <para>Enable support for the manipulation gesture which tracks changes to the hand's position. This gesture is relative to the start position of the gesture and measures an absolute movement through the world.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationRailsX"> <summary> <para>Enable support for the navigation gesture, in the horizontal axis using rails (guides).</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationRailsY"> <summary> <para>Enable support for the navigation gesture, in the vertical axis using rails (guides).</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationRailsZ"> <summary> <para>Enable support for the navigation gesture, in the depth axis using rails (guides).</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationX"> <summary> <para>Enable support for the navigation gesture, in the horizontal axis.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationY"> <summary> <para>Enable support for the navigation gesture, in the vertical axis.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.NavigationZ"> <summary> <para>Enable support for the navigation gesture, in the depth axis.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.None"> <summary> <para>Disable support for gestures.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.GestureSettings.Tap"> <summary> <para>Enable support for the tap gesture.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionManager"> <summary> <para>Provides access to user input from hands, controllers, and system voice commands.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionManager.numSourceStates"> <summary> <para>(Read Only) The number of InteractionSourceState snapshots available for reading with InteractionManager.GetCurrentReading.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.InteractionManager.GetCurrentReading"> <summary> <para>Get the current SourceState.</para> </summary> <returns> <para>An array of InteractionSourceState snapshots.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Input.InteractionManager.GetCurrentReading(UnityEngine.VR.WSA.Input.InteractionSourceState[])"> <summary> <para>Allows retrieving the current source states without allocating an array. The number of retrieved source states will be returned, up to a maximum of the size of the array.</para> </summary> <param name="sourceStates">An array for storing InteractionSourceState snapshots.</param> <returns> <para>The number of snapshots stored in the array, up to the size of the array.</para> </returns> </member> <member name="?:UnityEngine.VR.WSA.Input.InteractionManager.SourceDetected(UnityEngine.VR.WSA.Input.InteractionManager/SourceEventHandler)"> <summary> <para>Occurs when a new hand, controller, or source of voice commands has been detected.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionManager.SourceEventHandler"> <summary> <para>Callback to handle InteractionManager events.</para> </summary> <param name="state"></param> </member> <member name="?:UnityEngine.VR.WSA.Input.InteractionManager.SourceLost(UnityEngine.VR.WSA.Input.InteractionManager/SourceEventHandler)"> <summary> <para>Occurs when a hand, controller, or source of voice commands is no longer available.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.VR.WSA.Input.InteractionManager.SourcePressed(UnityEngine.VR.WSA.Input.InteractionManager/SourceEventHandler)"> <summary> <para>Occurs when a hand or controller has entered the pressed state.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.VR.WSA.Input.InteractionManager.SourceReleased(UnityEngine.VR.WSA.Input.InteractionManager/SourceEventHandler)"> <summary> <para>Occurs when a hand or controller has exited the pressed state.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.VR.WSA.Input.InteractionManager.SourceUpdated(UnityEngine.VR.WSA.Input.InteractionManager/SourceEventHandler)"> <summary> <para>Occurs when a hand or controller has experienced a change to its SourceState.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionSource"> <summary> <para>Represents one detected instance of a hand, controller, or user's voice that can cause interactions and gestures.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSource.id"> <summary> <para>The identifier for the hand, controller, or user's voice.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSource.kind"> <summary> <para>The kind of the interaction source.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionSourceKind"> <summary> <para>Specifies the kind of an interaction source.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.InteractionSourceKind.Controller"> <summary> <para>The interaction source is a controller.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.InteractionSourceKind.Hand"> <summary> <para>The interaction source is one of the user's hands.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.InteractionSourceKind.Other"> <summary> <para>The interaction source is of a kind not known in this version of the API.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Input.InteractionSourceKind.Voice"> <summary> <para>The interaction source is the user's speech.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionSourceLocation"> <summary> <para>Represents the position and velocity of a hand or controller.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Input.InteractionSourceLocation.TryGetPosition(UnityEngine.Vector3&amp;)"> <summary> <para>Get the position of the interaction.</para> </summary> <param name="position">Supplied Vector3 to be populated with interaction position.</param> <returns> <para>True if the position is successfully returned.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Input.InteractionSourceLocation.TryGetVelocity(UnityEngine.Vector3&amp;)"> <summary> <para>Get the velocity of the interaction.</para> </summary> <param name="velocity">Supplied Vector3 to be populated with interaction velocity.</param> <returns> <para>True if the velocity is successfully returned.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionSourceProperties"> <summary> <para>Represents the set of properties available to explore the current state of a hand or controller.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceProperties.location"> <summary> <para>The position and velocity of the hand, expressed in the specified coordinate system.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceProperties.sourceLossMitigationDirection"> <summary> <para>The direction you should suggest that the user move their hand if it is nearing the edge of the detection area.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceProperties.sourceLossRisk"> <summary> <para>Gets the risk that detection of the hand will be lost as a value from 0.0 to 1.0.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Input.InteractionSourceState"> <summary> <para>Represents a snapshot of the state of a spatial interaction source (hand, voice or controller) at a given time.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceState.headRay"> <summary> <para>The Ray at the time represented by this InteractionSourceState.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceState.pressed"> <summary> <para>True if the source is in the pressed state.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceState.properties"> <summary> <para>Additional properties to explore the state of the interaction source.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Input.InteractionSourceState.source"> <summary> <para>The interaction source that this state describes.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Persistence.WorldAnchorStore"> <summary> <para>The storage object for persisted WorldAnchors.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.anchorCount"> <summary> <para>(Read Only) Gets the number of persisted world anchors in this WorldAnchorStore.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.Clear"> <summary> <para>Clears all persisted WorldAnchors.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.Delete(System.String)"> <summary> <para>Deletes a persisted WorldAnchor from the store.</para> </summary> <param name="id">The identifier of the WorldAnchor to delete.</param> <returns> <para>Whether or not the WorldAnchor was found and deleted.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.GetAllIds"> <summary> <para>Gets all of the identifiers of the currently persisted WorldAnchors.</para> </summary> <returns> <para>An array of string identifiers.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.GetAllIds(System.String[])"> <summary> <para>Gets all of the identifiers of the currently persisted WorldAnchors.</para> </summary> <param name="ids">A target array to receive the identifiers of the currently persisted world anchors.</param> <returns> <para>The number of identifiers stored in the target array.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.GetAsync(UnityEngine.VR.WSA.Persistence.WorldAnchorStore/GetAsyncDelegate)"> <summary> <para>Gets the WorldAnchorStore instance.</para> </summary> <param name="onCompleted">The handler to be called when the WorldAnchorStore is loaded.</param> </member> <member name="T:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.GetAsyncDelegate"> <summary> <para>The handler for when getting the WorldAnchorStore from GetAsync.</para> </summary> <param name="store">The instance of the WorldAnchorStore once loaded.</param> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.Load(System.String,UnityEngine.GameObject)"> <summary> <para>Loads a WorldAnchor from disk for given identifier and attaches it to the GameObject. If the GameObject has a WorldAnchor, that WorldAnchor will be updated. If the anchor is not found, null will be returned and the GameObject and any existing WorldAnchor attached to it will not be modified.</para> </summary> <param name="id">The identifier of the WorldAnchor to load.</param> <param name="go">The object to attach the WorldAnchor to if found.</param> <returns> <para>The WorldAnchor loaded by the identifier or null if not found.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Persistence.WorldAnchorStore.Save(System.String,UnityEngine.VR.WSA.WorldAnchor)"> <summary> <para>Saves the provided WorldAnchor with the provided identifier. If the identifier is already in use, the method will return false.</para> </summary> <param name="id">The identifier to save the anchor with. This needs to be unique for your app.</param> <param name="anchor">The anchor to save.</param> <returns> <para>Whether or not the save was successful. Will return false if the id conflicts with another already saved anchor's id.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.PositionalLocatorState"> <summary> <para>Indicates the lifecycle state of the device's spatial location system.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.PositionalLocatorState.Activating"> <summary> <para>The device is reporting its orientation and is preparing to locate its position in the user's surroundings.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.PositionalLocatorState.Active"> <summary> <para>The device is reporting its orientation and position in the user's surroundings.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.PositionalLocatorState.Inhibited"> <summary> <para>The device is reporting its orientation but cannot locate its position in the user's surroundings due to external factors like poor lighting conditions.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.PositionalLocatorState.OrientationOnly"> <summary> <para>The device is reporting its orientation and has not been asked to report its position in the user's surroundings.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.PositionalLocatorState.Unavailable"> <summary> <para>The device's spatial location system is not available.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Sharing.SerializationCompletionReason"> <summary> <para>This enum represents the result of a WorldAnchorTransferBatch operation.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Sharing.SerializationCompletionReason.AccessDenied"> <summary> <para>The operation has failed because access was denied. This occurs typically because the transfer batch was not readable when deserializing or writable when serializing.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Sharing.SerializationCompletionReason.NotSupported"> <summary> <para>The operation has failed because it was not supported.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Sharing.SerializationCompletionReason.Succeeded"> <summary> <para>The operation has completed successfully.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.Sharing.SerializationCompletionReason.UnknownError"> <summary> <para>The operation has failed in an unexpected way.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch"> <summary> <para>A batch of WorldAnchors which can be exported and imported between apps.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.anchorCount"> <summary> <para>(Read Only) Gets the number of world anchors in this WorldAnchorTransferBatch.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.AddWorldAnchor(System.String,UnityEngine.VR.WSA.WorldAnchor)"> <summary> <para>Adds a WorldAnchor to the batch with the specified identifier.</para> </summary> <param name="id">The identifier associated with this anchor in the batch. This must be unique per batch.</param> <param name="anchor">The anchor to add to the batch.</param> <returns> <para>Whether or not the anchor was added successfully.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.DeserializationCompleteDelegate"> <summary> <para>The handler for when deserialization has completed.</para> </summary> <param name="completionReason">The reason the deserialization completed (success or failure reason).</param> <param name="deserializedTransferBatch">The resulting transfer batch which is empty on error.</param> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.Dispose"> <summary> <para>Cleans up the WorldAnchorTransferBatch and releases memory.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.ExportAsync(UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch,UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch/SerializationDataAvailableDelegate,UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch/SerializationCompleteDelegate)"> <summary> <para>Exports the input WorldAnchorTransferBatch into a byte array which can be passed to WorldAnchorTransferBatch.ImportAsync to restore the original WorldAnchorTransferBatch.</para> </summary> <param name="transferBatch">The WorldAnchorTransferBatch to export into a byte buffer.</param> <param name="onDataAvailable">The callback when some data is available.</param> <param name="onCompleted">The callback after the last bit of data was provided via onDataAvailable with a completion reason (success or failure reason).</param> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.GetAllIds"> <summary> <para>Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch.</para> </summary> <returns> <para>The identifiers of all of the WorldAnchors in this WorldAnchorTransferBatch.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.GetAllIds(System.String[])"> <summary> <para>Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch. If the target array is not large enough to contain all the identifiers, then only those identifiers that fit within the array will be stored and the return value will equal the size of the array. You can detect this condition by checking for a return value less than WorldAnchorTransferBatch.anchorCount.</para> </summary> <param name="ids">A target array to receive the identifiers of the currently mapped world anchors.</param> <returns> <para>The number of identifiers stored in the target array.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.ImportAsync(System.Byte[],UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch/DeserializationCompleteDelegate)"> <summary> <para>Imports the provided bytes into a WorldAnchorTransferBatch.</para> </summary> <param name="serializedData">The complete data to import.</param> <param name="onComplete">The handler when the data import is complete.</param> <param name="offset">The offset in the array from which to start reading.</param> <param name="length">The length of the data in the array.</param> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.ImportAsync(System.Byte[],System.Int32,System.Int32,UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch/DeserializationCompleteDelegate)"> <summary> <para>Imports the provided bytes into a WorldAnchorTransferBatch.</para> </summary> <param name="serializedData">The complete data to import.</param> <param name="onComplete">The handler when the data import is complete.</param> <param name="offset">The offset in the array from which to start reading.</param> <param name="length">The length of the data in the array.</param> </member> <member name="M:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.LockObject(System.String,UnityEngine.GameObject)"> <summary> <para>Locks the provided GameObject to the world by loading and applying the WorldAnchor from the TransferBatch for the provided id.</para> </summary> <param name="id">The identifier for the WorldAnchor to load and apply to the GameObject.</param> <param name="go">The GameObject to apply the WorldAnchor to. If the GameObject already has a WorldAnchor, it will be updated.</param> <returns> <para>The loaded WorldAnchor or null if the id does not map to a WorldAnchor.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.SerializationCompleteDelegate"> <summary> <para>The handler for when serialization is completed.</para> </summary> <param name="completionReason">Why the serialization completed (success or failure reason).</param> </member> <member name="T:UnityEngine.VR.WSA.Sharing.WorldAnchorTransferBatch.SerializationDataAvailableDelegate"> <summary> <para>The handler for when some data is available from serialization.</para> </summary> <param name="data">A set of bytes from the exported transfer batch.</param> </member> <member name="T:UnityEngine.VR.WSA.SurfaceChange"> <summary> <para>Enumeration of the different types of SurfaceChange events.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceChange.Added"> <summary> <para>Surface was Added.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceChange.Removed"> <summary> <para>Surface was removed.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceChange.Updated"> <summary> <para>Surface was updated.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.SurfaceData"> <summary> <para>SurfaceData is a container struct used for requesting baked spatial mapping data and receiving that data once baked.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.bakeCollider"> <summary> <para>Set this field to true when requesting data to bake collider data. This field will be set to true when receiving baked data if it was requested. Setting this field to true requires that a valid outputCollider is also specified.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.id"> <summary> <para>This is the ID for the surface to be baked or the surface that was baked and being returned to the user.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.outputAnchor"> <summary> <para>This WorldAnchor is used to lock the surface into place relative to real world objects. It will be filled in when calling RequestMeshAsync to generate data for a surface and returned with the SurfaceDataReadyDelegate.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.outputCollider"> <summary> <para>This MeshCollider will receive the baked physics mesh prepared by the system when requesting baked surface data through RequestMeshAsync. The MeshCollider is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.outputMesh"> <summary> <para>This MeshFilter will receive the baked mesh prepared by the system when requesting baked surface data. The MeshFilter is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceData.trianglesPerCubicMeter"> <summary> <para>This value controls the basic resolution of baked mesh data and is returned with the SurfaceDataReadyDelegate. The device will deliver up to this number of triangles per cubic meter.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.SurfaceData.#ctor(UnityEngine.VR.WSA.SurfaceId,UnityEngine.MeshFilter,UnityEngine.VR.WSA.WorldAnchor,UnityEngine.MeshCollider,System.Single,System.Boolean)"> <summary> <para>Constructor for conveniently filling out a SurfaceData struct.</para> </summary> <param name="_id">ID for the surface in question.</param> <param name="_outputMesh">MeshFilter to write Mesh data to.</param> <param name="_outputAnchor">WorldAnchor receiving the anchor point for the surface.</param> <param name="_outputCollider">MeshCollider to write baked physics data to (optional).</param> <param name="_trianglesPerCubicMeter">Requested resolution for the computed Mesh. Actual resolution may be less than this value.</param> <param name="_bakeCollider">Set to true if collider baking is/has been requested.</param> </member> <member name="T:UnityEngine.VR.WSA.SurfaceId"> <summary> <para>SurfaceId is a structure wrapping the unique ID used to denote Surfaces. SurfaceIds are provided through the onSurfaceChanged callback in Update and returned after a RequestMeshAsync call has completed. SurfaceIds are guaranteed to be unique though Surfaces are sometimes replaced with a new Surface in the same location with a different ID.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.SurfaceId.handle"> <summary> <para>The actual integer ID referring to a single surface.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.SurfaceObserver"> <summary> <para>SurfaceObserver is the main API portal for spatial mapping functionality in Unity.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.#ctor"> <summary> <para>Basic constructor for SurfaceObserver.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.Dispose"> <summary> <para>Call Dispose when the SurfaceObserver is no longer needed. This will ensure that the object is cleaned up appropriately but will not affect any Meshes, components, or objects returned by RequestMeshAsync.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.RequestMeshAsync(UnityEngine.VR.WSA.SurfaceData,UnityEngine.VR.WSA.SurfaceObserver/SurfaceDataReadyDelegate)"> <summary> <para>Call RequestMeshAsync to start the process of baking mesh data for the specified surface. This data may take several frames to create. Baked data will be delivered through the specified SurfaceDataReadyDelegate. This method will throw ArgumentNullExcpetion and ArgumentException if parameters specified in the dataRequest are invalid.</para> </summary> <param name="dataRequest">Bundle of request data used to bake the specified surface.</param> <param name="onDataReady">Callback called when the baking of this surface is complete.</param> <returns> <para>Returns false if the request has failed, typically due to specifying a bad surface ID.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.SetVolumeAsAxisAlignedBox(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> <para>This method sets the observation volume as an axis aligned box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis.</para> </summary> <param name="origin">The origin of the requested observation volume.</param> <param name="extents">The extents in meters of the requested observation volume.</param> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.SetVolumeAsFrustum(UnityEngine.Plane[])"> <summary> <para>This method sets the observation volume as a frustum at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed.</para> </summary> <param name="planes">Planes defining the frustum as returned from GeometryUtility.CalculateFrustumPlanes.</param> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.SetVolumeAsOrientedBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion)"> <summary> <para>This method sets the observation volume as an oriented box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis.</para> </summary> <param name="origin">The origin of the requested observation volume.</param> <param name="extents">The extents in meters of the requested observation volume.</param> <param name="orientation">The orientation of the requested observation volume.</param> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.SetVolumeAsSphere(UnityEngine.Vector3,System.Single)"> <summary> <para>This method sets the observation volume as a sphere at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed.</para> </summary> <param name="origin">The origin of the requested observation volume.</param> <param name="radiusMeters">The radius in meters of the requested observation volume.</param> </member> <member name="T:UnityEngine.VR.WSA.SurfaceObserver.SurfaceChangedDelegate"> <summary> <para>The SurfaceChanged delegate handles SurfaceChanged events as generated by calling Update on a SurfaceObserver. Applications can use the bounds, changeType, and updateTime to selectively generate mesh data for the set of known surfaces.</para> </summary> <param name="surfaceId">The ID of the surface that has changed.</param> <param name="changeType">The type of change this event represents (Added, Updated, Removed).</param> <param name="bounds">The bounds of the surface as reported by the device.</param> <param name="updateTime">The update time of the surface as reported by the device.</param> </member> <member name="T:UnityEngine.VR.WSA.SurfaceObserver.SurfaceDataReadyDelegate"> <summary> <para>The SurfaceDataReadyDelegate handles events generated when the engine has completed generating a mesh. Mesh generation is requested through GetMeshAsync and may take many frames to complete.</para> </summary> <param name="bakedData">Struct containing output data.</param> <param name="outputWritten">Set to true if output has been written and false otherwise.</param> <param name="elapsedBakeTimeSeconds">Elapsed seconds between mesh bake request and propagation of this event.</param> </member> <member name="M:UnityEngine.VR.WSA.SurfaceObserver.Update(UnityEngine.VR.WSA.SurfaceObserver/SurfaceChangedDelegate)"> <summary> <para>Update generates SurfaceChanged events which are propagated through the specified callback. If no callback is specified, the system will throw an ArgumentNullException. Generated callbacks are synchronous with this call. Scenes containing multiple SurfaceObservers should consider using different callbacks so that events can be properly routed.</para> </summary> <param name="onSurfaceChanged">Callback called when SurfaceChanged events are detected.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.CameraParameters"> <summary> <para>When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.CameraParameters.cameraResolutionHeight"> <summary> <para>A valid height resolution for use with the web camera.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.CameraParameters.cameraResolutionWidth"> <summary> <para>A valid width resolution for use with the web camera.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.CameraParameters.frameRate"> <summary> <para>The framerate at which to capture video. This is only for use with VideoCapture.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.CameraParameters.hologramOpacity"> <summary> <para>The opacity of captured holograms.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.CameraParameters.pixelFormat"> <summary> <para>The pixel format used to capture and record your image data.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.CapturePixelFormat"> <summary> <para>The encoded image or video pixel format to use for PhotoCapture and VideoCapture.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.CapturePixelFormat.BGRA32"> <summary> <para>8 bits per channel (blue, green, red, and alpha).</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.CapturePixelFormat.JPEG"> <summary> <para>Encode photo in JPEG format.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.CapturePixelFormat.NV12"> <summary> <para>8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.CapturePixelFormat.PNG"> <summary> <para>Portable Network Graphics Format.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture"> <summary> <para>Captures a photo from the web camera and stores it in memory or on disk.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.CaptureResultType"> <summary> <para>Contains the result of the capture request.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCapture.CaptureResultType.Success"> <summary> <para>Specifies that the desired operation was successful.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCapture.CaptureResultType.UnknownError"> <summary> <para>Specifies that an unknown error occurred.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.CreateAsync(System.Boolean,UnityEngine.VR.WSA.WebCam.PhotoCapture/OnCaptureResourceCreatedCallback)"> <summary> <para>Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos.</para> </summary> <param name="showHolograms">Will allow you to capture holograms in your photo.</param> <param name="onCreatedCallback">This callback will be invoked when the PhotoCapture instance is created and ready to be used.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.Dispose"> <summary> <para>Dispose must be called to shutdown the PhotoCapture instance.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.GetUnsafePointerToVideoDeviceController"> <summary> <para>Provides a COM pointer to the native IVideoDeviceController.</para> </summary> <returns> <para>A native COM pointer to the IVideoDeviceController.</para> </returns> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.OnCapturedToDiskCallback"> <summary> <para>Called when a photo has been saved to the file system.</para> </summary> <param name="result">Indicates whether or not the photo was successfully saved to the file system.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.OnCapturedToMemoryCallback"> <summary> <para>Called when a photo has been captured to memory.</para> </summary> <param name="result">Indicates whether or not the photo was successfully captured to memory.</param> <param name="photoCaptureFrame">Contains the target texture. If available, the spatial information will be accessible through this structure as well.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.OnCaptureResourceCreatedCallback"> <summary> <para>Called when a PhotoCapture resource has been created.</para> </summary> <param name="captureObject">The PhotoCapture instance.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.OnPhotoModeStartedCallback"> <summary> <para>Called when photo mode has been started.</para> </summary> <param name="result">Indicates whether or not photo mode was successfully activated.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.OnPhotoModeStoppedCallback"> <summary> <para>Called when photo mode has been stopped.</para> </summary> <param name="result">Indicates whether or not photo mode was successfully deactivated.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCapture.PhotoCaptureResult"> <summary> <para>A data container that contains the result information of a photo capture operation.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCapture.PhotoCaptureResult.hResult"> <summary> <para>The specific HResult value.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCapture.PhotoCaptureResult.resultType"> <summary> <para>A generic result that indicates whether or not the PhotoCapture operation succeeded.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.PhotoCapture.PhotoCaptureResult.success"> <summary> <para>Indicates whether or not the operation was successful.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.StartPhotoModeAsync"> <summary> <para>Asynchronously starts photo mode.</para> </summary> <param name="setupParams">The various settings that should be applied to the web camera.</param> <param name="onPhotoModeStartedCallback">This callback will be invoked once photo mode has been activated.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.StopPhotoModeAsync(UnityEngine.VR.WSA.WebCam.PhotoCapture/OnPhotoModeStoppedCallback)"> <summary> <para>Asynchronously stops photo mode.</para> </summary> <param name="onPhotoModeStoppedCallback">This callback will be invoked once photo mode has been deactivated.</param> </member> <member name="P:UnityEngine.VR.WSA.WebCam.PhotoCapture.SupportedResolutions"> <summary> <para>A list of all the supported device resolutions for taking pictures.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.TakePhotoAsync(System.String,UnityEngine.VR.WSA.WebCam.PhotoCaptureFileOutputFormat,UnityEngine.VR.WSA.WebCam.PhotoCapture/OnCapturedToDiskCallback)"> <summary> <para>Asynchronously captures a photo from the web camera and saves it to disk.</para> </summary> <param name="filename">The location where the photo should be saved. The filename must end with a png or jpg file extension.</param> <param name="fileOutputFormat">The encoding format that should be used.</param> <param name="onCapturedPhotoToDiskCallback">Invoked once the photo has been saved to disk.</param> <param name="onCapturedPhotoToMemoryCallback">Invoked once the photo has been copied to the target texture.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCapture.TakePhotoAsync(UnityEngine.VR.WSA.WebCam.PhotoCapture/OnCapturedToMemoryCallback)"> <summary> <para>Asynchronously captures a photo from the web camera and saves it to disk.</para> </summary> <param name="filename">The location where the photo should be saved. The filename must end with a png or jpg file extension.</param> <param name="fileOutputFormat">The encoding format that should be used.</param> <param name="onCapturedPhotoToDiskCallback">Invoked once the photo has been saved to disk.</param> <param name="onCapturedPhotoToMemoryCallback">Invoked once the photo has been copied to the target texture.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCaptureFileOutputFormat"> <summary> <para>Image Encoding Format.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCaptureFileOutputFormat.JPG"> <summary> <para>JPEG Encoding.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.PhotoCaptureFileOutputFormat.PNG"> <summary> <para>PNG Encoding.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame"> <summary> <para>Contains information captured from the web camera.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.dataLength"> <summary> <para>The length of the raw IMFMediaBuffer which contains the image captured.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.hasLocationData"> <summary> <para>Specifies whether or not spatial data was captured.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.pixelFormat"> <summary> <para>The raw image data pixel format.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.CopyRawImageDataIntoBuffer(System.Collections.Generic.List`1&lt;System.Byte&gt;)"> <summary> <para>Will copy the raw IMFMediaBuffer image data into a byte list.</para> </summary> <param name="byteBuffer">The destination byte list to which the raw captured image data will be copied to.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.Dispose"> <summary> <para>Disposes the PhotoCaptureFrame and any resources it uses.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.GetUnsafePointerToBuffer"> <summary> <para>Provides a COM pointer to the native IMFMediaBuffer that contains the image data.</para> </summary> <returns> <para>A native COM pointer to the IMFMediaBuffer which contains the image data.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.TryGetCameraToWorldMatrix(UnityEngine.Matrix4x4&amp;)"> <summary> <para>This method will return the camera to world matrix at the time the photo was captured if location data if available.</para> </summary> <param name="cameraToWorldMatrix">A matrix to be populated by the Camera to world Matrix.</param> <returns> <para>True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.TryGetProjectionMatrix(System.Single,System.Single,UnityEngine.Matrix4x4&amp;)"> <summary> <para>This method will return the projection matrix at the time the photo was captured if location data if available.</para> </summary> <param name="nearClipPlane">The near clip plane distance.</param> <param name="farClipPlane">The far clip plane distance.</param> <param name="projectionMatrix">A matrix to be populated by the Projection Matrix.</param> <returns> <para>True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.TryGetProjectionMatrix(UnityEngine.Matrix4x4&amp;)"> <summary> <para>This method will return the projection matrix at the time the photo was captured if location data if available.</para> </summary> <param name="nearClipPlane">The near clip plane distance.</param> <param name="farClipPlane">The far clip plane distance.</param> <param name="projectionMatrix">A matrix to be populated by the Projection Matrix.</param> <returns> <para>True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.WebCam.PhotoCaptureFrame.UploadImageDataToTexture(UnityEngine.Texture2D)"> <summary> <para>This method will copy the captured image data into a user supplied texture for use in Unity.</para> </summary> <param name="targetTexture">The target texture that the captured image data will be copied to.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture"> <summary> <para>Records a video from the web camera directly to disk.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.AudioState"> <summary> <para>Specifies what audio sources should be recorded while recording the video.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.AudioState.ApplicationAndMicAudio"> <summary> <para>Include both the application audio as well as the mic audio in the video recording.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.AudioState.ApplicationAudio"> <summary> <para>Only include the application audio in the video recording.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.AudioState.MicAudio"> <summary> <para>Only include the mic audio in the video recording.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.AudioState.None"> <summary> <para>Do not include any audio in the video recording.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.CaptureResultType"> <summary> <para>Contains the result of the capture request.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.CaptureResultType.Success"> <summary> <para>Specifies that the desired operation was successful.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.CaptureResultType.UnknownError"> <summary> <para>Specifies that an unknown error occurred.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.CreateAsync(System.Boolean,UnityEngine.VR.WSA.WebCam.VideoCapture/OnVideoCaptureResourceCreatedCallback)"> <summary> <para>Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk.</para> </summary> <param name="showHolograms">Will allow you to capture holograms in your video.</param> <param name="onCreatedCallback">This callback will be invoked when the VideoCapture instance is created and ready to be used.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.Dispose"> <summary> <para>Dispose must be called to shutdown the PhotoCapture instance.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.GetSupportedFrameRatesForResolution(UnityEngine.Resolution)"> <summary> <para>Returns the supported frame rates at which a video can be recorded given a resolution.</para> </summary> <param name="resolution">A recording resolution.</param> <returns> <para>The frame rates at which the video can be recorded.</para> </returns> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.GetUnsafePointerToVideoDeviceController"> <summary> <para>Provides a COM pointer to the native IVideoDeviceController.</para> </summary> <returns> <para>A native COM pointer to the IVideoDeviceController.</para> </returns> </member> <member name="P:UnityEngine.VR.WSA.WebCam.VideoCapture.IsRecording"> <summary> <para>Indicates whether or not the VideoCapture instance is currently recording video.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.OnStartedRecordingVideoCallback"> <summary> <para>Called when the web camera begins recording the video.</para> </summary> <param name="result">Indicates whether or not video recording started successfully.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.OnStoppedRecordingVideoCallback"> <summary> <para>Called when the video recording has been saved to the file system.</para> </summary> <param name="result">Indicates whether or not video recording was saved successfully to the file system.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.OnVideoCaptureResourceCreatedCallback"> <summary> <para>Called when a VideoCapture resource has been created.</para> </summary> <param name="captureObject">The VideoCapture instance.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.OnVideoModeStartedCallback"> <summary> <para>Called when video mode has been started.</para> </summary> <param name="result">Indicates whether or not video mode was successfully activated.</param> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.OnVideoModeStoppedCallback"> <summary> <para>Called when video mode has been stopped.</para> </summary> <param name="result">Indicates whether or not video mode was successfully deactivated.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.StartRecordingAsync(System.String,UnityEngine.VR.WSA.WebCam.VideoCapture/OnStartedRecordingVideoCallback)"> <summary> <para>Asynchronously records a video from the web camera to the file system.</para> </summary> <param name="filename">The name of the video to be recorded to.</param> <param name="onStartedRecordingVideoCallback">Invoked as soon as the video recording begins.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.StartVideoModeAsync(UnityEngine.VR.WSA.WebCam.CameraParameters,UnityEngine.VR.WSA.WebCam.VideoCapture/AudioState,UnityEngine.VR.WSA.WebCam.VideoCapture/OnVideoModeStartedCallback)"> <summary> <para>Asynchronously starts video mode.</para> </summary> <param name="setupParams">The various settings that should be applied to the web camera.</param> <param name="audioState">Indicates how audio should be recorded.</param> <param name="onVideoModeStartedCallback">This callback will be invoked once video mode has been activated.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.StopRecordingAsync(UnityEngine.VR.WSA.WebCam.VideoCapture/OnStoppedRecordingVideoCallback)"> <summary> <para>Asynchronously stops recording a video from the web camera to the file system.</para> </summary> <param name="onStoppedRecordingVideoCallback">Invoked as soon as video recording has finished.</param> </member> <member name="M:UnityEngine.VR.WSA.WebCam.VideoCapture.StopVideoModeAsync(UnityEngine.VR.WSA.WebCam.VideoCapture/OnVideoModeStoppedCallback)"> <summary> <para>Asynchronously stops video mode.</para> </summary> <param name="onVideoModeStoppedCallback">This callback will be invoked once video mode has been deactivated.</param> </member> <member name="P:UnityEngine.VR.WSA.WebCam.VideoCapture.SupportedResolutions"> <summary> <para>A list of all the supported device resolutions for recording videos.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.VideoCapture.VideoCaptureResult"> <summary> <para>A data container that contains the result information of a video recording operation.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.VideoCaptureResult.hResult"> <summary> <para>The specific HResult value.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.VideoCapture.VideoCaptureResult.resultType"> <summary> <para>A generic result that indicates whether or not the VideoCapture operation succeeded.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.VideoCapture.VideoCaptureResult.success"> <summary> <para>Indicates whether or not the operation was successful.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.WebCam"> <summary> <para>Contains general information about the current state of the web camera.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WebCam.WebCam.Mode"> <summary> <para>Specifies what mode the Web Camera is currently in.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WebCam.WebCamMode"> <summary> <para>Describes the active mode of the Web Camera resource.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.WebCamMode.None"> <summary> <para>Resource is not in use.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.WebCamMode.PhotoMode"> <summary> <para>Resource is in Photo Mode.</para> </summary> </member> <member name="F:UnityEngine.VR.WSA.WebCam.WebCamMode.VideoMode"> <summary> <para>Resource is in Video Mode.</para> </summary> </member> <member name="T:UnityEngine.VR.WSA.WorldAnchor"> <summary> <para>The WorldAnchor component allows a GameObject's position to be locked in physical space.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WorldAnchor.isLocated"> <summary> <para>Returns true if this WorldAnchor is located (read only). A return of false typically indicates a loss of tracking.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WorldAnchor.GetNativeSpatialAnchorPtr"> <summary> <para>Retrieve a native pointer to the &lt;a href="https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM object. This function calls &lt;a href=" https:msdn.microsoft.comen-uslibrarywindowsdesktopms691379.aspx"&gt;IUnknown::AddRef&lt;a&gt; on the pointer before returning it. The pointer must be released by calling &lt;a href=" https:msdn.microsoft.comen-uslibrarywindowsdesktopms682317.aspx"&gt;IUnknown::Release&lt;a&gt;.</para> </summary> <returns> <para>The native pointer to the &lt;a href=" https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM object.</para> </returns> </member> <member name="?:UnityEngine.VR.WSA.WorldAnchor.OnTrackingChanged(UnityEngine.VR.WSA.WorldAnchor/OnTrackingChangedDelegate)"> <summary> <para>OnTrackingChanged notifies listeners when this object's tracking state changes.</para> </summary> <param name="value">Event that fires when this object's tracking state changes.</param> </member> <member name="T:UnityEngine.VR.WSA.WorldAnchor.OnTrackingChangedDelegate"> <summary> <para>Event that is fired when this object's tracking state changes.</para> </summary> <param name="located">Set to true if the object is locatable.</param> <param name="self">The WorldAnchor reporting the tracking state change.</param> </member> <member name="M:UnityEngine.VR.WSA.WorldAnchor.SetNativeSpatialAnchorPtr(System.IntPtr)"> <summary> <para>Assigns the &lt;a href="https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM pointer maintained by this WorldAnchor.</para> </summary> <param name="spatialAnchorPtr">A live &lt;a href="https:msdn.microsoft.comen-uslibrarywindowsappswindows.perception.spatial.spatialanchor.aspx"&gt;Windows.Perception.Spatial.SpatialAnchor&lt;a&gt; COM pointer.</param> </member> <member name="T:UnityEngine.VR.WSA.WorldManager"> <summary> <para>This class represents the state of the real world tracking system.</para> </summary> </member> <member name="P:UnityEngine.VR.WSA.WorldManager.state"> <summary> <para>The current state of the world tracking systems.</para> </summary> </member> <member name="M:UnityEngine.VR.WSA.WorldManager.GetNativeISpatialCoordinateSystemPtr"> <summary> <para>Return the native pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem which was retrieved from an Windows::Perception::Spatial::ISpatialStationaryFrameOfReference object underlying the Unity World Origin.</para> </summary> <returns> <para>Pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem.</para> </returns> </member> <member name="?:UnityEngine.VR.WSA.WorldManager.OnPositionalLocatorStateChanged(UnityEngine.VR.WSA.WorldManager/OnPositionalLocatorStateChangedDelegate)"> <summary> <para>Event fired when the world tracking systems state has changed.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.VR.WSA.WorldManager.OnPositionalLocatorStateChangedDelegate"> <summary> <para>Callback on when the world tracking systems state has changed.</para> </summary> <param name="oldState">The previous state of the world tracking systems.</param> <param name="newState">The new state of the world tracking systems.</param> </member> <member name="T:UnityEngine.VRTextureUsage"> <summary> <para>This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.</para> </summary> </member> <member name="F:UnityEngine.VRTextureUsage.None"> <summary> <para>The RenderTexture is not a VR eye texture. No special rendering behavior will occur.</para> </summary> </member> <member name="F:UnityEngine.VRTextureUsage.OneEye"> <summary> <para>This texture corresponds to a single eye on a stereoscopic display.</para> </summary> </member> <member name="F:UnityEngine.VRTextureUsage.TwoEyes"> <summary> <para>This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions.</para> </summary> </member> <member name="T:UnityEngine.WaitForEndOfFrame"> <summary> <para>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</para> </summary> </member> <member name="T:UnityEngine.WaitForFixedUpdate"> <summary> <para>Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate.</para> </summary> </member> <member name="T:UnityEngine.WaitForSeconds"> <summary> <para>Suspends the coroutine execution for the given amount of seconds using scaled time.</para> </summary> </member> <member name="M:UnityEngine.WaitForSeconds.#ctor(System.Single)"> <summary> <para>Creates a yield instruction to wait for a given number of seconds using scaled time.</para> </summary> <param name="seconds"></param> </member> <member name="T:UnityEngine.WaitForSecondsRealtime"> <summary> <para>Suspends the coroutine execution for the given amount of seconds using unscaled time.</para> </summary> </member> <member name="M:UnityEngine.WaitForSecondsRealtime.#ctor(System.Single)"> <summary> <para>Creates a yield instruction to wait for a given number of seconds using unscaled time.</para> </summary> <param name="time"></param> </member> <member name="T:UnityEngine.WaitUntil"> <summary> <para>Suspends the coroutine execution until the supplied delegate evaluates to true.</para> </summary> </member> <member name="M:UnityEngine.WaitUntil.#ctor(System.Func`1&lt;System.Boolean&gt;)"> <summary> <para>Initializes a yield instruction with a given delegate to be evaluated.</para> </summary> <param name="predicate">Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true.</param> </member> <member name="T:UnityEngine.WaitWhile"> <summary> <para>Suspends the coroutine execution until the supplied delegate evaluates to false.</para> </summary> </member> <member name="M:UnityEngine.WaitWhile.#ctor(System.Func`1&lt;System.Boolean&gt;)"> <summary> <para>Initializes a yield instruction with a given delegate to be evaluated.</para> </summary> <param name="predicate">The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false.</param> </member> <member name="T:UnityEngine.WebCamDevice"> <summary> <para>A structure describing the webcam device.</para> </summary> </member> <member name="P:UnityEngine.WebCamDevice.isFrontFacing"> <summary> <para>True if camera faces the same direction a screen does, false otherwise.</para> </summary> </member> <member name="P:UnityEngine.WebCamDevice.name"> <summary> <para>A human-readable name of the device. Varies across different systems.</para> </summary> </member> <member name="T:UnityEngine.WebCamTexture"> <summary> <para>WebCam Textures are textures onto which the live video input is rendered.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.deviceName"> <summary> <para>Set this to specify the name of the device to use.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.devices"> <summary> <para>Return a list of available devices.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.didUpdateThisFrame"> <summary> <para>Did the video buffer update this frame?</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.isPlaying"> <summary> <para>Returns if the camera is currently playing.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.isReadable"> <summary> <para>Returns if the WebCamTexture is non-readable. (iOS only).</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.requestedFPS"> <summary> <para>Set the requested frame rate of the camera device (in frames per second).</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.requestedHeight"> <summary> <para>Set the requested height of the camera device.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.requestedWidth"> <summary> <para>Set the requested width of the camera device.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.videoRotationAngle"> <summary> <para>Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation.</para> </summary> </member> <member name="P:UnityEngine.WebCamTexture.videoVerticallyMirrored"> <summary> <para>Returns if the texture image is vertically flipped.</para> </summary> </member> <member name="M:UnityEngine.WebCamTexture.#ctor"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.#ctor(System.Int32,System.Int32,System.Int32)"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.#ctor(System.Int32,System.Int32)"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.#ctor(System.String)"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.#ctor(System.String,System.Int32,System.Int32)"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.#ctor(System.String,System.Int32,System.Int32,System.Int32)"> <summary> <para>Create a WebCamTexture.</para> </summary> <param name="deviceName">The name of the video input device to be used.</param> <param name="requestedWidth">The requested width of the texture.</param> <param name="requestedHeight">The requested height of the texture.</param> <param name="requestedFPS">The requested frame rate of the texture.</param> </member> <member name="M:UnityEngine.WebCamTexture.GetPixel(System.Int32,System.Int32)"> <summary> <para>Returns pixel color at coordinates (x, y).</para> </summary> <param name="x"></param> <param name="y"></param> </member> <member name="M:UnityEngine.WebCamTexture.GetPixels"> <summary> <para>Get a block of pixel colors.</para> </summary> </member> <member name="M:UnityEngine.WebCamTexture.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)"> <summary> <para>Get a block of pixel colors.</para> </summary> <param name="x"></param> <param name="y"></param> <param name="blockWidth"></param> <param name="blockHeight"></param> </member> <member name="M:UnityEngine.WebCamTexture.GetPixels32()"> <summary> <para>Returns the pixels data in raw format.</para> </summary> <param name="colors">Optional array to receive pixel data.</param> </member> <member name="M:UnityEngine.WebCamTexture.GetPixels32(UnityEngine.Color32[])"> <summary> <para>Returns the pixels data in raw format.</para> </summary> <param name="colors">Optional array to receive pixel data.</param> </member> <member name="M:UnityEngine.WebCamTexture.MarkNonReadable"> <summary> <para>Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)).</para> </summary> </member> <member name="M:UnityEngine.WebCamTexture.Pause"> <summary> <para>Pauses the camera.</para> </summary> </member> <member name="M:UnityEngine.WebCamTexture.Play"> <summary> <para>Starts the camera.</para> </summary> </member> <member name="M:UnityEngine.WebCamTexture.Stop"> <summary> <para>Stops the camera.</para> </summary> </member> <member name="T:UnityEngine.WheelCollider"> <summary> <para>A special collider for vehicle wheels.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.brakeTorque"> <summary> <para>Brake torque expressed in Newton metres.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.center"> <summary> <para>The center of the wheel, measured in the object's local space.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.forceAppPointDistance"> <summary> <para>Application point of the suspension and tire forces measured from the base of the resting wheel.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.forwardFriction"> <summary> <para>Properties of tire friction in the direction the wheel is pointing in.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.isGrounded"> <summary> <para>Indicates whether the wheel currently collides with something (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.mass"> <summary> <para>The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.motorTorque"> <summary> <para>Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.radius"> <summary> <para>The radius of the wheel, measured in local space.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.rpm"> <summary> <para>Current wheel axle rotation speed, in rotations per minute (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.sidewaysFriction"> <summary> <para>Properties of tire friction in the sideways direction.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.sprungMass"> <summary> <para>The mass supported by this WheelCollider.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.steerAngle"> <summary> <para>Steering angle in degrees, always around the local y-axis.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.suspensionDistance"> <summary> <para>Maximum extension distance of wheel suspension, measured in local space.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.suspensionSpring"> <summary> <para>The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.</para> </summary> </member> <member name="P:UnityEngine.WheelCollider.wheelDampingRate"> <summary> <para>The damping rate of the wheel. Must be larger than zero.</para> </summary> </member> <member name="M:UnityEngine.WheelCollider.ConfigureVehicleSubsteps(System.Single,System.Int32,System.Int32)"> <summary> <para>Configure vehicle sub-stepping parameters.</para> </summary> <param name="speedThreshold">The speed threshold of the sub-stepping algorithm.</param> <param name="stepsBelowThreshold">Amount of simulation sub-steps when vehicle's speed is below speedThreshold.</param> <param name="stepsAboveThreshold">Amount of simulation sub-steps when vehicle's speed is above speedThreshold.</param> </member> <member name="M:UnityEngine.WheelCollider.GetGroundHit(UnityEngine.WheelHit&amp;)"> <summary> <para>Gets ground collision data for the wheel.</para> </summary> <param name="hit"></param> </member> <member name="M:UnityEngine.WheelCollider.GetWorldPose(UnityEngine.Vector3&amp;,UnityEngine.Quaternion&amp;)"> <summary> <para>Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).</para> </summary> <param name="pos">Position of the wheel in world space.</param> <param name="quat">Rotation of the wheel in world space.</param> </member> <member name="T:UnityEngine.WheelFrictionCurve"> <summary> <para>WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.</para> </summary> </member> <member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip"> <summary> <para>Asymptote point slip (default 2).</para> </summary> </member> <member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue"> <summary> <para>Force at the asymptote slip (default 10000).</para> </summary> </member> <member name="P:UnityEngine.WheelFrictionCurve.extremumSlip"> <summary> <para>Extremum point slip (default 1).</para> </summary> </member> <member name="P:UnityEngine.WheelFrictionCurve.extremumValue"> <summary> <para>Force at the extremum slip (default 20000).</para> </summary> </member> <member name="P:UnityEngine.WheelFrictionCurve.stiffness"> <summary> <para>Multiplier for the extremumValue and asymptoteValue values (default 1).</para> </summary> </member> <member name="T:UnityEngine.WheelHit"> <summary> <para>Contact information for the wheel, reported by WheelCollider.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.collider"> <summary> <para>The other Collider the wheel is hitting.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.force"> <summary> <para>The magnitude of the force being applied for the contact.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.forwardDir"> <summary> <para>The direction the wheel is pointing in.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.forwardSlip"> <summary> <para>Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.normal"> <summary> <para>The normal at the point of contact.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.point"> <summary> <para>The point of contact between the wheel and the ground.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.sidewaysDir"> <summary> <para>The sideways direction of the wheel.</para> </summary> </member> <member name="P:UnityEngine.WheelHit.sidewaysSlip"> <summary> <para>Tire slip in the sideways direction.</para> </summary> </member> <member name="T:UnityEngine.WheelJoint2D"> <summary> <para>The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.jointAngle"> <summary> <para>The current joint angle (in degrees) defined as the relative angle between the two Rigidbody2D that the joint connects to.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.jointLinearSpeed"> <summary> <para>The current joint linear speed in meters/sec.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.jointSpeed"> <summary> <para>The current joint rotational speed in degrees/sec.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.jointTranslation"> <summary> <para>The current joint translation.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.motor"> <summary> <para>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.suspension"> <summary> <para>Set the joint suspension configuration.</para> </summary> </member> <member name="P:UnityEngine.WheelJoint2D.useMotor"> <summary> <para>Should a motor force be applied automatically to the Rigidbody2D?</para> </summary> </member> <member name="M:UnityEngine.WheelJoint2D.GetMotorTorque(System.Single)"> <summary> <para>Gets the motor torque of the joint given the specified timestep.</para> </summary> <param name="timeStep">The time to calculate the motor torque for.</param> </member> <member name="T:UnityEngine.Windows.Speech.ConfidenceLevel"> <summary> <para>Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.High"> <summary> <para>High confidence level.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Low"> <summary> <para>Low confidence level.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Medium"> <summary> <para>Medium confidence level.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Rejected"> <summary> <para>Everything is rejected.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.DictationCompletionCause"> <summary> <para>Represents the reason why dictation session has completed.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.AudioQualityFailure"> <summary> <para>Dictation session completion was caused by bad audio quality.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.Canceled"> <summary> <para>Dictation session was either cancelled, or the application was paused while dictation session was in progress.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.Complete"> <summary> <para>Dictation session has completed successfully.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.MicrophoneUnavailable"> <summary> <para>Dictation session has finished because a microphone was not available.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.NetworkFailure"> <summary> <para>Dictation session has finished because network connection was not available.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.TimeoutExceeded"> <summary> <para>Dictation session has reached its timeout.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.UnknownError"> <summary> <para>Dictation session has completed due to an unknown error.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.DictationRecognizer"> <summary> <para>DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.DictationRecognizer.AutoSilenceTimeoutSeconds"> <summary> <para>The time length in seconds before dictation recognizer session ends due to lack of audio input.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor"> <summary> <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param> <param name="confidenceLevel"></param> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.ConfidenceLevel)"> <summary> <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param> <param name="confidenceLevel"></param> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.DictationTopicConstraint)"> <summary> <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param> <param name="confidenceLevel"></param> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.ConfidenceLevel,UnityEngine.Windows.Speech.DictationTopicConstraint)"> <summary> <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param> <param name="confidenceLevel"></param> </member> <member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationComplete(UnityEngine.Windows.Speech.DictationRecognizer/DictationCompletedDelegate)"> <summary> <para>Event that is triggered when the recognizer session completes.</para> </summary> <param name="value">Delegate that is to be invoked on DictationComplete event.</param> </member> <member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationCompletedDelegate"> <summary> <para>Delegate for DictationComplete event.</para> </summary> <param name="cause">The cause of dictation session completion.</param> </member> <member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationError(UnityEngine.Windows.Speech.DictationRecognizer/DictationErrorHandler)"> <summary> <para>Event that is triggered when the recognizer session encouters an error.</para> </summary> <param name="value">Delegate that is to be invoked on DictationError event.</param> </member> <member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationErrorHandler"> <summary> <para>Delegate for DictationError event.</para> </summary> <param name="error">The error mesage.</param> <param name="hresult">HRESULT code that corresponds to the error.</param> </member> <member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationHypothesis(UnityEngine.Windows.Speech.DictationRecognizer/DictationHypothesisDelegate)"> <summary> <para>Event that is triggered when the recognizer changes its hypothesis for the current fragment.</para> </summary> <param name="value">Delegate to be triggered in the event of a hypothesis changed event.</param> </member> <member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationHypothesisDelegate"> <summary> <para>Callback indicating a hypothesis change event. You should register with DictationHypothesis event.</para> </summary> <param name="text">The text that the recognizer believes may have been recognized.</param> </member> <member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationResult(UnityEngine.Windows.Speech.DictationRecognizer/DictationResultDelegate)"> <summary> <para>Event indicating a phrase has been recognized with the specified confidence level.</para> </summary> <param name="value">The delegate to be triggered when this event is triggered.</param> </member> <member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationResultDelegate"> <summary> <para>Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event.</para> </summary> <param name="text">The recognized text.</param> <param name="confidence">The confidence level at which the text was recognized.</param> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Dispose"> <summary> <para>Disposes the resources this dictation recognizer uses.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.DictationRecognizer.InitialSilenceTimeoutSeconds"> <summary> <para>The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Start"> <summary> <para>Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.DictationRecognizer.Status"> <summary> <para>Indicates the status of dictation recognizer.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Stop"> <summary> <para>Stops the dictation recognization session.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.DictationTopicConstraint"> <summary> <para>DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.Dictation"> <summary> <para>Dictation recognizer will optimize for dictation scenario.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.Form"> <summary> <para>Dictation recognizer will optimize for form-filling scenario.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.WebSearch"> <summary> <para>Dictation recognizer will optimize for web search scenario.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.GrammarRecognizer"> <summary> <para>The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.GrammarRecognizer.#ctor(System.String)"> <summary> <para>Creates a grammar recognizer using specified file path and minimum confidence.</para> </summary> <param name="grammarFilePath">Path of the grammar file.</param> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> </member> <member name="M:UnityEngine.Windows.Speech.GrammarRecognizer.#ctor(System.String,UnityEngine.Windows.Speech.ConfidenceLevel)"> <summary> <para>Creates a grammar recognizer using specified file path and minimum confidence.</para> </summary> <param name="grammarFilePath">Path of the grammar file.</param> <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param> </member> <member name="P:UnityEngine.Windows.Speech.GrammarRecognizer.GrammarFilePath"> <summary> <para>Returns the grammar file path which was supplied when the grammar recognizer was created.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.KeywordRecognizer"> <summary> <para>KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.KeywordRecognizer.#ctor(System.String[])"> <summary> <para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="keywords">The keywords that the recognizer will listen to.</param> <param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param> </member> <member name="M:UnityEngine.Windows.Speech.KeywordRecognizer.#ctor(System.String[],UnityEngine.Windows.Speech.ConfidenceLevel)"> <summary> <para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para> </summary> <param name="keywords">The keywords that the recognizer will listen to.</param> <param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param> </member> <member name="P:UnityEngine.Windows.Speech.KeywordRecognizer.Keywords"> <summary> <para>Returns the list of keywords which was supplied when the keyword recognizer was created.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem"> <summary> <para>Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.PhraseRecognitionSystem.isSupported"> <summary> <para>Returns whether speech recognition is supported on the machine that the application is running on.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem.ErrorDelegate"> <summary> <para>Delegate for OnError event.</para> </summary> <param name="errorCode">Error code for the error that occurred.</param> </member> <member name="?:UnityEngine.Windows.Speech.PhraseRecognitionSystem.OnError(UnityEngine.Windows.Speech.PhraseRecognitionSystem/ErrorDelegate)"> <summary> <para>Event that gets invoked when phrase recognition system encounters an error.</para> </summary> <param name="value">Delegate that will be invoked when the event occurs.</param> </member> <member name="?:UnityEngine.Windows.Speech.PhraseRecognitionSystem.OnStatusChanged(UnityEngine.Windows.Speech.PhraseRecognitionSystem/StatusDelegate)"> <summary> <para>Event which occurs when the status of the phrase recognition system changes.</para> </summary> <param name="value">Delegate that will be invoked when the event occurs.</param> </member> <member name="M:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Restart"> <summary> <para>Attempts to restart the phrase recognition system.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Shutdown"> <summary> <para>Shuts phrase recognition system down.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Status"> <summary> <para>Returns the current status of the phrase recognition system.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem.StatusDelegate"> <summary> <para>Delegate for OnStatusChanged event.</para> </summary> <param name="status">The new status of the phrase recognition system.</param> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs"> <summary> <para>Provides information about a phrase recognized event.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.confidence"> <summary> <para>A measure of correct recognition certainty.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.phraseDuration"> <summary> <para>The time it took for the phrase to be uttered.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.phraseStartTime"> <summary> <para>The moment in time when uttering of the phrase began.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.semanticMeanings"> <summary> <para>A semantic meaning of recognized phrase.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.text"> <summary> <para>The text that was recognized.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognizer"> <summary> <para>A common base class for both keyword recognizer and grammar recognizer.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Dispose"> <summary> <para>Disposes the resources used by phrase recognizer.</para> </summary> </member> <member name="P:UnityEngine.Windows.Speech.PhraseRecognizer.IsRunning"> <summary> <para>Tells whether the phrase recognizer is listening for phrases.</para> </summary> </member> <member name="?:UnityEngine.Windows.Speech.PhraseRecognizer.OnPhraseRecognized(UnityEngine.Windows.Speech.PhraseRecognizer/PhraseRecognizedDelegate)"> <summary> <para>Event that gets fired when the phrase recognizer recognizes a phrase.</para> </summary> <param name="value">Delegate that will be invoked when the event occurs.</param> </member> <member name="T:UnityEngine.Windows.Speech.PhraseRecognizer.PhraseRecognizedDelegate"> <summary> <para>Delegate for OnPhraseRecognized event.</para> </summary> <param name="args">Information about a phrase recognized event.</param> </member> <member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Start"> <summary> <para>Makes the phrase recognizer start listening to phrases.</para> </summary> </member> <member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Stop"> <summary> <para>Stops the phrase recognizer from listening to phrases.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.SemanticMeaning"> <summary> <para>Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SemanticMeaning.key"> <summary> <para>A key of semaning meaning.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SemanticMeaning.values"> <summary> <para>Values of semantic property that the correspond to the semantic meaning key.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.SpeechError"> <summary> <para>Represents an error in a speech recognition system.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.AudioQualityFailure"> <summary> <para>Speech recognition engine failed because the audio quality was too low.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.GrammarCompilationFailure"> <summary> <para>Speech recognition engine failed to compiled specified grammar.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.MicrophoneUnavailable"> <summary> <para>Speech error occurred because a microphone was not available.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.NetworkFailure"> <summary> <para>Speech error occurred due to a network failure.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.NoError"> <summary> <para>No error occurred.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.TimeoutExceeded"> <summary> <para>A speech recognition system has timed out.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.TopicLanguageNotSupported"> <summary> <para>Supplied grammar file language is not supported.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechError.UnknownError"> <summary> <para>A speech recognition system has encountered an unknown error.</para> </summary> </member> <member name="T:UnityEngine.Windows.Speech.SpeechSystemStatus"> <summary> <para>Represents the current status of the speech recognition system or a dictation recognizer.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Failed"> <summary> <para>Speech recognition system has encountered an error and is in an indeterminate state.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Running"> <summary> <para>Speech recognition system is running.</para> </summary> </member> <member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Stopped"> <summary> <para>Speech recognition system is stopped.</para> </summary> </member> <member name="T:UnityEngine.WindZone"> <summary> <para>Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.</para> </summary> </member> <member name="P:UnityEngine.WindZone.mode"> <summary> <para>Defines the type of wind zone to be used (Spherical or Directional).</para> </summary> </member> <member name="P:UnityEngine.WindZone.radius"> <summary> <para>Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).</para> </summary> </member> <member name="P:UnityEngine.WindZone.windMain"> <summary> <para>The primary wind force.</para> </summary> </member> <member name="P:UnityEngine.WindZone.windPulseFrequency"> <summary> <para>Defines the frequency of the wind changes.</para> </summary> </member> <member name="P:UnityEngine.WindZone.windPulseMagnitude"> <summary> <para>Defines ow much the wind changes over time.</para> </summary> </member> <member name="P:UnityEngine.WindZone.windTurbulence"> <summary> <para>The turbulence wind force.</para> </summary> </member> <member name="M:UnityEngine.WindZone.#ctor"> <summary> <para>The constructor.</para> </summary> </member> <member name="T:UnityEngine.WindZoneMode"> <summary> <para>Modes a Wind Zone can have, either Spherical or Directional.</para> </summary> </member> <member name="F:UnityEngine.WindZoneMode.Directional"> <summary> <para>Wind zone affects the entire scene in one direction.</para> </summary> </member> <member name="F:UnityEngine.WindZoneMode.Spherical"> <summary> <para>Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge.</para> </summary> </member> <member name="T:UnityEngine.WrapMode"> <summary> <para>Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.</para> </summary> </member> <member name="F:UnityEngine.WrapMode.ClampForever"> <summary> <para>Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.</para> </summary> </member> <member name="F:UnityEngine.WrapMode.Default"> <summary> <para>Reads the default repeat mode set higher up.</para> </summary> </member> <member name="F:UnityEngine.WrapMode.Loop"> <summary> <para>When time reaches the end of the animation clip, time will continue at the beginning.</para> </summary> </member> <member name="F:UnityEngine.WrapMode.Once"> <summary> <para>When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip.</para> </summary> </member> <member name="F:UnityEngine.WrapMode.PingPong"> <summary> <para>When time reaches the end of the animation clip, time will ping pong back between beginning and end.</para> </summary> </member> <member name="T:UnityEngine.WSA.AppCallbackItem"> <summary> <para>Delegate that can be invoked on specific thread.</para> </summary> </member> <member name="T:UnityEngine.WSA.Application"> <summary> <para>Provides essential methods related to Window Store application.</para> </summary> </member> <member name="P:UnityEngine.WSA.Application.advertisingIdentifier"> <summary> <para>Advertising ID.</para> </summary> </member> <member name="P:UnityEngine.WSA.Application.arguments"> <summary> <para>Arguments passed to application.</para> </summary> </member> <member name="?:UnityEngine.WSA.Application.windowActivated(UnityEngine.WSA.WindowActivated)"> <summary> <para>Fired when application window is activated.</para> </summary> <param name="value"></param> </member> <member name="?:UnityEngine.WSA.Application.windowSizeChanged(UnityEngine.WSA.WindowSizeChanged)"> <summary> <para>Fired when window size changes.</para> </summary> <param name="value"></param> </member> <member name="M:UnityEngine.WSA.Application.InvokeOnAppThread(UnityEngine.WSA.AppCallbackItem,System.Boolean)"> <summary> <para>Executes callback item on application thread.</para> </summary> <param name="item">Item to execute.</param> <param name="waitUntilDone">Wait until item is executed.</param> </member> <member name="M:UnityEngine.WSA.Application.InvokeOnUIThread(UnityEngine.WSA.AppCallbackItem,System.Boolean)"> <summary> <para>Executes callback item on UI thread.</para> </summary> <param name="item">Item to execute.</param> <param name="waitUntilDone">Wait until item is executed.</param> </member> <member name="M:UnityEngine.WSA.Application.RunningOnAppThread"> <summary> <para>Returns true if you're running on application thread.</para> </summary> </member> <member name="M:UnityEngine.WSA.Application.RunningOnUIThread"> <summary> <para>Returns true if you're running on UI thread.</para> </summary> </member> <member name="M:UnityEngine.WSA.Application.TryInvokeOnAppThread(UnityEngine.WSA.AppCallbackItem,System.Boolean)"> <summary> <para>[OBSOLETE] Tries to execute callback item on application thread.</para> </summary> <param name="item">Item to execute.</param> <param name="waitUntilDone">Wait until item is executed.</param> </member> <member name="M:UnityEngine.WSA.Application.TryInvokeOnUIThread(UnityEngine.WSA.AppCallbackItem,System.Boolean)"> <summary> <para>[OBSOLETE] Tries to execute callback item on UI thread.</para> </summary> <param name="item">Item to execute.</param> <param name="waitUntilDone">Wait until item is executed.</param> </member> <member name="T:UnityEngine.WSA.Cursor"> <summary> <para>Cursor API for Windows Store Apps.</para> </summary> </member> <member name="M:UnityEngine.WSA.Cursor.SetCustomCursor(System.UInt32)"> <summary> <para>Set a custom cursor.</para> </summary> <param name="id">The cursor resource id.</param> </member> <member name="T:UnityEngine.WSA.Folder"> <summary> <para>List of accessible folders on Windows Store Apps.</para> </summary> </member> <member name="T:UnityEngine.WSA.Launcher"> <summary> <para>Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations.</para> </summary> </member> <member name="M:UnityEngine.WSA.Launcher.LaunchFile(UnityEngine.WSA.Folder,System.String,System.Boolean)"> <summary> <para>Launches the default app associated with specified file.</para> </summary> <param name="folder">Folder type where the file is located.</param> <param name="relativeFilePath">Relative file path inside the specified folder.</param> <param name="showWarning">Shows user a warning that application will be switched.</param> </member> <member name="M:UnityEngine.WSA.Launcher.LaunchFileWithPicker(System.String)"> <summary> <para>Opens a dialog for picking the file.</para> </summary> <param name="fileExtension">File extension.</param> </member> <member name="M:UnityEngine.WSA.Launcher.LaunchUri(System.String,System.Boolean)"> <summary> <para>Starts the default app associated with the URI scheme name for the specified URI, using the specified options.</para> </summary> <param name="uri">The URI.</param> <param name="showWarning">Displays a warning that the URI is potentially unsafe.</param> </member> <member name="T:UnityEngine.WSA.SecondaryTileData"> <summary> <para>Defines the default look of secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.arguments"> <summary> <para>Arguments to be passed for application when secondary tile is activated.</para> </summary> </member> <member name="P:UnityEngine.WSA.SecondaryTileData.backgroundColor"> <summary> <para>Defines background color for secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.backgroundColorSet"> <summary> <para>Defines, whether backgroundColor should be used. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.displayName"> <summary> <para>Display name for secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.foregroundText"> <summary> <para>Defines the style for foreground text on a secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.lockScreenBadgeLogo"> <summary> <para>Uri to logo, shown for secondary tile on lock screen. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.lockScreenDisplayBadgeAndTileText"> <summary> <para>Whether to show secondary tile on lock screen. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.phoneticName"> <summary> <para>Phonetic name for secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.roamingEnabled"> <summary> <para>Defines whether secondary tile is copied to another device when application is installed by the same users account. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.showNameOnSquare150x150Logo"> <summary> <para>Defines whether the displayName should be shown on a medium secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.showNameOnSquare310x310Logo"> <summary> <para>Defines whether the displayName should be shown on a large secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.showNameOnWide310x150Logo"> <summary> <para>Defines whether the displayName should be shown on a wide secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.square150x150Logo"> <summary> <para>Uri to the logo for medium size tile.</para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.square30x30Logo"> <summary> <para>Uri to the logo shown on tile </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.square310x310Logo"> <summary> <para>Uri to the logo for large size tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.square70x70Logo"> <summary> <para>Uri to the logo for small size tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.tileId"> <summary> <para>Unique identifier within application for a secondary tile. </para> </summary> </member> <member name="F:UnityEngine.WSA.SecondaryTileData.wide310x150Logo"> <summary> <para>Uri to the logo for wide tile.</para> </summary> </member> <member name="M:UnityEngine.WSA.SecondaryTileData.#ctor(System.String,System.String)"> <summary> <para>Constructor for SecondaryTileData, sets default values for all members.</para> </summary> <param name="id">Unique identifier for secondary tile.</param> <param name="displayName">A display name for a tile.</param> </member> <member name="T:UnityEngine.WSA.Tile"> <summary> <para>Represents tile on Windows start screen </para> </summary> </member> <member name="P:UnityEngine.WSA.Tile.exists"> <summary> <para>Whether secondary tile is pinned to start screen. </para> </summary> </member> <member name="P:UnityEngine.WSA.Tile.hasUserConsent"> <summary> <para>Whether secondary tile was approved (pinned to start screen) or rejected by user. </para> </summary> </member> <member name="P:UnityEngine.WSA.Tile.id"> <summary> <para>A unique string, identifying secondary tile</para> </summary> </member> <member name="P:UnityEngine.WSA.Tile.main"> <summary> <para>Returns applications main tile </para> </summary> </member> <member name="M:UnityEngine.WSA.Tile.CreateOrUpdateSecondary(UnityEngine.WSA.SecondaryTileData)"> <summary> <para>Creates new or updates existing secondary tile.</para> </summary> <param name="data">The data used to create or update secondary tile.</param> <param name="pos">The coordinates for a request to create new tile.</param> <param name="area">The area on the screen above which the request to create new tile will be displayed.</param> <returns> <para>New Tile object, that can be used for further work with the tile.</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.CreateOrUpdateSecondary(UnityEngine.WSA.SecondaryTileData,UnityEngine.Vector2)"> <summary> <para>Creates new or updates existing secondary tile.</para> </summary> <param name="data">The data used to create or update secondary tile.</param> <param name="pos">The coordinates for a request to create new tile.</param> <param name="area">The area on the screen above which the request to create new tile will be displayed.</param> <returns> <para>New Tile object, that can be used for further work with the tile.</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.CreateOrUpdateSecondary(UnityEngine.WSA.SecondaryTileData,UnityEngine.Rect)"> <summary> <para>Creates new or updates existing secondary tile.</para> </summary> <param name="data">The data used to create or update secondary tile.</param> <param name="pos">The coordinates for a request to create new tile.</param> <param name="area">The area on the screen above which the request to create new tile will be displayed.</param> <returns> <para>New Tile object, that can be used for further work with the tile.</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.Delete"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.Delete(UnityEngine.Vector2)"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.Delete(UnityEngine.Rect)"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.DeleteSecondary(System.String)"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="tileId">An identifier for secondary tile.</param> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.DeleteSecondary(System.String,UnityEngine.Vector2)"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="tileId">An identifier for secondary tile.</param> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.DeleteSecondary(System.String,UnityEngine.Rect)"> <summary> <para>Show a request to unpin secondary tile from start screen.</para> </summary> <param name="tileId">An identifier for secondary tile.</param> <param name="pos">The coordinates for a request to unpin tile.</param> <param name="area">The area on the screen above which the request to unpin tile will be displayed.</param> </member> <member name="M:UnityEngine.WSA.Tile.Exists(System.String)"> <summary> <para>Whether secondary tile is pinned to start screen.</para> </summary> <param name="tileId">An identifier for secondary tile.</param> </member> <member name="M:UnityEngine.WSA.Tile.GetSecondaries"> <summary> <para>Gets all secondary tiles.</para> </summary> <returns> <para>An array of Tile objects.</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.GetSecondary(System.String)"> <summary> <para>Returns the secondary tile, identified by tile id.</para> </summary> <param name="tileId">A tile identifier.</param> <returns> <para>A Tile object or null if secondary tile does not exist (not pinned to start screen and user request is complete).</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.GetTemplate(UnityEngine.WSA.TileTemplate)"> <summary> <para>Get template XML for tile notification.</para> </summary> <param name="templ">A template identifier.</param> <returns> <para>String, which is an empty XML document to be filled and used for tile notification.</para> </returns> </member> <member name="M:UnityEngine.WSA.Tile.PeriodicBadgeUpdate(System.String,System.Single)"> <summary> <para>Starts periodic update of a badge on a tile. </para> </summary> <param name="uri">A remote location from where to retrieve tile update</param> <param name="interval">A time interval in minutes, will be rounded to a value, supported by the system</param> </member> <member name="M:UnityEngine.WSA.Tile.PeriodicUpdate(System.String,System.Single)"> <summary> <para>Starts periodic update of a tile. </para> </summary> <param name="uri">a remote location fromwhere to retrieve tile update</param> <param name="interval">a time interval in minutes, will be rounded to a value, supported by the system</param> </member> <member name="M:UnityEngine.WSA.Tile.RemoveBadge"> <summary> <para>Remove badge from tile.</para> </summary> </member> <member name="M:UnityEngine.WSA.Tile.StopPeriodicBadgeUpdate"> <summary> <para>Stops previously started periodic update of a tile.</para> </summary> </member> <member name="M:UnityEngine.WSA.Tile.StopPeriodicUpdate"> <summary> <para>Stops previously started periodic update of a tile.</para> </summary> </member> <member name="M:UnityEngine.WSA.Tile.Update(System.String)"> <summary> <para>Send a notification for tile (update tiles look).</para> </summary> <param name="xml">A string containing XML document for new tile look.</param> <param name="medium">An uri to 150x150 image, shown on medium tile.</param> <param name="wide">An uri to a 310x150 image to be shown on a wide tile (if such issupported).</param> <param name="large">An uri to a 310x310 image to be shown on a large tile (if such is supported).</param> <param name="text">A text to shown on a tile.</param> </member> <member name="M:UnityEngine.WSA.Tile.Update(System.String,System.String,System.String,System.String)"> <summary> <para>Send a notification for tile (update tiles look).</para> </summary> <param name="xml">A string containing XML document for new tile look.</param> <param name="medium">An uri to 150x150 image, shown on medium tile.</param> <param name="wide">An uri to a 310x150 image to be shown on a wide tile (if such issupported).</param> <param name="large">An uri to a 310x310 image to be shown on a large tile (if such is supported).</param> <param name="text">A text to shown on a tile.</param> </member> <member name="M:UnityEngine.WSA.Tile.UpdateBadgeImage(System.String)"> <summary> <para>Sets or updates badge on a tile to an image.</para> </summary> <param name="image">Image identifier.</param> </member> <member name="M:UnityEngine.WSA.Tile.UpdateBadgeNumber(System.Single)"> <summary> <para>Set or update a badge on a tile to a number.</para> </summary> <param name="number">Number to be shown on a badge.</param> </member> <member name="T:UnityEngine.WSA.TileForegroundText"> <summary> <para>Style for foreground text on a secondary tile.</para> </summary> </member> <member name="T:UnityEngine.WSA.TileTemplate"> <summary> <para>Templates for various tile styles. </para> </summary> </member> <member name="T:UnityEngine.WSA.Toast"> <summary> <para>Represents a toast notification in Windows Store Apps. </para> </summary> </member> <member name="P:UnityEngine.WSA.Toast.activated"> <summary> <para>true if toast was activated by user.</para> </summary> </member> <member name="P:UnityEngine.WSA.Toast.arguments"> <summary> <para>Arguments to be passed for application when toast notification is activated.</para> </summary> </member> <member name="P:UnityEngine.WSA.Toast.dismissed"> <summary> <para>true if toast notification was dismissed (for any reason).</para> </summary> </member> <member name="P:UnityEngine.WSA.Toast.dismissedByUser"> <summary> <para>true if toast notification was explicitly dismissed by user.</para> </summary> </member> <member name="M:UnityEngine.WSA.Toast.Create(System.String)"> <summary> <para>Create toast notification.</para> </summary> <param name="xml">XML document with tile data.</param> <param name="image">Uri to image to show on a toast, can be empty, in that case text-only notification will be shown.</param> <param name="text">A text to display on a toast notification.</param> <returns> <para>A toast object for further work with created notification or null, if creation of toast failed.</para> </returns> </member> <member name="M:UnityEngine.WSA.Toast.Create(System.String,System.String)"> <summary> <para>Create toast notification.</para> </summary> <param name="xml">XML document with tile data.</param> <param name="image">Uri to image to show on a toast, can be empty, in that case text-only notification will be shown.</param> <param name="text">A text to display on a toast notification.</param> <returns> <para>A toast object for further work with created notification or null, if creation of toast failed.</para> </returns> </member> <member name="M:UnityEngine.WSA.Toast.GetTemplate(UnityEngine.WSA.ToastTemplate)"> <summary> <para>Get template XML for toast notification. </para> </summary> <param name="templ">A template identifier.</param> <returns> <para>string, which is an empty XML document to be filled and used for toast notification.</para> </returns> </member> <member name="M:UnityEngine.WSA.Toast.Hide"> <summary> <para>Hide displayed toast notification.</para> </summary> </member> <member name="M:UnityEngine.WSA.Toast.Show"> <summary> <para>Show toast notification.</para> </summary> </member> <member name="T:UnityEngine.WSA.ToastTemplate"> <summary> <para>Templates for various toast styles. </para> </summary> </member> <member name="T:UnityEngine.WSA.WindowActivated"> <summary> <para>This event occurs when window completes activation or deactivation, it also fires up when you snap and unsnap the application.</para> </summary> <param name="state"></param> </member> <member name="T:UnityEngine.WSA.WindowActivationState"> <summary> <para>Specifies the set of reasons that a windowActivated event was raised.</para> </summary> </member> <member name="F:UnityEngine.WSA.WindowActivationState.CodeActivated"> <summary> <para>The window was activated.</para> </summary> </member> <member name="F:UnityEngine.WSA.WindowActivationState.Deactivated"> <summary> <para>The window was deactivated.</para> </summary> </member> <member name="F:UnityEngine.WSA.WindowActivationState.PointerActivated"> <summary> <para>The window was activated by pointer interaction.</para> </summary> </member> <member name="T:UnityEngine.WSA.WindowSizeChanged"> <summary> <para>This event occurs when window rendering size changes.</para> </summary> <param name="width"></param> <param name="height"></param> </member> <member name="T:UnityEngine.WWW"> <summary> <para>Simple access to web pages.</para> </summary> </member> <member name="P:UnityEngine.WWW.assetBundle"> <summary> <para>Streams an AssetBundle that can contain any kind of asset from the project folder.</para> </summary> </member> <member name="P:UnityEngine.WWW.audioClip"> <summary> <para>Returns a AudioClip generated from the downloaded data (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.bytes"> <summary> <para>Returns the contents of the fetched web page as a byte array (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.bytesDownloaded"> <summary> <para>The number of bytes downloaded by this WWW query (read only).</para> </summary> </member> <member name="P:UnityEngine.WWW.error"> <summary> <para>Returns an error message if there was an error during the download (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.isDone"> <summary> <para>Is the download already finished? (Read Only)</para> </summary> </member> <member name="P:UnityEngine.WWW.movie"> <summary> <para>Returns a MovieTexture generated from the downloaded data (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.oggVorbis"> <summary> <para>Load an Ogg Vorbis file into the audio clip.</para> </summary> </member> <member name="P:UnityEngine.WWW.progress"> <summary> <para>How far has the download progressed (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.responseHeaders"> <summary> <para>Dictionary of headers returned by the request.</para> </summary> </member> <member name="P:UnityEngine.WWW.text"> <summary> <para>Returns the contents of the fetched web page as a string (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.texture"> <summary> <para>Returns a Texture2D generated from the downloaded data (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.textureNonReadable"> <summary> <para>Returns a non-readable Texture2D generated from the downloaded data (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.threadPriority"> <summary> <para>Priority of AssetBundle decompression thread.</para> </summary> </member> <member name="P:UnityEngine.WWW.uploadProgress"> <summary> <para>How far has the upload progressed (Read Only).</para> </summary> </member> <member name="P:UnityEngine.WWW.url"> <summary> <para>The URL of this WWW request (Read Only).</para> </summary> </member> <member name="M:UnityEngine.WWW.#ctor(System.String)"> <summary> <para>Creates a WWW request with the given URL.</para> </summary> <param name="url">The url to download. Must be '%' escaped.</param> <returns> <para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para> </returns> </member> <member name="M:UnityEngine.WWW.#ctor(System.String,UnityEngine.WWWForm)"> <summary> <para>Creates a WWW request with the given URL.</para> </summary> <param name="url">The url to download. Must be '%' escaped.</param> <param name="form">A WWWForm instance containing the form data to post.</param> <returns> <para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para> </returns> </member> <member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[])"> <summary> <para>Creates a WWW request with the given URL.</para> </summary> <param name="url">The url to download. Must be '%' escaped.</param> <param name="postData">A byte array of data to be posted to the url.</param> <returns> <para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para> </returns> </member> <member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[],System.Collections.Hashtable)"> <summary> <para>Creates a WWW request with the given URL.</para> </summary> <param name="url">The url to download. Must be '%' escaped.</param> <param name="postData">A byte array of data to be posted to the url.</param> <param name="headers">A hash table of custom headers to send with the request.</param> <returns> <para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para> </returns> </member> <member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[],System.Collections.Generic.Dictionary`2&lt;System.String,System.String&gt;)"> <summary> <para>Creates a WWW request with the given URL.</para> </summary> <param name="url">The url to download. Must be '%' escaped.</param> <param name="postData">A byte array of data to be posted to the url.</param> <param name="headers">A dictionary that contains the header keys and values to pass to the server.</param> <returns> <para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para> </returns> </member> <member name="M:UnityEngine.WWW.Dispose"> <summary> <para>Disposes of an existing WWW object.</para> </summary> </member> <member name="M:UnityEngine.WWW.EscapeURL(System.String)"> <summary> <para>Escapes characters in a string to ensure they are URL-friendly.</para> </summary> <param name="s">A string with characters to be escaped.</param> <param name="e">The text encoding to use.</param> </member> <member name="M:UnityEngine.WWW.EscapeURL(System.String,System.Text.Encoding)"> <summary> <para>Escapes characters in a string to ensure they are URL-friendly.</para> </summary> <param name="s">A string with characters to be escaped.</param> <param name="e">The text encoding to use.</param> </member> <member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32)"> <summary> <para>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</para> </summary> <param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param> <param name="version">Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.</param> <param name="hash">Hash128 which is used as the version of the AssetBundle.</param> <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path. Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;</param> <param name="crc">An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.</param> <returns> <para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para> </returns> </member> <member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32,System.UInt32)"> <summary> <para>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</para> </summary> <param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param> <param name="version">Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.</param> <param name="hash">Hash128 which is used as the version of the AssetBundle.</param> <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path. Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;</param> <param name="crc">An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.</param> <returns> <para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para> </returns> </member> <member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,UnityEngine.Hash128,System.UInt32)"> <summary> <para>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</para> </summary> <param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param> <param name="version">Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.</param> <param name="hash">Hash128 which is used as the version of the AssetBundle.</param> <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path. Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;</param> <param name="crc">An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.</param> <returns> <para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para> </returns> </member> <member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,UnityEngine.CachedAssetBundle,System.UInt32)"> <summary> <para>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</para> </summary> <param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param> <param name="version">Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.</param> <param name="hash">Hash128 which is used as the version of the AssetBundle.</param> <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path. Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.&lt;/param&gt;</param> <param name="crc">An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle.</param> <returns> <para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para> </returns> </member> <member name="M:UnityEngine.WWW.LoadImageIntoTexture(UnityEngine.Texture2D)"> <summary> <para>Replaces the contents of an existing Texture2D with an image from the downloaded data.</para> </summary> <param name="tex">An existing texture object to be overwritten with the image data.</param> <param name="texture"></param> </member> <member name="M:UnityEngine.WWW.UnEscapeURL(System.String)"> <summary> <para>Converts URL-friendly escape sequences back to normal text.</para> </summary> <param name="s">A string containing escaped characters.</param> <param name="e">The text encoding to use.</param> </member> <member name="M:UnityEngine.WWW.UnEscapeURL(System.String,System.Text.Encoding)"> <summary> <para>Converts URL-friendly escape sequences back to normal text.</para> </summary> <param name="s">A string containing escaped characters.</param> <param name="e">The text encoding to use.</param> </member> <member name="T:UnityEngine.WWWAudioExtensions"> <summary> <para>Provides methods to access AudioClip or MovieTexture objects from WWW streams.</para> </summary> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClip(UnityEngine.WWW)"> <summary> <para>Returns an AudioClip generated from the downloaded data (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip. The threeD parameter defaults to true.</param> <param name="stream">Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true). Setting this to true will disable seeking (with .time and/or .timeSamples) on the clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClip(UnityEngine.WWW,System.Boolean)"> <summary> <para>Returns an AudioClip generated from the downloaded data (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip. The threeD parameter defaults to true.</param> <param name="stream">Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true). Setting this to true will disable seeking (with .time and/or .timeSamples) on the clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClip(UnityEngine.WWW,System.Boolean,System.Boolean)"> <summary> <para>Returns an AudioClip generated from the downloaded data (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip. The threeD parameter defaults to true.</param> <param name="stream">Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true). Setting this to true will disable seeking (with .time and/or .timeSamples) on the clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClip(UnityEngine.WWW,System.Boolean,System.Boolean,UnityEngine.AudioType)"> <summary> <para>Returns an AudioClip generated from the downloaded data (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip. The threeD parameter defaults to true.</param> <param name="stream">Sets whether the clip should be completely downloaded before it's ready to play (false), or whether the stream can be played even if only part of the clip is downloaded (true). Setting this to true will disable seeking (with .time and/or .timeSamples) on the clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClipCompressed(UnityEngine.WWW)"> <summary> <para>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClipCompressed(UnityEngine.WWW,System.Boolean)"> <summary> <para>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetAudioClipCompressed(UnityEngine.WWW,System.Boolean,UnityEngine.AudioType)"> <summary> <para>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</para> </summary> <param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param> <param name="audioType">The AudioType of the content you are downloading. If this is not set Unity will try to determine the type from URL.</param> <param name="www"></param> <returns> <para>The returned AudioClip.</para> </returns> </member> <member name="M:UnityEngine.WWWAudioExtensions.GetMovieTexture(UnityEngine.WWW)"> <summary> <para>Returns a MovieTexture generated from the downloaded data (Read Only).</para> </summary> <param name="www"></param> </member> <member name="T:UnityEngine.WWWForm"> <summary> <para>Helper class to generate form data to post to web servers using the WWW class.</para> </summary> </member> <member name="P:UnityEngine.WWWForm.data"> <summary> <para>(Read Only) The raw data to pass as the POST request body when sending the form.</para> </summary> </member> <member name="P:UnityEngine.WWWForm.headers"> <summary> <para>(Read Only) Returns the correct request headers for posting the form using the WWW class.</para> </summary> </member> <member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[])"> <summary> <para>Add binary data to the form.</para> </summary> <param name="fieldName"></param> <param name="contents"></param> <param name="fileName"></param> <param name="mimeType"></param> </member> <member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String)"> <summary> <para>Add binary data to the form.</para> </summary> <param name="fieldName"></param> <param name="contents"></param> <param name="fileName"></param> <param name="mimeType"></param> </member> <member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String,System.String)"> <summary> <para>Add binary data to the form.</para> </summary> <param name="fieldName"></param> <param name="contents"></param> <param name="fileName"></param> <param name="mimeType"></param> </member> <member name="M:UnityEngine.WWWForm.AddField(System.String,System.String)"> <summary> <para>Add a simple field to the form.</para> </summary> <param name="fieldName"></param> <param name="value"></param> <param name="e"></param> </member> <member name="M:UnityEngine.WWWForm.AddField(System.String,System.String,System.Text.Encoding)"> <summary> <para>Add a simple field to the form.</para> </summary> <param name="fieldName"></param> <param name="value"></param> <param name="e"></param> </member> <member name="M:UnityEngine.WWWForm.AddField(System.String,System.Int32)"> <summary> <para>Adds a simple field to the form.</para> </summary> <param name="fieldName"></param> <param name="i"></param> </member> <member name="M:UnityEngine.WWWForm.#ctor"> <summary> <para>Creates an empty WWWForm object.</para> </summary> </member> <member name="T:UnityEngine.YieldInstruction"> <summary> <para>Base class for all yield instructions.</para> </summary> </member> </members> </doc>
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    using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // This script gets values from CSVReader script // It instantiates points and particles according to values read public class PointRenderer : MonoBehaviour { //********Public Variables******** // Bools for editor options public bool renderPointPrefabs = true; public bool renderParticles = true; public bool renderPrefabsWithColor = true; // Name of the input file, no extension public string inputfile; // Indices for columns to be assigned public int column1 = 0; public int column2 = 1; public int column3 = 2; // Full column names from CSV (as Dictionary Keys) public string xColumnName; public string yColumnName; public string zColumnName; // Scale of particlePoints within graph, WARNING: Does not scale with graph frame private float plotScale = 10; // Scale of the prefab particlePoints [Range(0.0f, 0.5f)] public float pointScale = 0.25f; // Changes size of particles generated [Range(0.0f, 2.0f)] public float particleScale = 5.0f; // The prefab for the data particlePoints that will be instantiated public GameObject PointPrefab; // Object which will contain instantiated prefabs in hiearchy public GameObject PointHolder; // Color for the glow around the particlePoints private Color GlowColor; //********Private Variables******** // Minimum and maximum values of columns private float xMin; private float yMin; private float zMin; private float xMax; private float yMax; private float zMax; // Number of rows private int rowCount; // List for holding data from CSV reader private List<Dictionary<string, object>> pointList; // Particle system for holding point particles private ParticleSystem.Particle[] particlePoints; //********Methods******** void Awake() { //Run CSV Reader pointList = CSVReader.Read(inputfile); } // Use this for initialization void Start () { // Store dictionary keys (column names in CSV) in a list List<string> columnList = new List<string>(pointList[1].Keys); Debug.Log("There are " + columnList.Count + " columns in the CSV"); foreach (string key in columnList) Debug.Log("Column name is " + key); // Assign column names according to index indicated in columnList xColumnName = columnList[column1]; yColumnName = columnList[column2]; zColumnName = columnList[column3]; // Get maxes of each axis, using FindMaxValue method defined below xMax = FindMaxValue(xColumnName); yMax = FindMaxValue(yColumnName); zMax = FindMaxValue(zColumnName); // Get minimums of each axis, using FindMinValue method defined below xMin = FindMinValue(xColumnName); yMin = FindMinValue(yColumnName); zMin = FindMinValue(zColumnName); // Debug.Log(xMin + " " + yMin + " " + zMin); // Write to console AssignLabels(); if (renderPointPrefabs == true) { // Call PlacePoint methods defined below PlacePrefabPoints(); } // If statement to turn particles on and off if ( renderParticles == true) { // Call CreateParticles() for particle system CreateParticles(); // Set particle system, for point glow- depends on CreateParticles() GetComponent<ParticleSystem>().SetParticles(particlePoints, particlePoints.Length); } } // Update is called once per frame void Update () { //Activate Particle System //GetComponent<ParticleSystem>().SetParticles(particlePoints, particlePoints.Length); } // Places the prefabs according to values read in private void PlacePrefabPoints() { // Get count (number of rows in table) rowCount = pointList.Count; for (var i = 0; i < pointList.Count; i++) { // Set x/y/z, standardized to between 0-1 float x = (Convert.ToSingle(pointList[i][xColumnName]) - xMin) / (xMax - xMin); float y = (Convert.ToSingle(pointList[i][yColumnName]) - yMin) / (yMax - yMin); float z = (Convert.ToSingle(pointList[i][zColumnName]) - zMin) / (zMax - zMin); // Create vector 3 for positioning particlePoints Vector3 position = new Vector3 (x, y, z) * plotScale; //instantiate as gameobject variable so that it can be manipulated within loop GameObject dataPoint = Instantiate (PointPrefab, Vector3.zero, Quaternion.identity); // Make child of PointHolder object, to keep particlePoints within container in hiearchy dataPoint.transform.parent = PointHolder.transform; // Position point at relative to parent dataPoint.transform.localPosition = position; dataPoint.transform.localScale = new Vector3(pointScale, pointScale, pointScale); // Converts index to string to name the point the index number string dataPointName = i.ToString(); // Assigns name to the prefab dataPoint.transform.name = dataPointName; if (renderPrefabsWithColor == true) { // Sets color according to x/y/z value dataPoint.GetComponent<Renderer>().material.color = new Color(x, y, z, 1.0f); // Activate emission color keyword so we can modify emission color dataPoint.GetComponent<Renderer>().material.EnableKeyword("_EMISSION"); dataPoint.GetComponent<Renderer>().material.SetColor("_EmissionColor", new Color(x, y, z, 1.0f)); } } } // creates particlePoints in the Particle System game object // // private void CreateParticles() { //pointList = CSVReader.Read(inputfile); rowCount = pointList.Count; // Debug.Log("Row Count is " + rowCount); particlePoints = new ParticleSystem.Particle[rowCount]; for (int i = 0; i < pointList.Count; i++) { // Convert object from list into float float x = (Convert.ToSingle(pointList[i][xColumnName]) - xMin) / (xMax - xMin); float y = (Convert.ToSingle(pointList[i][yColumnName]) - yMin) / (yMax - yMin); float z = (Convert.ToSingle(pointList[i][zColumnName]) - zMin) / (zMax - zMin); // Debug.Log("Position is " + x + y + z); // Set point location particlePoints[i].position = new Vector3(x, y, z) * plotScale; //GlowColor = // Set point color particlePoints[i].startColor = new Color(x, y, z, 1.0f); particlePoints[i].startSize = particleScale; } } // Finds labels named in scene, assigns values to their text meshes // WARNING: game objects need to be named within scene private void AssignLabels() { // Update point counter GameObject.Find("Point_Count").GetComponent<TextMesh>().text = pointList.Count.ToString("0"); // Update title according to inputfile name GameObject.Find("Dataset_Label").GetComponent<TextMesh>().text = inputfile; // Update axis titles to ColumnNames GameObject.Find("X_Title").GetComponent<TextMesh>().text = xColumnName; GameObject.Find("Y_Title").GetComponent<TextMesh>().text = yColumnName; GameObject.Find("Z_Title").GetComponent<TextMesh>().text = zColumnName; // Set x Labels by finding game objects and setting TextMesh and assigning value (need to convert to string) GameObject.Find("X_Min_Lab").GetComponent<TextMesh>().text = xMin.ToString("0.0"); GameObject.Find("X_Mid_Lab").GetComponent<TextMesh>().text = (xMin + (xMax - xMin) / 2f).ToString("0.0"); GameObject.Find("X_Max_Lab").GetComponent<TextMesh>().text = xMax.ToString("0.0"); // Set y Labels by finding game objects and setting TextMesh and assigning value (need to convert to string) GameObject.Find("Y_Min_Lab").GetComponent<TextMesh>().text = yMin.ToString("0.0"); GameObject.Find("Y_Mid_Lab").GetComponent<TextMesh>().text = (yMin + (yMax - yMin) / 2f).ToString("0.0"); GameObject.Find("Y_Max_Lab").GetComponent<TextMesh>().text = yMax.ToString("0.0"); // Set z Labels by finding game objects and setting TextMesh and assigning value (need to convert to string) GameObject.Find("Z_Min_Lab").GetComponent<TextMesh>().text = zMin.ToString("0.0"); GameObject.Find("Z_Mid_Lab").GetComponent<TextMesh>().text = (zMin + (zMax - zMin) / 2f).ToString("0.0"); GameObject.Find("Z_Max_Lab").GetComponent<TextMesh>().text = zMax.ToString("0.0"); } //Method for finding max value, assumes PointList is generated private float FindMaxValue(string columnName) { //set initial value to first value float maxValue = Convert.ToSingle(pointList[0][columnName]); //Loop through Dictionary, overwrite existing maxValue if new value is larger for (var i = 0; i < pointList.Count; i++) { if (maxValue < Convert.ToSingle(pointList[i][columnName])) maxValue = Convert.ToSingle(pointList[i][columnName]); } //Spit out the max value return maxValue; } //Method for finding minimum value, assumes PointList is generated private float FindMinValue(string columnName) { //set initial value to first value float minValue = Convert.ToSingle(pointList[0][columnName]); //Loop through Dictionary, overwrite existing minValue if new value is smaller for (var i = 0; i < pointList.Count; i++) { if (Convert.ToSingle(pointList[i][columnName]) < minValue) minValue = Convert.ToSingle(pointList[i][columnName]); } return minValue; } }
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    using UnityEngine; using System; using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; // Taken from here: https://bravenewmethod.com/2014/09/13/lightweight-csv-reader-for-unity/ // Code parses a CSV, converting values into ints or floats if able, and returning a List<Dictionary<string, object>>. public class CSVReader { static string SPLIT_RE = @",(?=(?:[^""]*""[^""]*"")*(?![^""]*""))"; // Define delimiters, regular expression craziness static string LINE_SPLIT_RE = @"\r\n|\n\r|\n|\r"; // Define line delimiters, regular experession craziness static char[] TRIM_CHARS = { '\"' }; public static List<Dictionary<string, object>> Read(string file) //Declare method { Debug.Log("CSVReader is reading " + file); // Print filename, make sure parsed correctly var list = new List<Dictionary<string, object>>(); //declare dictionary list TextAsset data = Resources.Load(file) as TextAsset; //Loads the TextAsset named in the file argument of the function // Debug.Log("Data loaded:" + data); // Print raw data, make sure parsed correctly var lines = Regex.Split(data.text, LINE_SPLIT_RE); // Split data.text into lines using LINE_SPLIT_RE characters if (lines.Length <= 1) return list; //Check that there is more than one line var header = Regex.Split(lines[0], SPLIT_RE); //Split header (element 0) // Loops through lines for (var i = 1; i < lines.Length; i++) { var values = Regex.Split(lines[i], SPLIT_RE); //Split lines according to SPLIT_RE, store in var (usually string array) if (values.Length == 0 || values[0] == "") continue; // Skip to end of loop (continue) if value is 0 length OR first value is empty var entry = new Dictionary<string, object>(); // Creates dictionary object // Loops through every value for (var j = 0; j < header.Length && j < values.Length; j++) { string value = values[j]; // Set local variable value value = value.TrimStart(TRIM_CHARS).TrimEnd(TRIM_CHARS).Replace("\\", ""); // Trim characters object finalvalue = value; //set final value int n; // Create int, to hold value if int float f; // Create float, to hold value if float // If-else to attempt to parse value into int or float if (int.TryParse(value, out n)) { finalvalue = n; } else if (float.TryParse(value, out f)) { finalvalue = f; } entry[header[j]] = finalvalue; } list.Add(entry); // Add Dictionary ("entry" variable) to list } return list; //Return list } }
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    using UnityEngine; using System.Collections; public class LabelOrienter_Smooth : MonoBehaviour { /* * This script finds objects with an appropriate tag, and makes them rotate according to the camera * 1. This script does no have to be placed on a particular object (finds them using tags) * 2. The tags must be added to the desired game objects in the Editor * 3. The tag must be defined in the inspector of this script * 4. Remember to have an active camera! */ public bool faceCamera = true; private GameObject[] labels; // Array, stores all GameObjects that should be kept aligned with camera // The tag of the target object, the ones that will track the camera public string targetTag; // // Use this for initialization void Start () { //populates the array "labels" with gameobjects that have the correct tag, defined in inspector labels = GameObject.FindGameObjectsWithTag(targetTag); } // Update is called once per frame void Update () { orientLables (); // remove if instead you are calling orientLables directly, whenever the camera has moved to make save processing time } // Method definition public void orientLables() { // go through "labels" array and aligns each object to the Camera.main (built-in) position and orientation foreach (GameObject go in labels) { // create new position Vector 3 so that object does not rotate around y axis Vector3 targetPosition = new Vector3(Camera.main.transform.position.x, go.transform.position.y, Camera.main.transform.position.z); // Reverse transform or not if (faceCamera == true) { // Here the internal math reverses the direction so 3D text faces the correct way go.transform.LookAt(2 * go.transform.position - targetPosition); } else { //LookAt makes the object face the camera go.transform.LookAt(targetPosition); } } } }
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    # This is just really simple code to export datasets and peek into their structure for export # Remember to set working directory to source file location in R Studio # ?write.csv() # Export CSV, without quotes for strings write.csv(iris, file = "iris.csv", quote = FALSE) # Check max max(iris$Sepal.Length) max(iris[2]) max(iris[3]) # Sometimes row names are simply the index, so we don't need to export write.csv(mtcars, file = "mtcars.csv", quote = FALSE, row.names = FALSE) # Head is useful; shows the first 5 rows head(airquality) # Can set na's to something write.csv(airquality, file = "airquality.csv", quote = FALSE, row.names = FALSE, na = "0")
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    Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. The CrossPlatformInput sample assets contains two main sections. 1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. 2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: GetAxis, GetAxisRaw GetButton, GetButtonDown, GetButtonUp Notes for coders: This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode.
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    using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace UnityStandardAssets.CrossPlatformInput { [RequireComponent(typeof(Image))] public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { // Options for which axes to use public enum AxisOption { Both, // Use both OnlyHorizontal, // Only horizontal OnlyVertical // Only vertical } public enum ControlStyle { Absolute, // operates from teh center of the image Relative, // operates from the center of the initial touch Swipe, // swipe to touch touch no maintained center } public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input public float Xsensitivity = 1f; public float Ysensitivity = 1f; Vector3 m_StartPos; Vector2 m_PreviousDelta; Vector3 m_JoytickOutput; bool m_UseX; // Toggle for using the x axis bool m_UseY; // Toggle for using the Y axis CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input bool m_Dragging; int m_Id = -1; Vector2 m_PreviousTouchPos; // swipe style control touch #if !UNITY_EDITOR private Vector3 m_Center; private Image m_Image; #else Vector3 m_PreviousMouse; #endif void OnEnable() { CreateVirtualAxes(); } void Start() { #if !UNITY_EDITOR m_Image = GetComponent<Image>(); m_Center = m_Image.transform.position; #endif } void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } } void UpdateVirtualAxes(Vector3 value) { value = value.normalized; if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } } public void OnPointerDown(PointerEventData data) { m_Dragging = true; m_Id = data.pointerId; #if !UNITY_EDITOR if (controlStyle != ControlStyle.Absolute ) m_Center = data.position; #endif } void Update() { if (!m_Dragging) { return; } if (Input.touchCount >= m_Id + 1 && m_Id != -1) { #if !UNITY_EDITOR if (controlStyle == ControlStyle.Swipe) { m_Center = m_PreviousTouchPos; m_PreviousTouchPos = Input.touches[m_Id].position; } Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; pointerDelta.x *= Xsensitivity; pointerDelta.y *= Ysensitivity; #else Vector2 pointerDelta; pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); #endif UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); } } public void OnPointerUp(PointerEventData data) { m_Dragging = false; m_Id = -1; UpdateVirtualAxes(Vector3.zero); } void OnDisable() { if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); if (CrossPlatformInputManager.AxisExists(verticalAxisName)) CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); } } }
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    using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { public class InputAxisScrollbar : MonoBehaviour { public string axis; void Update() { } public void HandleInput(float value) { CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); } } }
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    using System; using UnityEngine; using UnityEngine.EventSystems; namespace UnityStandardAssets.CrossPlatformInput { public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler { public enum AxisOption { // Options for which axes to use Both, // Use both OnlyHorizontal, // Only horizontal OnlyVertical // Only vertical } public int MovementRange = 100; public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input Vector3 m_StartPos; bool m_UseX; // Toggle for using the x axis bool m_UseY; // Toggle for using the Y axis CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input void OnEnable() { CreateVirtualAxes(); } void Start() { m_StartPos = transform.position; } void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } } void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } } public void OnDrag(PointerEventData data) { Vector3 newPos = Vector3.zero; if (m_UseX) { int delta = (int)(data.position.x - m_StartPos.x); delta = Mathf.Clamp(delta, - MovementRange, MovementRange); newPos.x = delta; } if (m_UseY) { int delta = (int)(data.position.y - m_StartPos.y); delta = Mathf.Clamp(delta, -MovementRange, MovementRange); newPos.y = delta; } transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); UpdateVirtualAxes(transform.position); } public void OnPointerUp(PointerEventData data) { transform.position = m_StartPos; UpdateVirtualAxes(m_StartPos); } public void OnPointerDown(PointerEventData data) { } void OnDisable() { // remove the joysticks from the cross platform input if (m_UseX) { m_HorizontalVirtualAxis.Remove(); } if (m_UseY) { m_VerticalVirtualAxis.Remove(); } } } }
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    using System; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { [ExecuteInEditMode] public class MobileControlRig : MonoBehaviour { // this script enables or disables the child objects of a control rig // depending on whether the USE_MOBILE_INPUT define is declared. // This define is set or unset by a menu item that is included with // the Cross Platform Input package. #if !UNITY_EDITOR void OnEnable() { CheckEnableControlRig(); } #endif private void Start() { #if UNITY_EDITOR if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play #endif { UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>(); if (system == null) {//the scene have no event system, spawn one GameObject o = new GameObject("EventSystem"); o.AddComponent<UnityEngine.EventSystems.EventSystem>(); o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>(); } } } #if UNITY_EDITOR private void OnEnable() { EditorUserBuildSettings.activeBuildTargetChanged += Update; EditorApplication.update += Update; } private void OnDisable() { EditorUserBuildSettings.activeBuildTargetChanged -= Update; EditorApplication.update -= Update; } private void Update() { CheckEnableControlRig(); } #endif private void CheckEnableControlRig() { #if MOBILE_INPUT EnableControlRig(true); #else EnableControlRig(false); #endif } private void EnableControlRig(bool enabled) { foreach (Transform t in transform) { t.gameObject.SetActive(enabled); } } } }
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